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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001081 | VCMI | Mechanics - Battles | public | 2012-09-21 01:42 | 2014-05-30 17:41 | ||||
Reporter | GrayFace | ||||||||
Assigned To | Ivan | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | |||||||||
Target Version | Fixed in Version | 0.9 | |||||||
Summary | 0001081: Incorrect Death Stare algorythm | ||||||||
Description | Here is the correct one from Heroes 3: if (<target is alive>) { int x = 0; for (int i = 0; i < gorgons_count; i++) { if (1 + rand()%100 <= 10) x++; } x = min(x, (gorgons_count + 9)/10); <kill x creatures>; } Note that no magic resistance is applied. | ||||||||
Tags | No tags attached. | ||||||||
Attached Files | |||||||||
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Notes | |
(0003040) Ivan (developer) 2012-09-21 10:31 edited on: 2012-09-21 11:27 |
That's how current version works. Only difference is implementation: instead of for loop random distribution is used Used distribution: http://en.wikipedia.org/wiki/Poisson_distribution [^] |
(0003041) GrayFace (reporter) 2012-09-21 14:10 |
Not at all. 1) It uses Poisson distribution instead of the correct one, Bernulli distribution. Bernulli would act like Poisson when there are many gorgons, but when there's 1 gorgon it would be able to kill more than 1 enemy if Poisson distribution is used. 2) It doesn't cap killed count at (gorgons_count + 9)/10. |
(0003045) Warmonger (administrator) 2012-09-26 09:32 |
Oh, right about distribution. I forgot it already :P Keep in mind that Death Stare can have different probability than 10%. I would change it to int cap = 100/probability; x = min(x, (gorgons_count + probability-1)/cap); |
(0003046) Ivan (developer) 2012-09-26 09:52 |
Right now probability comes from valOfBonuses so 10% are not hardcoded. But cap is missing. Will fix. |
(0003047) GrayFace (reporter) 2012-09-26 10:28 |
Warmonger, perhaps you mean this: x = min(x, (gorgons_count*probability + 99)/100); I think that would be right. BTW, WoG does much more calculations on each step of the loop. I've checked and 9999 gorgons still don't cause any delays. WoG also doesn't change the cap when using different probability, which is wrong. |
(0003048) Ivan (developer) 2012-09-26 13:14 |
fixed in rev 2924 |
Issue History | |||
Date Modified | Username | Field | Change |
2012-09-21 01:42 | GrayFace | New Issue | |
2012-09-21 10:31 | Ivan | Note Added: 0003040 | |
2012-09-21 10:31 | Ivan | Status | new => feedback |
2012-09-21 11:27 | Ivan | Note Edited: 0003040 | View Revisions |
2012-09-21 14:10 | GrayFace | Note Added: 0003041 | |
2012-09-21 14:10 | GrayFace | Status | feedback => new |
2012-09-26 09:04 | Ivan | Assigned To | => Ivan |
2012-09-26 09:04 | Ivan | Status | new => assigned |
2012-09-26 09:32 | Warmonger | Note Added: 0003045 | |
2012-09-26 09:52 | Ivan | Note Added: 0003046 | |
2012-09-26 10:28 | GrayFace | Note Added: 0003047 | |
2012-09-26 13:14 | Ivan | Note Added: 0003048 | |
2012-09-26 13:14 | Ivan | Status | assigned => resolved |
2012-09-26 13:14 | Ivan | Fixed in Version | => 0.9 |
2012-09-26 13:14 | Ivan | Resolution | open => fixed |
2012-10-06 09:22 | Zamolxis | Issue cloned: 0001137 | |
2012-10-06 09:22 | Zamolxis | Relationship added | related to 0001137 |
2014-05-30 17:41 | beegee | Status | resolved => closed |
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