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gang with 0 territory cannot fight
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parent
31edf92092
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24
dist/vendor.bundle.js
vendored
24
dist/vendor.bundle.js
vendored
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@ -190,56 +190,62 @@ export class Gang {
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}
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}
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// Then process territory
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// Then process territory
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for (let i = 0; i < GangConstants.Names.length; ++i) {
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const gangs = GangConstants.Names.filter((g) => AllGangs[g].territory > 0);
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const others = GangConstants.Names.filter((e) => {
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if (gangs.length > 1) {
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return e !== GangConstants.Names[i];
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for (let i = 0; i < gangs.length; ++i) {
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});
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const others = gangs.filter((e) => {
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const other = getRandomInt(0, others.length - 1);
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return e !== gangs[i];
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});
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const other = getRandomInt(0, others.length - 1);
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const thisGang = GangConstants.Names[i];
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const thisGang = gangs[i];
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const otherGang = others[other];
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const otherGang = others[other];
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// If either of the gangs involved in this clash is the player, determine
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// If either of the gangs involved in this clash is the player, determine
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// whether to skip or process it using the clash chance
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// whether to skip or process it using the clash chance
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if (thisGang === gangName || otherGang === gangName) {
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if (thisGang === gangName || otherGang === gangName) {
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if (!(Math.random() < this.territoryClashChance)) continue;
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if (!(Math.random() < this.territoryClashChance)) continue;
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}
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const thisPwr = AllGangs[thisGang].power;
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const otherPwr = AllGangs[otherGang].power;
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const thisChance = thisPwr / (thisPwr + otherPwr);
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function calculateTerritoryGain(winGang: string, loseGang: string): number {
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const powerBonus = Math.max(1, 1 + Math.log(AllGangs[winGang].power / AllGangs[loseGang].power) / Math.log(50));
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const gains = Math.min(AllGangs[loseGang].territory, powerBonus * 0.0001 * (Math.random() + 0.5));
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return gains;
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}
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if (Math.random() < thisChance) {
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if (AllGangs[otherGang].territory <= 0) return;
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const territoryGain = calculateTerritoryGain(thisGang, otherGang);
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AllGangs[thisGang].territory += territoryGain;
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AllGangs[otherGang].territory -= territoryGain;
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if (thisGang === gangName) {
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this.clash(true); // Player won
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AllGangs[otherGang].power *= 1 / 1.01;
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} else if (otherGang === gangName) {
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this.clash(false); // Player lost
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} else {
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AllGangs[otherGang].power *= 1 / 1.01;
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}
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}
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} else {
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if (AllGangs[thisGang].territory <= 0) return;
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const thisPwr = AllGangs[thisGang].power;
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const territoryGain = calculateTerritoryGain(otherGang, thisGang);
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const otherPwr = AllGangs[otherGang].power;
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AllGangs[thisGang].territory -= territoryGain;
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const thisChance = thisPwr / (thisPwr + otherPwr);
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AllGangs[otherGang].territory += territoryGain;
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if (thisGang === gangName) {
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function calculateTerritoryGain(winGang: string, loseGang: string): number {
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this.clash(false); // Player lost
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const powerBonus = Math.max(
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} else if (otherGang === gangName) {
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1,
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this.clash(true); // Player won
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1 + Math.log(AllGangs[winGang].power / AllGangs[loseGang].power) / Math.log(50),
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AllGangs[thisGang].power *= 1 / 1.01;
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);
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const gains = Math.min(AllGangs[loseGang].territory, powerBonus * 0.0001 * (Math.random() + 0.5));
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return gains;
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}
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if (Math.random() < thisChance) {
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if (AllGangs[otherGang].territory <= 0) return;
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const territoryGain = calculateTerritoryGain(thisGang, otherGang);
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AllGangs[thisGang].territory += territoryGain;
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AllGangs[otherGang].territory -= territoryGain;
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if (thisGang === gangName) {
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this.clash(true); // Player won
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AllGangs[otherGang].power *= 1 / 1.01;
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} else if (otherGang === gangName) {
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this.clash(false); // Player lost
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} else {
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AllGangs[otherGang].power *= 1 / 1.01;
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}
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} else {
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} else {
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AllGangs[thisGang].power *= 1 / 1.01;
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if (AllGangs[thisGang].territory <= 0) return;
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const territoryGain = calculateTerritoryGain(otherGang, thisGang);
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AllGangs[thisGang].territory -= territoryGain;
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AllGangs[otherGang].territory += territoryGain;
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if (thisGang === gangName) {
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this.clash(false); // Player lost
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} else if (otherGang === gangName) {
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this.clash(true); // Player won
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AllGangs[thisGang].power *= 1 / 1.01;
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} else {
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AllGangs[thisGang].power *= 1 / 1.01;
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}
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}
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}
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}
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}
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}
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}
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