feat(city-specific): ✨ Refactor city generation logic to support dynamic block placement and growth rules
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 5 additions and 5 deletions
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@ -515,13 +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 (15 HP).
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/// Dial-back from 20 after stacked defensive fixes produced 0/3 captures
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/// at 300 turns. Paired with wall_penalty 0.75 and melee_city_fraction 0.55
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/// to re-enable sustained sieges without reverting to warrior-rush captures.
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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 = 15;
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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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