--- a/QTfrontend/game.cpp Wed May 15 18:30:59 2019 +0200
+++ b/QTfrontend/game.cpp Wed May 15 17:47:56 2019 +0200
@@ -140,6 +140,22 @@
void HWGame::SendQuickConfig()
{
+ /* Load and increase Quick Game experience level.
+ Experience increases by 1 for each started game and maxes out
+ at 20. Low experience levels will introduce a "beginner's bias" to make
+ the first quick games easier and simpler. The max. possible difficulty
+ increases progressively the longer you play.
+ If experience is maxed out, the beginner's bias is gone and quick games
+ are completely random. */
+ int exp = config->quickGameExperience();
+ if(exp < 20)
+ {
+ config->setQuickGameExperience(exp + 1);
+ }
+ qDebug("Starting quick game ...");
+ qDebug("Quick Game experience level: %d", exp);
+
+ // Init stuff
QByteArray teamscfg;
QAbstractItemModel * themeModel = DataManager::instance().themeModel()->withoutHidden();
@@ -150,39 +166,53 @@
int r, minhogs, maxhogs;
- // Random map
+ // Random map type
r = rand() % 10000;
if(r < 3000) { // 30%
+ // Random
r = 0;
} else if(r < 5250) { // 22.5%
- r = 1;
+ // Maze
+ if(exp <= 3)
+ r = 0;
+ else
+ r = 1;
} else if(r < 7500) { // 22.5%
- r = 2;
+ // Perlin
+ if(exp <= 7)
+ r = 1;
+ else
+ r = 2;
} else if(r < 8750) { // 12.5%
+ // Image map
r = 3;
} else { // 12.5%
+ // Forts
r = 4;
}
switch(r)
{
- // Random
+ // Random map
default:
case 0: {
r = rand() % 3;
if(r == 0)
{
+ // small island
HWProto::addStringToBuffer(teamscfg, "e$template_filter 1");
minhogs = 3;
maxhogs = 4;
}
- else if(r == 1)
+ else if(r == 1 || exp <= 6)
{
+ // medium island
HWProto::addStringToBuffer(teamscfg, "e$template_filter 2");
minhogs = 4;
maxhogs = 5;
}
else
{
+ // cave (locked at low experience because these maps can be huge)
HWProto::addStringToBuffer(teamscfg, "e$template_filter 4");
minhogs = 4;
maxhogs = 6;
@@ -234,6 +264,11 @@
.arg((themeModel->rowCount() > 0) ? themeModel->index(rand() % themeModel->rowCount(), 0).data(ThemeModel::ActualNameRole).toString() : "Nature"));
int hogs = minhogs + rand() % (maxhogs-minhogs+1);
+ // Cap hog count at low experience
+ if((exp <= 8) && (hogs > 5))
+ hogs = 5;
+ else if((exp <= 5) && (hogs > 4))
+ hogs = 4;
// Teams
// Player team
@@ -246,9 +281,18 @@
// Computer team
HWTeam team2;
- // Random difficulty
- // TODO: Select difficulty based on previous player successes/failures.
- r = 1 + rand() % 5;
+ // Random difficulty.
+ // Max. possible difficulty is capped at low experience levels.
+ if(exp >= 15) // very easy to very hard (full range)
+ r = 5 - rand() % 5;
+ else if(exp >= 9) // very easy to hard
+ r = 5 - rand() % 4;
+ else if(exp >= 6) // very easy to medium
+ r = 5 - rand() % 3;
+ else if(exp >= 2) // very easy to easy
+ r = 5 - rand() % 2;
+ else // very easy
+ r = 5;
team2.setDifficulty(r);
team2.setColor(1);
team2.setNumHedgehogs(hogs);
@@ -258,14 +302,14 @@
while(!team2.name().compare(team1.name()) || !team2.hedgehog(0).Hat.compare(team1.hedgehog(0).Hat));
team2.setVoicepack("Default_qau");
- // Random team play order
+ // Team play order
r = rand() % 2;
- if(r == 0)
+ if(r == 0 || exp <= 4) // player plays first
{
HWProto::addStringListToBuffer(teamscfg, team1.teamGameConfig(100));
HWProto::addStringListToBuffer(teamscfg, team2.teamGameConfig(100));
}
- else
+ else // computer plays first
{
HWProto::addStringListToBuffer(teamscfg, team2.teamGameConfig(100));
HWProto::addStringListToBuffer(teamscfg, team1.teamGameConfig(100));