diff --git a/src/newcharacter.cpp b/src/newcharacter.cpp index 271f9381b97a7..8aa1725c7cbb0 100644 --- a/src/newcharacter.cpp +++ b/src/newcharacter.cpp @@ -990,11 +990,11 @@ void set_points( tab_manager &tabs, avatar &u, pool_type &pool ) _( "Stats, traits and skills have separate point pools.\n" "Putting stat points into traits and skills is allowed and putting trait points into skills is allowed.\n" "Scenarios and professions affect skill points.\n\n" - "This is a legacy mode point totals are no longer balanced." ) ); + "This is a legacy mode. Point totals are no longer balanced." ) ); const point_limit_tuple one_pool = std::make_tuple( pool_type::ONE_POOL, _( "Legacy: Single pool" ), _( "Stats, traits and skills share a single point pool.\n\n" - "This is a legacy mode point totals are no longer balanced." ) ); + "This is a legacy mode. Point totals are no longer balanced." ) ); const point_limit_tuple freeform = std::make_tuple( pool_type::FREEFORM, _( "Survivor" ), _( "No point limits are enforced, create a character with the intention of telling a story or challenging yourself." ) ); diff --git a/src/player_difficulty.cpp b/src/player_difficulty.cpp index 16dd24f0757b9..1948a332971c0 100644 --- a/src/player_difficulty.cpp +++ b/src/player_difficulty.cpp @@ -165,7 +165,7 @@ std::string player_difficulty::get_defense_difficulty( const Character &u ) cons // calculate dodge per += dodge * ( u.get_dodge() - average.get_dodge() ) / average.get_dodge(); - return format_output( percent_band, per, true ); + return format_output( percent_band, per ); } double player_difficulty::calc_dps_value( const Character &u ) @@ -206,7 +206,7 @@ std::string player_difficulty::get_combat_difficulty( const Character &u ) const float per = ( player_dps - npc_dps ) / npc_dps; - return format_output( percent_band, per, true ); + return format_output( percent_band, per ); } std::string player_difficulty::get_genetics_difficulty( const Character &u ) const @@ -241,7 +241,7 @@ std::string player_difficulty::get_genetics_difficulty( const Character &u ) con float per = static_cast( genetics_total - average_stats ) / static_cast ( average_stats ); - return format_output( percent_band, per, false ); + return format_output( percent_band, per ); } std::string player_difficulty::get_expertise_difficulty( const Character &u ) const @@ -291,7 +291,7 @@ std::string player_difficulty::get_expertise_difficulty( const Character &u ) co - return format_output( percent_band, per, false ); + return format_output( percent_band, per ); } @@ -324,36 +324,24 @@ std::string player_difficulty::get_social_difficulty( const Character &u ) const float per = static_cast( player_val - average_val ) / static_cast ( average_val ); - return format_output( percent_band, per, true ); + return format_output( percent_band, per ); } -std::string player_difficulty::format_output( float percent_band, float per, bool difficulty ) +std::string player_difficulty::format_output( float percent_band, float per ) { std::string output; - if( difficulty ) { - if( per < -1 * percent_band ) { - output = string_format( "%s", "light_red", _( "impossible" ) ); - } else if( per < 0.0f ) { - output = string_format( "%s", "light_red", _( "hard" ) ); - } else if( per < percent_band ) { - output = string_format( "%s", "yellow", _( "average" ) ); - } else if( per < 2 * percent_band ) { - output = string_format( "%s", "light_green", _( "easy" ) ); - } else { - output = string_format( "%s", "light_green", _( "trivial" ) ); - } + if( per < -1 * percent_band ) { + output = string_format( "%s", "light_red", _( "underpowered" ) ); + } else if( per < 0.0f ) { + output = string_format( "%s", "light_red", _( "weak" ) ); + } else if( per < percent_band ) { + output = string_format( "%s", "yellow", _( "average" ) ); + } else if( per < 2 * percent_band ) { + output = string_format( "%s", "light_green", _( "strong" ) ); + } else if( per < 3 * percent_band ) { + output = string_format( "%s", "light_green", _( "powerful" ) ); } else { - if( per < -1 * percent_band ) { - output = string_format( "%s", "light_red", _( "underpowered" ) ); - } else if( per < 0.0f ) { - output = string_format( "%s", "light_red", _( "weak" ) ); - } else if( per < percent_band ) { - output = string_format( "%s", "yellow", _( "average" ) ); - } else if( per < 2 * percent_band ) { - output = string_format( "%s", "light_green", _( "powerful" ) ); - } else { - output = string_format( "%s", "light_green", _( "overpowered" ) ); - } + output = string_format( "%s", "light_green", _( "overpowered" ) ); } if( get_option( "DEBUG_DIFFICULTIES" ) ) { @@ -378,7 +366,7 @@ std::string player_difficulty::difficulty_to_string( const avatar &u ) const return string_format( "%s | %s: %s %s: %s %s: %s %s: %s %s: %s", _( "Summary" ), - _( "Genetics" ), genetics, + _( "Lifestyle" ), genetics, _( "Knowledge" ), expertise, _( "Offense" ), combat, _( "Defense" ), defense, diff --git a/src/player_difficulty.h b/src/player_difficulty.h index 617ff4a5b0903..b06f9ec4b5951 100644 --- a/src/player_difficulty.h +++ b/src/player_difficulty.h @@ -41,7 +41,7 @@ class player_difficulty // per is the actual percent as a decimal // difficulty is true for things going from Very Easy to Very Hard // difficutly is false for things going from Very Weak to Very Powerful - static std::string format_output( float percent_band, float per, bool difficulty ); + static std::string format_output( float percent_band, float per ); npc average;