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Version Finale
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@ -7,7 +7,7 @@ public class Stats : MonoBehaviour
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#region constants
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private readonly int HOUSE_SUPPLY_CAP = 10;
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private readonly int HUMANS_PER_HOUSE = 10;
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private readonly int HUMANS_PER_HOUSE = 2;
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private readonly int HUNGER_PER_ZOMBIE = 100;
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private readonly int HUNGER_PER_HUMAN = 100;
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private readonly int HUNGER_DEDUCT_PER_DAY_H = 25;
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@ -385,7 +385,16 @@ public class Stats : MonoBehaviour
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//AmountOfMeat += (NbZombieAssigneMeat * NbOfMeatByZombie);
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AmountOfRock += (NbZombieAssigneRock * NbOfRockByZombie)* evenement.MutliRock / 10;
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AmountOfWood += (NbZombieAssigneWood * NbOfWoodByZombie)* evenement.MultiWood / 10;
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AmountOfCorpse = AmountOfCorpse + nbZombieAssigneKillHuman * 4 * evenement.MultiCorps/10;
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Debug.Log (AmountHumanHouse);
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float r = UnityEngine.Random.value;
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AmountOfHumans += Mathf.RoundToInt(r *(HUMANS_PER_HOUSE * AmountHumanHouse));
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if (isHumanMaxCapacity())
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AmountOfHumans = nbHumanHouses * HOUSE_SUPPLY_CAP;
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AmountOfZHunger += NbOfHungerByCoprseEat * nbZombieAssigneEat;
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AmountOfZombies += NbZombieAssigneCorpse;
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ResetZombieAssigne();
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return evenement.descriptionEvent;
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@ -504,13 +513,9 @@ public class Stats : MonoBehaviour
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{
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Evenement evenement = new Evenement();
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evenement.GetEventForThisRound(NbTurns);
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float r = UnityEngine.Random.value;
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AmountOfWood = AmountOfWood + NbZombieAssigneWood * NbOfWoodByZombie * evenement.MultiWood/10;
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AmountOfRock = AmountOfRock + NbZombieAssigneRock * NbOfRockByZombie * evenement.MutliRock/10;
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AmountOfCorpse = AmountOfCorpse + nbZombieAssigneKillHuman * 4 * evenement.MultiCorps/10;
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AmountOfHumans = Mathf.RoundToInt( HUMANS_PER_HOUSE * ((AmountHumanHouse==0)?1:AmountHumanHouse)*r) ;
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AmountOfZHunger += NbOfHungerByCoprseEat * nbZombieAssigneEat;
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AmountOfZombies += NbZombieAssigneCorpse;
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setMaxHungerHumans();
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setMaxHungerZombies();
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