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Use binary search for roulette wheel. TODO: implement in other places.
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@ -2217,7 +2217,7 @@ ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileIn
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{
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//int objectsVisitableFromBottom = 0; //for debug
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std::vector<std::pair<ui32, ObjectInfo>> tresholds;
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std::vector<std::pair<ui32, ObjectInfo>> thresholds;
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ui32 total = 0;
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//calculate actual treasure value range based on remaining value
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@ -2320,13 +2320,13 @@ ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileIn
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total += oi.probability;
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//assert (oi.value > 0);
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tresholds.push_back (std::make_pair (total, oi));
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thresholds.push_back (std::make_pair (total, oi));
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}
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}
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//logGlobal->infoStream() << boost::format ("Number of objects visitable from bottom: %d") % objectsVisitableFromBottom;
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if (tresholds.empty())
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if (thresholds.empty())
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{
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ObjectInfo oi;
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//Generate pandora Box with gold if the value is extremely high
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@ -2359,12 +2359,13 @@ ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileIn
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{
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int r = gen->rand.nextInt (1, total);
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for (auto t : tresholds)
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//binary search = fastest
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auto it = std::lower_bound(thresholds.begin(), thresholds.end(), r,
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[](const std::pair<ui32, ObjectInfo> &rhs, const int lhs)->bool
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{
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if (r <= t.first)
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return t.second;
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}
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assert (0); //we should never be here
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return rhs.first < lhs;
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});
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return it->second;
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}
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return ObjectInfo(); // unreachable
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