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Dice>Gizmo #31

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@GizmoMar GizmoMar commented Oct 9, 2018

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hw1-5 and others added 30 commits March 19, 2018 09:26
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.
Added functionality for the gamblers: Dice, Lux, Poker. For calculations with the gamblers, it's assumed that all empty spaces are contiguous and frontmost. Added new quest heroes, added new quests.
Fixed value for function of questionable value
Corrected exe
Fixed exe for real this time
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.
Add quest heroes (ascended shygu, ascended thert, ascended lord kirk, ascended neptunius). Add quests [121,140]. Update Dybbuk's stats.
Fix lineups for quests 123, 126, 129, 131, 133, 136, 140.
Assign unit indices at initialization to avoid repeated searching of a long list. Make turnSeed only calculated when needed.
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.
Fix accidental moving of Groth in 3.0.2.0d. Important to not use 3.0.2.0d
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.
Fix critical error in 3.0.2.0g that was checking wrong vector for follower cost resulting in crash.
Add multithreading. Fix geror ability. Add EXPLODE_L ability. Add reading data from file. Change versioning number to match game version.
Add EXPLODE_L to list of abilities usable in cqdata.txt.
Update version number.
Updated files to include quests from page 25 (aShygu).
Thanks Alya_N.
Updated files to include quests from page 26 (aThert).
Thanks Alya_N.
Updated files to include quests from page 27 and 28 (aKirk and aNep).
Added new quest pages 29-32 (aHoso-aHattori).
Thanks Alya_N.
Added new Water Boss.
Thanks Letrommil.
Tried a fix for Water WB.
Trying a fix again.
GizmoMar and others added 30 commits October 10, 2018 17:53
Reverted changes.
Changed Doy damage back to 110.
Updated Dev Heroes.
Updated Quest 140.
Alya did the coding, I did the cleaning + extra <3
All the, small things~
Just added some QoL for future.
Thanks pacachomp.
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.
Fixed aDefile.
…and Lux not hitting them when they are in front
Thanks Mr Z
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5 participants