refactor: rename RNG method from nextFloat to nextFloat1 for consistency across the codebase

This commit is contained in:
2026-01-24 13:58:12 +00:00
parent 8735d350fa
commit f199427ff1
17 changed files with 46 additions and 67 deletions
+18 -18
View File
@@ -68,16 +68,16 @@ export const resolveTournamentBattle = (input: TournamentBattleInput): Tournamen
let selected = 2;
for (let phase = 1; phase <= maxTurns; phase += 1) {
const baseDamageAttacker = round(defenderStat * (rng.nextInt(21) + 90) / 130);
const baseDamageDefender = round(attackerStat * (rng.nextInt(21) + 90) / 130);
const baseDamageAttacker = round(defenderStat * (rng.nextInt(0, 22) + 90) / 130);
const baseDamageDefender = round(attackerStat * (rng.nextInt(0, 22) + 90) / 130);
let damageAttacker = baseDamageAttacker;
let damageDefender = baseDamageDefender;
if (attackerStat >= rng.nextInt(100)) {
damageDefender += round(attackerStat * (rng.nextInt(41) + 10) / 130);
if (attackerStat >= rng.nextInt(0, 101)) {
damageDefender += round(attackerStat * (rng.nextInt(0, 42) + 10) / 130);
}
if (defenderStat >= rng.nextInt(100)) {
damageAttacker += round(defenderStat * (rng.nextInt(41) + 10) / 130);
if (defenderStat >= rng.nextInt(0, 101)) {
damageAttacker += round(defenderStat * (rng.nextInt(0, 42) + 10) / 130);
}
let criticalAttacker = false;
@@ -85,13 +85,13 @@ export const resolveTournamentBattle = (input: TournamentBattleInput): Tournamen
let factorAttacker = 1;
let factorDefender = 1;
if (energyBaseAttacker / 5 > energyAttacker && damageAttacker > damageDefender && attackerStat >= rng.nextInt(300)) {
factorDefender = round((rng.nextInt(301) + 200) / 100);
if (energyBaseAttacker / 5 > energyAttacker && damageAttacker > damageDefender && attackerStat >= rng.nextInt(0, 301)) {
factorDefender = round((rng.nextInt(0, 302) + 200) / 100);
criticalAttacker = true;
log.push(`<S>●</> <Y>${attacker.name}</>의 분노의 일격!`);
}
if (energyBaseDefender / 5 > energyDefender && damageDefender > damageAttacker && defenderStat >= rng.nextInt(300)) {
factorAttacker = round((rng.nextInt(301) + 200) / 100);
if (energyBaseDefender / 5 > energyDefender && damageDefender > damageAttacker && defenderStat >= rng.nextInt(0, 301)) {
factorAttacker = round((rng.nextInt(0, 302) + 200) / 100);
criticalDefender = true;
log.push(`<S>●</> <Y>${defender.name}</>의 분노의 일격!`);
}
@@ -100,18 +100,18 @@ export const resolveTournamentBattle = (input: TournamentBattleInput): Tournamen
damageDefender = round(damageDefender * factorDefender);
if (phase === 1) {
if (attackerStat * 0.9 > defenderStat && attackerStat >= rng.nextInt(400)) {
damageDefender += round(attackerStat * (rng.nextInt(31) + 70) / 100);
if (attackerStat * 0.9 > defenderStat && attackerStat >= rng.nextInt(0, 401)) {
damageDefender += round(attackerStat * (rng.nextInt(0, 32) + 70) / 100);
}
if (defenderStat * 0.9 > attackerStat && defenderStat >= rng.nextInt(400)) {
damageAttacker += round(defenderStat * (rng.nextInt(31) + 70) / 100);
if (defenderStat * 0.9 > attackerStat && defenderStat >= rng.nextInt(0, 401)) {
damageAttacker += round(defenderStat * (rng.nextInt(0, 32) + 70) / 100);
}
} else {
if (!criticalAttacker && attackerStat >= rng.nextInt(1000)) {
damageDefender += round(attackerStat * (rng.nextInt(31) + 20) / 100);
if (!criticalAttacker && attackerStat >= rng.nextInt(0, 1001)) {
damageDefender += round(attackerStat * (rng.nextInt(0, 32) + 20) / 100);
}
if (!criticalDefender && defenderStat >= rng.nextInt(1000)) {
damageAttacker += round(defenderStat * (rng.nextInt(31) + 20) / 100);
if (!criticalDefender && defenderStat >= rng.nextInt(0, 1001)) {
damageAttacker += round(defenderStat * (rng.nextInt(0, 32) + 20) / 100);
}
}