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"Player number management."
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@ -91,12 +91,12 @@ player_get_position_from_structure(gint structure, gint player_number)
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position = PLAYER_POS_GOALIE;
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position = PLAYER_POS_GOALIE;
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else if(player_number < bound[0] ||
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else if(player_number < bound[0] ||
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(player_number > 10 &&
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(player_number > 10 &&
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player_number < (11 + (const_int("int_team_max_players") - 11) *
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player_number < (11 + (const_int("int_team_cpu_max_players") - 11) *
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const_float("float_player_pos_bound1"))))
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const_float("float_player_pos_bound1"))))
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position = PLAYER_POS_DEFENDER;
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position = PLAYER_POS_DEFENDER;
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else if(player_number < bound[1] ||
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else if(player_number < bound[1] ||
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(player_number > 10 &&
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(player_number > 10 &&
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player_number < (11 + (const_int("int_team_max_players") - 11) *
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player_number < (11 + (const_int("int_team_cpu_max_players") - 11) *
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const_float("float_player_pos_bound2"))))
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const_float("float_player_pos_bound2"))))
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position = PLAYER_POS_MIDFIELDER;
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position = PLAYER_POS_MIDFIELDER;
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else
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else
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@ -123,7 +123,7 @@ team_generate_players_stadium(Team *tm)
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average_skill = CLAMP(average_skill, 0, const_float("float_player_max_skill"));
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average_skill = CLAMP(average_skill, 0, const_float("float_player_max_skill"));
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for(i=0;i<const_int("int_team_max_players");i++)
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for(i=0;i<const_int("int_team_cpu_max_players");i++)
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{
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{
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new = player_new(tm, average_skill, TRUE);
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new = player_new(tm, average_skill, TRUE);
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wages += new.wage;
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wages += new.wage;
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@ -139,13 +139,6 @@ team_generate_players_stadium(Team *tm)
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tm->stadium.capacity =
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tm->stadium.capacity =
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math_round_integer((gint)rint((wages / (gfloat)const_int("int_team_stadium_ticket_price")) *
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math_round_integer((gint)rint((wages / (gfloat)const_int("int_team_stadium_ticket_price")) *
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const_float("float_team_stadium_size_wage_factor")), 2);
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const_float("float_team_stadium_size_wage_factor")), 2);
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/*d*/
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/* printf("%30s wag %.0f stadcap %d cap * tick %d diff %d\n", */
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/* tm->name->str, wages, tm->stadium.capacity, */
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/* tm->stadium.capacity * const_int("int_team_stadium_ticket_price"), */
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/* math_round_integer((gint)(2 * wages) - */
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/* tm->stadium.capacity * const_int("int_team_stadium_ticket_price"), 3)); */
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}
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}
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/** Return a certain value from the league or cup struct
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/** Return a certain value from the league or cup struct
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@ -141,11 +141,20 @@ user_remove(gint idx, gboolean regenerate_team)
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for(i=0;i<usr(idx).tm->players->len;i++)
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for(i=0;i<usr(idx).tm->players->len;i++)
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free_player(&g_array_index(usr(idx).tm->players, Player, i));
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free_player(&g_array_index(usr(idx).tm->players, Player, i));
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g_array_free(usr(idx).tm->players, TRUE);
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usr(idx).tm->players = g_array_new(FALSE, FALSE, sizeof(Player));
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team_generate_players_stadium(usr(idx).tm);
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team_generate_players_stadium(usr(idx).tm);
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for(i=0;i<usr(idx).tm->players->len;i++)
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g_array_index(usr(idx).tm->players, Player, i).team = usr(idx).tm;
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}
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}
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free_user(&usr(idx));
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free_user(&usr(idx));
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g_array_remove_index(users, idx);
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g_array_remove_index(users, idx);
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cur_user = 0;
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game_gui_show_main();
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}
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}
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void
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void
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@ -188,8 +188,11 @@ int_treeview_max_pipes 50
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float_player_pos_bound1 3755
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float_player_pos_bound1 3755
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float_player_pos_bound2 7510
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float_player_pos_bound2 7510
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# maximum number of players in a team.
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# maximum number of players in a user team.
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int_team_max_players 20
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int_team_max_players 20
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# maximum number of players in cpu teams. should be
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# less or equal int_team_max_players
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int_team_cpu_max_players 20
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# highest skill and talent a player can have.
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# highest skill and talent a player can have.
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float_player_max_skill 990000
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float_player_max_skill 990000
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@ -660,10 +663,10 @@ int_transfer_new_players_upper 4
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int_transfer_time_lower 3
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int_transfer_time_lower 3
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int_transfer_time_upper 5
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int_transfer_time_upper 5
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# percentage of players from international cup teams
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# percentage of players from international cup teams
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float_transfer_cup_percentage 2500
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float_transfer_cup_percentage 8000#2500
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# restrictions applying to very good players
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# restrictions applying to very good players
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float_transfer_good_player_skill_bound 9000
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float_transfer_good_player_skill_bound 9000
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float_transfer_good_player_prob 2500
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float_transfer_good_player_prob 5000
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# scout deviance in percent of the players' values and wages
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# scout deviance in percent of the players' values and wages
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# these values are the deviance for the best scout; the others
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# these values are the deviance for the best scout; the others
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