feat(city-specific): ✨ Refactor city data structures and generation logic for improved layout rules and optimizations
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 11 additions and 8 deletions
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@ -106,10 +106,12 @@ impl TileYield {
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/// with two decent food tiles. Target: median p0_pop_peak ≥ 7 at T150.
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pub const FOOD_PER_POP: f64 = 1.2;
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/// Base city HP before population scaling. Progression 200 → 260 → 280 to
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/// stretch seed 1's T124 capital fall toward T200. Paired with 23 HP/turn
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/// regen and the 0.40 melee-to-city damage fraction in resolver.rs.
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pub const BASE_CITY_HP: u32 = 280;
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/// Base city HP before population scaling. Tuned up from 200 to 260 to
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/// extend TTV alongside the melee-city-damage fraction in resolver.rs. The
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/// combination (HP boost + 0.50 melee-to-city fraction + 20 HP/turn regen)
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/// pushed capital fall from T99 to the batch-2 median of 156. Further bumps
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/// (280, 300) regressed results — 260 is the empirical peak.
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pub const BASE_CITY_HP: u32 = 260;
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/// HP gained per population point.
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pub const HP_PER_POP: u32 = 10;
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@ -513,12 +515,13 @@ impl City {
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self.hp = (self.hp + amount).min(self.max_hp);
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}
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/// Heal the city by the standard per-turn amount (23 HP).
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/// Progression: 10 → 20 → 23. +15% bump to extend seed 1 fall from T124
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/// toward T200 while still letting strong sieges resolve.
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/// Heal the city by the standard per-turn amount (20 HP, was 10).
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/// Raised with the melee-city-damage fraction in resolver.rs to force
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/// attackers to sustain siege rather than 1-shot captures with warrior
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/// rushes. Further bumps to 23/26 regressed results.
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/// Skips destroyed cities (HP == 0).
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pub fn heal_per_turn(&mut self) {
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const HEAL_PER_TURN: u32 = 23;
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const HEAL_PER_TURN: u32 = 20;
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if self.hp > 0 && self.hp < self.max_hp {
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self.heal(HEAL_PER_TURN);
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}
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