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vcmi/lib/CRandomGenerator.cpp

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/*
* CRandomGenerator.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CRandomGenerator.h"
VCMI_LIB_NAMESPACE_BEGIN
boost::thread_specific_ptr<CRandomGenerator> CRandomGenerator::defaultRand;
CRandomGenerator::CRandomGenerator()
{
resetSeed();
}
void CRandomGenerator::setSeed(int seed)
{
rand.seed(seed);
}
void CRandomGenerator::resetSeed()
{
boost::hash<std::string> stringHash;
auto threadIdHash = stringHash(boost::lexical_cast<std::string>(boost::this_thread::get_id()));
setSeed((int)(threadIdHash * std::time(nullptr)));
}
TRandI CRandomGenerator::getIntRange(int lower, int upper)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
return std::bind(TIntDist(lower, upper), std::ref(rand));
}
vstd::TRandI64 CRandomGenerator::getInt64Range(int64_t lower, int64_t upper)
{
return std::bind(TInt64Dist(lower, upper), std::ref(rand));
}
int CRandomGenerator::nextInt(int upper)
{
return getIntRange(0, upper)();
}
int CRandomGenerator::nextInt(int lower, int upper)
{
return getIntRange(lower, upper)();
}
int CRandomGenerator::nextInt()
{
return TIntDist()(rand);
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
vstd::TRand CRandomGenerator::getDoubleRange(double lower, double upper)
{
return std::bind(TRealDist(lower, upper), std::ref(rand));
}
double CRandomGenerator::nextDouble(double upper)
{
return getDoubleRange(0, upper)();
}
double CRandomGenerator::nextDouble(double lower, double upper)
{
return getDoubleRange(lower, upper)();
}
double CRandomGenerator::nextDouble()
{
return TRealDist()(rand);
}
CRandomGenerator & CRandomGenerator::getDefault()
{
if(!defaultRand.get())
{
defaultRand.reset(new CRandomGenerator());
}
return *defaultRand.get();
}
TGenerator & CRandomGenerator::getStdGenerator()
{
return rand;
}
VCMI_LIB_NAMESPACE_END