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Plague.g1a
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Plague.g1a
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Plague.g3a
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@ -1,4 +1,4 @@
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1 | 2 | 15 | 0 | 6 | 5 | 0 | 0
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0 | 0 | 0 | 15 | 0 | 0 | 0 | 11
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9 | 10 | 0 | 0 | 0 | 0 | 0 | 12
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0 | 0 | 0 | 7 | 8 | 0 | 0 | 15
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1 | 2 | 15 | 0 | 15 | 5 | 0 | 0
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0 | 0 | 0 | 15 | 0 | 0 | 0 | 11
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9 | 10 | 0 | 0 | 0 | 0 | 0 | 12
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0 | 0 | 0 | 7 | 8 | 0 | 0 | 15
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@ -82,7 +82,7 @@ int next_frame(struct game *current_game, int *dna_animation, int *vaccine)
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if (!current_game->humans[1])
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{
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if (current_game->humans[0] || current_game->humans[3] < current_game->humans[2]) message("VOUS AVEZ PERDU.");
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if (current_game->humans[3] < 4 * (current_game->humans[0] + current_game->humans[2])) message("VOUS AVEZ PERDU.");
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else message("VOUS AVEZ GAGNE !");
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return 0;
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}
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10
src/data.c
10
src/data.c
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@ -4,7 +4,7 @@
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// (contation, severity, lethality, DNA cost, change to cure requirement)
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const struct mutation symptoms_data[14] =
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{
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{10, 10, 0, 2, 0, "NAUSEE", "DONNE DES NAUSEES"},
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{10, 0, 0, 2, 0, "NAUSEE", "DONNE DES NAUSEES"},
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{15, 10, 0, 10, 0, "VOMISSEMENT", "PROVOQUE DES REJETS GASTRIQUES"},
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{10, 5, 0, 3, 0, "TOUX", "LA PROJECTION DE PARTICULE AUGMENTE LA CONTAGION"},
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{15, 20, 5, 10, 0, "PNEUMONIE", "AFFECTION PULMONAIRE PEU MORTELLE"},
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@ -26,9 +26,9 @@ const struct mutation abilities_data[6] =
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{15, 0, 0, 10, 0, "FROID", "RESISTANCE AU FROID"},
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{15, 0, 0, 15, 0, "CHAUD", "RESISTANCE AU CHAUD"},
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{ 0, 10, 0, 25, 10, "GENETIQUE", "LE GENOME MUTE, RALENTISSANT LE SEQUENCAGE ADN"},
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{10, 10, 20, 30, 30, "MUTATION+", "LE VIRUS MUTE, BLOQUANT LES CHERCHEURS"},
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{10, 10, 10, 30, 30, "MUTATION+", "LE VIRUS MUTE, BLOQUANT LES CHERCHEURS"},
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{30, 10, 0, 30, 0, "ENVIRON", "LE VIRUS RESISTE AUX ENVIRONNEMENTS LES PLUS HOSTILES"},
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{ 0, 15, 30, 15, 20, "MEDICAMENT", "RESISTANCES AU MEDICAMENTS"},
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{ 0, 15, 30, 15, 20, "MEDICAMENT", "RESISTANCE AU MEDICAMENTS"},
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};
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@ -40,11 +40,11 @@ const struct mutation transmissions_data[13] =
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{40, 15, 0, 30, 0, "AEROSOL", "TRANSMISSION PAR L'AIR ET PAR L'EAU"},
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{10, 0, 0, 15, 0, "EAU 1", "TRANSMISSION PAR L'EAU"},
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{20, 10, 0, 20, 0, "EAU 2", "TRANSMISSION PAR L'EAU"},
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{20, 0, 5, 12, 0, "ANIMAL 1", "LE VIRUS PEUT PASSER DE L'ANIMAL À L'HOMME"},
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{20, 0, 5, 12, 0, "ANIMAL 1", "LE VIRUS PEUT PASSER DE L'ANIMAL A L'HOMME"},
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{40, 10, 0, 25, 0, "ANIMAL 2", "CAPACITE DE TRANSMISSION HOMME-ANIMAL"},
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{20, 0, 0, 15, 0, "OISEAU 1", "LES OISEAUX TRANSMETTENT LE VIRUS"},
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{40, 10, 0, 25, 0, "OISEAU 2", "LES OISEAUX TRANSMETTENT LE VIRUS"},
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{10, 0, 0, 10, 0, "SANG 1", "LE VIRUS SE TRANSMET PAR LE SANG"},
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{10, 0, 0, 10, 0, "SANG 1", "LE VIRUS SE TRANSMET PAR LE SANG"},
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{20, 10, 0, 15, 0, "SANG 2", "LE VIRUS SE TRANSMET PAR LE SANG"},
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{40, 15, 0, 25, 0, "SANG 3", "LE VIRUS SE TRANSMET PAR LE SANG"},
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};
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@ -42,7 +42,7 @@ void epidemic_simulation(struct game *current_game)
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init_tab(current_game->grid.width * current_game->grid.height, current_grid, current_game->grid.data);
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int healed_rate = 0;
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if (current_game->research == current_game->limit) healed_rate = rand() % 11;
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if (current_game->research == current_game->limit) healed_rate = rand() % 6;
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// Make the epidemic grid evolove
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for (int i = 0; i < current_game->grid.width; i ++)
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@ -1,7 +1,7 @@
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/*
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Project name ......: Plague
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Version ...........: 1.3.5
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Last modification .: 6 June 2021
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Version ...........: 1.3.6
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Last modification .: 7 June 2021
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code and assets provided with licence :
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GNU General Public Licence v3.0
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@ -20,7 +20,7 @@
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#include "mutation_engine.h"
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#include "save.h"
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const char *VERSION = "1.3.5";
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const char *VERSION = "1.3.6";
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// title_screen : display the title screen
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static void title_screen(void);
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@ -137,6 +137,7 @@ int mutation_buy(struct game *current_game, const struct cursor c, const int mut
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// Update
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update_disease(current_game);
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current_game->priority += ceil((mutation_data->severity + mutation_data->lethality) / 10);
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current_game->limit += mutation_data->changement;
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message("MUTATION ACHETEE");
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}
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else message("ACHAT IMPOSSIBLE");
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@ -169,8 +170,6 @@ void update_disease(struct game *current_game)
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current_game->severity = symptom->severity + ability->severity + transmission->severity;
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current_game->lethality = symptom->lethality + ability->lethality + transmission->lethality;
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// research parameter
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current_game->limit = RESEARCH_LIMIT + symptom->changement + ability->changement + transmission->changement;
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if (current_game->research > current_game->limit) current_game->research = current_game->limit;
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}
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Reference in New Issue