Reduce probabilities and effects of various random events in EventsWorker: Adjusted the likelihood and impact of events such as character illness, accidents, regional epidemics, and earthquakes to balance gameplay dynamics.
This commit is contained in:
@@ -283,15 +283,15 @@ impl EventsWorker {
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},
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},
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RandomEvent {
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RandomEvent {
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id: "character_illness".to_string(),
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id: "character_illness".to_string(),
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probability_per_minute: 0.01, // 1% pro Minute
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probability_per_minute: 0.004, // 0.4% pro Minute (reduziert)
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event_type: EventType::Personal,
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event_type: EventType::Personal,
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title: "Krankheit".to_string(),
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title: "Krankheit".to_string(),
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description: "Ein Charakter ist erkrankt und hat an Gesundheit verloren.".to_string(),
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description: "Ein Charakter ist erkrankt und hat an Gesundheit verloren.".to_string(),
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effects: vec![
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effects: vec![
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EventEffect::CharacterHealthChange {
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EventEffect::CharacterHealthChange {
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probability: 1.0,
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probability: 1.0,
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min_change: -20,
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min_change: -12,
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max_change: -5,
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max_change: -3,
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},
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},
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],
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],
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},
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},
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@@ -311,35 +311,35 @@ impl EventsWorker {
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},
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},
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RandomEvent {
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RandomEvent {
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id: "character_accident".to_string(),
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id: "character_accident".to_string(),
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probability_per_minute: 0.003, // 0.3% pro Minute
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probability_per_minute: 0.001, // 0.1% pro Minute (reduziert)
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event_type: EventType::Personal,
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event_type: EventType::Personal,
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title: "Unfall".to_string(),
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title: "Unfall".to_string(),
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description: "Ein schwerer Unfall hat einen Charakter schwer verletzt.".to_string(),
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description: "Ein schwerer Unfall hat einen Charakter schwer verletzt.".to_string(),
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effects: vec![
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effects: vec![
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EventEffect::CharacterHealthChange {
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EventEffect::CharacterHealthChange {
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probability: 1.0,
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probability: 1.0,
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min_change: -50,
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min_change: -25,
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max_change: -30,
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max_change: -12,
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},
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},
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EventEffect::CharacterDeath {
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EventEffect::CharacterDeath {
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probability: 0.2, // 20% Chance auf Tod
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probability: 0.08, // 8% Chance auf Tod (reduziert)
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},
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},
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],
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],
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},
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},
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RandomEvent {
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RandomEvent {
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id: "regional_epidemic".to_string(),
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id: "regional_epidemic".to_string(),
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probability_per_minute: 0.002, // 0.2% pro Minute
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probability_per_minute: 0.0007, // 0.07% pro Minute (reduziert)
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event_type: EventType::Regional,
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event_type: EventType::Regional,
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title: "Epidemie".to_string(),
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title: "Epidemie".to_string(),
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description: "Eine Seuche hat die Region erfasst.".to_string(),
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description: "Eine Seuche hat die Region erfasst.".to_string(),
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effects: vec![
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effects: vec![
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EventEffect::CharacterHealthChange {
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EventEffect::CharacterHealthChange {
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probability: 0.8, // 80% der Charaktere betroffen
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probability: 0.5, // 50% der Charaktere betroffen (reduziert)
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min_change: -15,
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min_change: -10,
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max_change: -5,
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max_change: -3,
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},
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},
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EventEffect::CharacterDeath {
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EventEffect::CharacterDeath {
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probability: 0.1, // 10% Chance auf Tod pro Charakter
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probability: 0.04, // 4% Chance auf Tod pro Charakter (reduziert)
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},
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},
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],
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],
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},
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},
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@@ -361,18 +361,18 @@ impl EventsWorker {
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},
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},
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RandomEvent {
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RandomEvent {
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id: "earthquake".to_string(),
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id: "earthquake".to_string(),
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probability_per_minute: 0.001, // 0.1% pro Minute (sehr selten)
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probability_per_minute: 0.0004, // 0.04% pro Minute (sehr selten)
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event_type: EventType::Regional,
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event_type: EventType::Regional,
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title: "Erdbeben".to_string(),
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title: "Erdbeben".to_string(),
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description: "Ein Erdbeben hat die Region erschüttert.".to_string(),
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description: "Ein Erdbeben hat die Region erschüttert.".to_string(),
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effects: vec![
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effects: vec![
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EventEffect::CharacterHealthChange {
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EventEffect::CharacterHealthChange {
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probability: 0.3, // 30% Chance auf Gesundheitsschäden (geringe Wahrscheinlichkeit)
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probability: 0.2, // 20% Chance auf Gesundheitsschäden (reduziert)
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min_change: -20,
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min_change: -12,
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max_change: -5,
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max_change: -3,
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},
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},
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EventEffect::CharacterDeath {
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EventEffect::CharacterDeath {
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probability: 0.05, // 5% Chance auf Tod (sehr geringe Wahrscheinlichkeit)
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probability: 0.02, // 2% Chance auf Tod (reduziert)
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},
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},
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EventEffect::StorageCapacityChange {
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EventEffect::StorageCapacityChange {
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probability: 1.0, // Alle Lager werden beschädigt
