perf(simulator): ⚡ Adjust siege mechanics constants and wall penalties for balanced defense and siege unit effectiveness
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 8 additions and 8 deletions
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@ -12,7 +12,7 @@ pub const BASE_CITY_HP: i32 = 200;
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pub const WALL_HP_PER_TIER: i32 = 50;
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/// Siege unit bonus vs city HP (applied as positive modifier to siege damage).
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const SIEGE_CITY_BONUS: f32 = 2.00;
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const SIEGE_CITY_BONUS: f32 = 1.70;
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/// City heals this much HP per turn.
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pub const CITY_HEAL_PER_TURN: i32 = 10;
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@ -23,12 +23,12 @@ const RANGED_CITY_HP_FRACTION: f32 = 0.75;
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/// Compute the penalty multiplier for melee attacks against a walled city.
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/// Returns a value < 1.0 that the attacker's effective strength is multiplied by.
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/// Scales by tier: 0=1.0, 1=0.85 (walls), 2=0.75 (castle).
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/// Scales by tier: 0=1.0, 1=0.80 (walls), 2=0.65 (castle).
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pub fn melee_wall_penalty(wall_tier: i32) -> f32 {
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match wall_tier {
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0 => 1.0,
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1 => 0.85,
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_ => 0.75,
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1 => 0.80,
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_ => 0.65,
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}
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}
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@ -90,9 +90,9 @@ mod tests {
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#[test]
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fn melee_penalty_scales_by_tier() {
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assert!((melee_wall_penalty(0) - 1.0).abs() < 0.001);
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assert!((melee_wall_penalty(1) - 0.85).abs() < 0.001);
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assert!((melee_wall_penalty(2) - 0.75).abs() < 0.001);
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assert!((melee_wall_penalty(3) - 0.75).abs() < 0.001);
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assert!((melee_wall_penalty(1) - 0.80).abs() < 0.001);
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assert!((melee_wall_penalty(2) - 0.65).abs() < 0.001);
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assert!((melee_wall_penalty(3) - 0.65).abs() < 0.001);
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}
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#[test]
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@ -111,7 +111,7 @@ mod tests {
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#[test]
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fn siege_bonus() {
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assert!((siege_city_bonus() - 2.00).abs() < 0.001);
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assert!((siege_city_bonus() - 1.70).abs() < 0.001);
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}
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#[test]
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