Author Topic: [FIXED] OG vs OpenXcom RNG quirks  (Read 5053 times)

Offline Meridian

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Re: [FIXED] OG vs OpenXcom RNG quirks
« Reply #15 on: January 25, 2025, 01:50:36 pm »
Fixed.


1/ Review - ok:
 - MapScript::getGroupNumber
 - MapScript::getBlockNumber
 - DebriefingState::addItemsToBaseStores
 - Mod::getRandomMission
 - Production::step
 - Texture::getRandomTerrain
 - Texture::getRandomBaseTerrain
 - Texture::getRandomDeployment


2/ Fixed OXC weight handling: https://github.com/MeridianOXC/OpenXcom/commit/44a739e4aaad81528b5bb426df6d3912ef7c8ce8
 - WeightedOptions::choose
 - SoldierNamePool::genLook
Edit: also https://github.com/MeridianOXC/OpenXcom/commit/ee6c41bf79a034f95e72360be4d9ca863b38fb92


3/ Fixed OXCE weight handling: https://github.com/MeridianOXC/OpenXcom/commit/27c61c2fc3025ffcc14753f96c1fba042093a810
 - SavedGame::selectSoldierNationalityByLocation
 - Soldier::Soldier
Edit: also https://github.com/MeridianOXC/OpenXcom/commit/9fcb27113544c7d02d09aca6054222914c12e086
Edit: also https://github.com/MeridianOXC/OpenXcom/commit/fdb134ed9c0e0cf4adf9c228fdee63ae38207132


4/ Rewritten using RNG::percent (instead of RNG::generate) - no functional change, just written more clearly:
 - BattlescapeGenerator::deployAliens https://github.com/MeridianOXC/OpenXcom/commit/a0ded8b708226080f41db50035bcdd5ff713bc37
 - BattleUnit::prepareMorale https://github.com/MeridianOXC/OpenXcom/commit/feef66f771c7c5201873f81bb767dfd9a1bfce5d


5/ Fixed OXC flee probability: https://github.com/MeridianOXC/OpenXcom/commit/e1a762c77d13c7661125e1ae695f76d81b3f38b2
 - BattlescapeGame::handlePanickingUnit


6/ Fixed OXC berserk probability: https://github.com/MeridianOXC/OpenXcom/commit/d4b2837f8cf1bdafcba9e336bb877b0c70b08cc9 and https://github.com/MeridianOXC/OpenXcom/commit/9d120d29e920e03de09d7f067abe5466dcea5610
 - BattleUnit::prepareMorale
« Last Edit: February 07, 2025, 09:13:31 pm by Meridian »