public void RandomizeWeBL() { double luck = RandomGen.GetRandomNormal(mean: 1, stdDev: 0.05); NewDamage = OrigDamage * luck; this.NewPunchesAttempted = OrigPunchesAttempted; this.NewPunchesLanded = (int)(OrigPunchesLanded * luck); }
public static FightScore GetRoundScoreNoStun(double score1, double score2, double judgeLuck) { int fighter1Score = 10; int fighter2Score = 10; score1 = score1 * RandomGen.GetRandomNormal(1, judgeLuck); score2 = score2 * RandomGen.GetRandomNormal(1, judgeLuck); if (score1 > score2 && (score1 - score2) > Resources.RoundTieThreshold) { fighter2Score = 9; } else if (score2 > score1 && (score2 - score1) > Resources.RoundTieThreshold) { fighter1Score = 9; } return(new Model.FightScore(fighter1Score, fighter2Score)); }
private void ScoreRound(double judgeLuck, int numberOfJudges) { FightScore fScore = GetRoundScore(Fighter1Round, Fighter2Round, Fighter1Round.GetScore(), Fighter2Round.GetScore()); this.Fighter1Score = fScore.Fighter1Score; this.Fighter2Score = fScore.Fighter2Score; this.JudgeRounds = new List <JudgeRound>(); for (int i = 1; i <= numberOfJudges; i++) { double score1 = Fighter1Round.GetScore() * RandomGen.GetRandomNormal(1, judgeLuck); double score2 = Fighter2Round.GetScore() * RandomGen.GetRandomNormal(1, judgeLuck); FightScore fs = GetRoundScore(this.Fighter1Round, this.Fighter2Round, score1, score2); JudgeRound jr = new Model.JudgeRound(i, fs.Fighter1Score, fs.Fighter2Score, this.RoundNumber); this.JudgeRounds.Add(jr); } }
public void SetLuckFactor(double stdDeviation) { this.LuckFactor = RandomGen.GetRandomNormal(1, stdDeviation); }