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File I missed to upload a few days ago
abavah, drhawking, masterlee, kumusan, liucheng, hidoka, kryton
Added placeholders for RNG heroes, added functionality for Taint, Putrid, Defile, Neil. Made some variables double to increase precision for high damage WB and made WB health 64 bit. Note that absorb won't currently work properly if a lane has two absorb heroes in it.
Removed dominance checks. This was necessary as this was resulting in a possibility of failing to find a solution where it existed. This will speed up some inputs and slow down others, but it means correct solution won't be missed. Started depth-first branching after fully expanding max size - 2. This significantly reduces memory usage. It also can result in faster results in some cases. Fixed some issues with the expansion function. Fixed bug with max followers of 0. Added function to sort armies by preliminary quality before branching and expanding. Standardized mix of tabs and spaces into only spaces.
Fixed some rare edge cases where a solution could be found but wouldn't if a lesser expanded army draws with the enemy and the remaining units wouldn't be considered. Made values for some per level heroes more accurate. Corrected function for adding thousands separators in preparation for upcoming heroes.
Reserve vector memory ahead of time to avoid excessive reallocation. Add function to prune monsters no longer available when solution is found. When expanding, stop checking monsters upon reaching too expensive monster in sorted list. Store Dicemaster location to avoid looping every battle. Add some conditionals to avoid unnecessary calculations. Make Geror ability always expand with monster if possible. Check if unit to be added will cause a change in Aoyuki ability to influence adding it and invalidate old result. Reorder some struct variables.
Change default behavior to stop on first solution found. Add config option STOP_FIRST_SOLUTION. Repeat filling of monsters at start of each instance. Monsters were being pruned and not refilled for subsequent instances. Ignore branches that are no longer relevant due to cheaper solution found. Add tier to quest name in solution output.
Temp fix for Guy(Thanks zmodred) as well as adding aDefile. Found an error inside and fixed myself but wasnt sure if it should be: remainingHealths[frontliner + opposing.direct_target] -= opposing.baseDamage; //what i picked or remainingHealths[frontliner + opposing.counter_target] -= opposing.baseDamage; Line 312 battleLogic.h tell me if I'm wrong. Solver is still being worked on by Letro and I, will take a while. Ricochet/Clio/Lux and some others wont work for now.
…nged to ricochet a long while back
…ro gets applied appropriately
…his counter to dead units
…and Lux not hitting them when they are in front
… skipping of Y/N question to continue
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