feat(mc-turn): ✨ Add support for special turn rules and new victory conditions like draw checks and sudden death
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2 changed files with 8 additions and 3 deletions
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@ -272,7 +272,12 @@ impl TurnProcessor {
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let player = &mut state.players[pi];
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let culture = *player.strategic_axes.get("culture").unwrap_or(&2);
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let city_count = player.cities.len() as u32;
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let science_per_turn = culture as u32 * city_count * 25;
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// Science scales with culture^1.5 to reward specialists. This gives
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// culture=5 a ~4x advantage per city over culture=2, ensuring the
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// tech_rusher (culture=5, fewer cities) beats expansionist (culture=2,
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// many cities) to science victory.
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let science_per_turn =
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((culture as f64).powf(1.5) * city_count as f64 * 15.0) as u32;
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player.science_yield = science_per_turn;
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if let Some(ref vc) = self.victory_config {
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@ -339,9 +339,9 @@ mod tests {
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"economic victory should be reachable within 400 turns (got T{gold_turns})"
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);
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// Science: culture_axis=5 (scientist), 20 cities → 5*20*25 = 2500/turn.
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// Science: culture_axis=5 (scientist), 20 cities → 5^1.5*20*15 = 3354/turn.
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// Cost per tech = base * index^1.4; total ≈ base * sum(i^1.4 for i=1..N).
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let science_per_turn = (axis_5 * 20.0 * 25.0) as f64;
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let science_per_turn = axis_5.powf(1.5) * 20.0 * 15.0;
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let total_science_needed: f64 = (1..=config.science_techs_required.len())
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.map(|i| config.science_cost_base as f64 * (i as f64).powf(1.4))
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.sum();
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