Jeck - Changed filter pricing scheme- filter tax is now inversely proportional to the amount of results. Added preliminary "economic difficulty" option. Note that it requires difficulty modes to be unlocked (at least to appear in the gui). Should we make it available from the start?
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@@ -27,8 +27,9 @@ const char * Options::optionNames[] = {
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"mana_display",
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"reverse_triggers",
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"disable_cards",
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"interruptSeconds",
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"maxGrade",
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"economic_difficulty",
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"interruptSeconds",
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"interruptMySpells",
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"interruptMyAbilities",
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//General interrupts
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@@ -46,12 +47,6 @@ const char * Options::optionNames[] = {
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"interruptEndTurn",
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"interruptCleanup",
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"interruptAfterEnd",
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//Unlocked modes
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"prx_handler",
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"prx_rimom",
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"prx_eviltwin",
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"prx_rnddeck",
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"aw_collector",
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};
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int Options::getID(string name){
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if(!name.size())
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@@ -366,6 +361,11 @@ GameOption * GameOptions::get(int optionID) {
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goEnum->def = OptionMaxGrade::getInstance();
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go = goEnum;
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break;
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case Options::ECON_DIFFICULTY:
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goEnum = NEW GameOptionEnum();
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goEnum->def = OptionEconDifficulty::getInstance();
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go = goEnum;
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break;
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default:
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if(x >= Options::BEGIN_AWARDS)
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go = NEW GameOptionAward();
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@@ -742,7 +742,13 @@ OptionDifficulty::OptionDifficulty(){
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mDef.values.push_back(EnumDefinition::assoc(HARDER, "Harder"));
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mDef.values.push_back(EnumDefinition::assoc(EVIL, "Evil"));
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};
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OptionEconDifficulty OptionEconDifficulty::mDef;
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OptionEconDifficulty::OptionEconDifficulty(){
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mDef.values.push_back(EnumDefinition::assoc(Constants::ECON_NORMAL, "Normal"));
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mDef.values.push_back(EnumDefinition::assoc(Constants::ECON_HARD, "Hard"));
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mDef.values.push_back(EnumDefinition::assoc(Constants::ECON_LUCK, "Luck"));
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mDef.values.push_back(EnumDefinition::assoc(Constants::ECON_EASY, "Easy"));
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};
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//GameOptionAward
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GameOptionAward::GameOptionAward(){
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achieved = time(NULL);
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