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probability: 1.0, // Alle Lager werden beschädigt
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@@ -283,15 +283,15 @@ impl EventsWorker {
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},
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},
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RandomEvent {
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RandomEvent {
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id: "character_illness".to_string(),
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id: "character_illness".to_string(),
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probability_per_minute: 0.01, // 1% pro Minute
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probability_per_minute: 0.004, // 0.4% pro Minute (reduziert)
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event_type: EventType::Personal,
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event_type: EventType::Personal,
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title: "Krankheit".to_string(),
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title: "Krankheit".to_string(),
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description: "Ein Charakter ist erkrankt und hat an Gesundheit verloren.".to_string(),
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description: "Ein Charakter ist erkrankt und hat an Gesundheit verloren.".to_string(),
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effects: vec![
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effects: vec![
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EventEffect::CharacterHealthChange {
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EventEffect::CharacterHealthChange {
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probability: 1.0,
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probability: 1.0,
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min_change: -20,
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min_change: -12,
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max_change: -5,
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max_change: -3,
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},
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},
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],
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],
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},
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},
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@@ -311,35 +311,35 @@ impl EventsWorker {
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},
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},
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RandomEvent {
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RandomEvent {
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id: "character_accident".to_string(),
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id: "character_accident".to_string(),
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probability_per_minute: 0.003, // 0.3% pro Minute
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probability_per_minute: 0.001, // 0.1% pro Minute (reduziert)
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event_type: EventType::Personal,
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event_type: EventType::Personal,
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title: "Unfall".to_string(),
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title: "Unfall".to_string(),
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description: "Ein schwerer Unfall hat einen Charakter schwer verletzt.".to_string(),
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description: "Ein schwerer Unfall hat einen Charakter schwer verletzt.".to_string(),
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effects: vec![
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effects: vec![
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EventEffect::CharacterHealthChange {
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EventEffect::CharacterHealthChange {
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probability: 1.0,
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probability: 1.0,
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min_change: -50,
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min_change: -25,
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max_change: -30,
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max_change: -12,
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},
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},
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EventEffect::CharacterDeath {
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EventEffect::CharacterDeath {
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probability: 0.2, // 20% Chance auf Tod
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probability: 0.08, // 8% Chance auf Tod (reduziert)
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},
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},
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],
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],
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},
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},
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RandomEvent {
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RandomEvent {
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id: "regional_epidemic".to_string(),
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id: "regional_epidemic".to_string(),
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probability_per_minute: 0.002, // 0.2% pro Minute
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probability_per_minute: 0.0007, // 0.07% pro Minute (reduziert)
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event_type: EventType::Regional,
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event_type: EventType::Regional,
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title: "Epidemie".to_string(),
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title: "Epidemie".to_string(),
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description: "Eine Seuche hat die Region erfasst.".to_string(),
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description: "Eine Seuche hat die Region erfasst.".to_string(),
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effects: vec![
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effects: vec![
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EventEffect::CharacterHealthChange {
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EventEffect::CharacterHealthChange {
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probability: 0.8, // 80% der Charaktere betroffen
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probability: 0.5, // 50% der Charaktere betroffen (reduziert)
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min_change: -15,
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min_change: -10,
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max_change: -5,
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max_change: -3,
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},
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},
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EventEffect::CharacterDeath {
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EventEffect::CharacterDeath {
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probability: 0.1, // 10% Chance auf Tod pro Charakter
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probability: 0.04, // 4% Chance auf Tod pro Charakter (reduziert)
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},
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},
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],
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],
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},
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},
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@@ -361,18 +361,18 @@ impl EventsWorker {
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},
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},
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RandomEvent {
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RandomEvent {
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id: "earthquake".to_string(),
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id: "earthquake".to_string(),
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probability_per_minute: 0.001, // 0.1% pro Minute (sehr selten)
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probability_per_minute: 0.0004, // 0.04% pro Minute (sehr selten)
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event_type: EventType::Regional,
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event_type: EventType::Regional,
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title: "Erdbeben".to_string(),
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title: "Erdbeben".to_string(),
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description: "Ein Erdbeben hat die Region erschüttert.".to_string(),
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description: "Ein Erdbeben hat die Region erschüttert.".to_string(),
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effects: vec![
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effects: vec![
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EventEffect::CharacterHealthChange {
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EventEffect::CharacterHealthChange {
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probability: 0.3, // 30% Chance auf Gesundheitsschäden (geringe Wahrscheinlichkeit)
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probability: 0.2, // 20% Chance auf Gesundheitsschäden (reduziert)
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min_change: -20,
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min_change: -12,
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max_change: -5,
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max_change: -3,
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},
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},
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EventEffect::CharacterDeath {
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EventEffect::CharacterDeath {
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probability: 0.05, // 5% Chance auf Tod (sehr geringe Wahrscheinlichkeit)
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probability: 0.02, // 2% Chance auf Tod (reduziert)
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},
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},
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EventEffect::StorageCapacityChange {
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EventEffect::StorageCapacityChange {
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probability: 1.0, // Alle Lager werden beschädigt
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probability: 1.0, // Alle Lager werden beschädigt
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