Exemple #1
0
        /// <summary>
        /// Generates a characteristic stat for a Character, based on parent stats
        /// </summary>
        /// <returns>Double containing characteristic stat</returns>
        /// <param name="mummyStat">The mother's characteristic stat</param>
        /// <param name="daddyStat">The father's characteristic stat</param>
        public static Double GenerateKeyCharacteristics(Double mummyStat, Double daddyStat)
        {
            Double newStat = 0;

            // get average of parents' stats
            Double parentalAverage = (mummyStat + daddyStat) / 2;

            // generate random (0 - 100) to determine relationship of new stat to parentalAverage
            double randPercentage = Utility_Methods.GetRandomDouble(100);

            // calculate new stat
            if (randPercentage <= 35)
            {
                newStat = parentalAverage;
            }
            else if (randPercentage <= 52.5)
            {
                newStat = parentalAverage - 1;
            }
            else if (randPercentage <= 70)
            {
                newStat = parentalAverage + 1;
            }
            else if (randPercentage <= 80)
            {
                newStat = parentalAverage - 2;
            }
            else if (randPercentage <= 90)
            {
                newStat = parentalAverage + 2;
            }
            else if (randPercentage <= 95)
            {
                newStat = parentalAverage - 3;
            }
            else
            {
                newStat = parentalAverage + 3;
            }

            // make sure new stat falls within acceptable range
            if (newStat < 1)
            {
                newStat = 1;
            }
            else if (newStat > 9)
            {
                newStat = 9;
            }

            return(newStat);
        }
Exemple #2
0
        /// <summary>
        /// Calculates casualties from a battle for both sides
        /// </summary>
        /// <returns>double[] containing percentage loss modifier for each side</returns>
        /// <param name="attackerTroops">uint containing attacking army troop numbers</param>
        /// <param name="defenderTroops">uint containing defending army troop numbers</param>
        /// <param name="attackerValue">uint containing attacking army battle value</param>
        /// <param name="defenderValue">uint containing defending army battle value</param>
        /// <param name="attackerVictorious">bool indicating whether attacking army was victorious</param>
        public static double[] CalculateBattleCasualties(uint attackerTroops, uint defenderTroops, uint attackerValue, uint defenderValue, bool attackerVictorious)
        {
            double[] battleCasualties  = new double[2];
            double   largeArmyModifier = 0;
            bool     largestWon        = true;

            // determine highest/lowest battle value
            double maxBV = Math.Max(attackerValue, defenderValue);
            double minBV = Math.Min(attackerValue, defenderValue);

            // use BVs to determine high mark for base casualty rate of army with smallest battle value (see below)
            double highCasualtyRate = maxBV / (maxBV + minBV);

            // determine base casualty rate for army with smallest battle value
            double smallestModifier = Utility_Methods.GetRandomDouble(highCasualtyRate, min: 0.1);

            // determine if army with largest battle value won
            if (maxBV == attackerValue)
            {
                if (!attackerVictorious)
                {
                    largestWon = false;
                }
            }
            else
            {
                if (attackerVictorious)
                {
                    largestWon = false;
                }
            }

            // if army with largest battle value won
            if (largestWon)
            {
                // calculate casualty modifier for army with largest battle value
                // (based on adapted version of Lanchester's Square Law - i.e. largest army loses less troops than smallest)
                largeArmyModifier = (1 + ((minBV * minBV) / (maxBV * maxBV))) / 2;

                // attacker is large army
                if (attackerVictorious)
                {
                    battleCasualties[1] = smallestModifier;
                    // determine actual troop losses for largest army based on smallest army losses,
                    // modified by largeArmyModifier
                    uint largeArmyLosses = Convert.ToUInt32((defenderTroops * battleCasualties[1]) * largeArmyModifier);
                    // derive final casualty modifier for largest army
                    battleCasualties[0] = largeArmyLosses / (double)attackerTroops;
                }
                // defender is large army
                else
                {
                    battleCasualties[0] = smallestModifier;
                    uint largeArmyLosses = Convert.ToUInt32((attackerTroops * battleCasualties[0]) * largeArmyModifier);
                    battleCasualties[1] = largeArmyLosses / (double)defenderTroops;
                }
            }

            // if army with smallest battle value won
            else
            {
                // calculate casualty modifier for army with largest battle value
                // this ensures its losses will be roughly the same as the smallest army (because it lost)
                largeArmyModifier = Utility_Methods.GetRandomDouble(1.20, min: 0.8);

                // defender is large army
                if (attackerVictorious)
                {
                    // smallest army losses reduced because they won
                    battleCasualties[0] = smallestModifier / 2;
                    // determine actual troop losses for largest army based on smallest army losses,
                    // modified by largeArmyModifier
                    uint largeArmyLosses = Convert.ToUInt32((attackerTroops * battleCasualties[0]) * largeArmyModifier);
                    // derive final casualty modifier for largest army
                    battleCasualties[1] = largeArmyLosses / (double)defenderTroops;
                }
                // attacker is large army
                else
                {
                    battleCasualties[1] = smallestModifier / 2;
                    uint largeArmyLosses = Convert.ToUInt32((defenderTroops * battleCasualties[1]) * largeArmyModifier);
                    battleCasualties[0] = largeArmyLosses / (double)attackerTroops;
                }
            }


            return(battleCasualties);
        }