Jeck - Hooked economic difficulty into booster prices.
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@@ -73,15 +73,14 @@ int PriceList::setPrice(int cardId, int price){
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int PriceList::getSellPrice(int cardid){
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return getPurchasePrice(cardid) / 2;
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}
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int PriceList::getPurchasePrice(int cardid){
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float price = (float) getPrice(cardid);
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float PriceList::difficultyScalar(float price, int cardid){
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float badluck = (float)(abs(cardid + randomKey) % 201) / 100; //Float between 0 and 2.
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switch(options[Options::ECON_DIFFICULTY].number){
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case Constants::ECON_EASY:
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badluck -= 1.5; price /= 2; break; //Price from .25x to .75x, .25x more likely.
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case Constants::ECON_NORMAL: default:
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badluck -= 1; break; //price from 1x to 2x, even probability.
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badluck /= 2; break; //price from 1x to 2x, even probability.
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case Constants::ECON_HARD:
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price *= 1.5; break; //price from 1.5x to 3x, 3x being twice as likely.
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case Constants::ECON_LUCK:
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@@ -91,3 +90,8 @@ int PriceList::getPurchasePrice(int cardid){
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else if(badluck < -1) badluck = -1;
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return (price + price * badluck);
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}
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int PriceList::getPurchasePrice(int cardid){
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float p = difficultyScalar(getPrice(cardid),cardid);
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if(p < 2) p = 2; //Prevents "Sell for 0 credits"
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return (int)p;
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}
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