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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

Fix serialization, add new game settings

This commit is contained in:
Ivan Savenko
2025-05-19 18:51:40 +03:00
parent 38f7c04471
commit 131b59e6cd
5 changed files with 71 additions and 18 deletions

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@@ -340,16 +340,32 @@
"combat": "combat":
{ {
// defines bias used for percentage-based ability rolls, such Death Blow of Dread Knight
// If bias is set to 0, then all rolls will be completely independent - it is possible to get lucky and roll ability with 10% chance
// multiple times in a row, or be unlucky and not roll 50% ability multiple times in a row
// If bias is non-zero, game will adjust probability based on previous rolls while keeping average chance at desired value
// So matter what value is used for bias, actual probability for large (1000+) number of rolls is same as stated in description
// However, non-zero bias allows to prevent long streaks of "bad" rolls, and enforce actual probabilities even for small (10-20) number of rolls
// Recommended value is ~10-25. Excessively large values, like 100 can make rolls very predictable, for example rolling 20% ability every 5th roll
"abilityBias" : 25
// defines dice chance and dice size of a morale roll, based on creature's morale. // defines dice chance and dice size of a morale roll, based on creature's morale.
// Resulting chance is chanceValue / diceSize. If list contains 0 values, option will be disabled // Resulting chance is chanceValue / diceSize. If list contains 0 values, option will be disabled
"goodMoraleChance" : [ 1, 2, 3 ], "goodMoraleChance" : [ 1, 2, 3 ],
"badMoraleChance" : [ 2, 4, 6], "badMoraleChance" : [ 2, 4, 6],
"moraleDiceSize" : 24, "moraleDiceSize" : 24,
// Bias for morale rolls. See abilityBias for detailed description
// Recommended value is around moraleDiceSize / 4
"moraleBias" : 8
// defines dice chance and dice size of a luck roll, based on creature's luck // defines dice chance and dice size of a luck roll, based on creature's luck
"goodLuckChance" : [ 1, 2, 3 ], "goodLuckChance" : [ 1, 2, 3 ],
"badLuckChance" : [], "badLuckChance" : [],
"luckDiceSize" : 24, "luckDiceSize" : 24,
// Bias for luck rolls. See abilityBias for detailed description
// Recommended value is around luckDiceSize / 4
"luckBias" : 8
// every 1 attack point damage influence in battle when attack points > defense points during creature attack // every 1 attack point damage influence in battle when attack points > defense points during creature attack
"attackPointDamageFactor": 0.05, "attackPointDamageFactor": 0.05,

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@@ -45,6 +45,7 @@ const std::vector<GameSettings::SettingOption> GameSettings::settingProperties =
{EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION, "banks", "showGuardsComposition" }, {EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION, "banks", "showGuardsComposition" },
{EGameSettings::BONUSES_GLOBAL, "bonuses", "global" }, {EGameSettings::BONUSES_GLOBAL, "bonuses", "global" },
{EGameSettings::BONUSES_PER_HERO, "bonuses", "perHero" }, {EGameSettings::BONUSES_PER_HERO, "bonuses", "perHero" },
{EGameSettings::COMBAT_ABILITY_BIAS, "combat", "abilityBias" },
{EGameSettings::COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX, "combat", "areaShotCanTargetEmptyHex" }, {EGameSettings::COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX, "combat", "areaShotCanTargetEmptyHex" },
{EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR, "combat", "attackPointDamageFactor" }, {EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR, "combat", "attackPointDamageFactor" },
{EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP, "combat", "attackPointDamageFactorCap" }, {EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP, "combat", "attackPointDamageFactorCap" },
@@ -53,9 +54,11 @@ const std::vector<GameSettings::SettingOption> GameSettings::settingProperties =
{EGameSettings::COMBAT_GOOD_MORALE_CHANCE, "combat", "goodMoraleChance" }, {EGameSettings::COMBAT_GOOD_MORALE_CHANCE, "combat", "goodMoraleChance" },
{EGameSettings::COMBAT_BAD_MORALE_CHANCE, "combat", "badMoraleChance" }, {EGameSettings::COMBAT_BAD_MORALE_CHANCE, "combat", "badMoraleChance" },
{EGameSettings::COMBAT_MORALE_DICE_SIZE, "combat", "moraleDiceSize" }, {EGameSettings::COMBAT_MORALE_DICE_SIZE, "combat", "moraleDiceSize" },
{EGameSettings::COMBAT_MORALE_BIAS, "combat", "moraleBias" },
{EGameSettings::COMBAT_GOOD_LUCK_CHANCE, "combat", "goodLuckChance" }, {EGameSettings::COMBAT_GOOD_LUCK_CHANCE, "combat", "goodLuckChance" },
{EGameSettings::COMBAT_BAD_LUCK_CHANCE, "combat", "badLuckChance" }, {EGameSettings::COMBAT_BAD_LUCK_CHANCE, "combat", "badLuckChance" },
{EGameSettings::COMBAT_LUCK_DICE_SIZE, "combat", "luckDiceSize" }, {EGameSettings::COMBAT_LUCK_DICE_SIZE, "combat", "luckDiceSize" },
{EGameSettings::COMBAT_LUCK_BIAS, "combat", "luckBias" },
{EGameSettings::COMBAT_LAYOUTS, "combat", "layouts" }, {EGameSettings::COMBAT_LAYOUTS, "combat", "layouts" },
{EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES, "combat", "oneHexTriggersObstacles" }, {EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES, "combat", "oneHexTriggersObstacles" },
{EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH, "creatures", "allowAllForDoubleMonth" }, {EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH, "creatures", "allowAllForDoubleMonth" },

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@@ -18,6 +18,7 @@ enum class EGameSettings
BANKS_SHOW_GUARDS_COMPOSITION, BANKS_SHOW_GUARDS_COMPOSITION,
BONUSES_GLOBAL, BONUSES_GLOBAL,
BONUSES_PER_HERO, BONUSES_PER_HERO,
COMBAT_ABILITY_BIAS,
COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX, COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX,
COMBAT_ATTACK_POINT_DAMAGE_FACTOR, COMBAT_ATTACK_POINT_DAMAGE_FACTOR,
COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP, COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP,
@@ -26,9 +27,11 @@ enum class EGameSettings
COMBAT_GOOD_MORALE_CHANCE, COMBAT_GOOD_MORALE_CHANCE,
COMBAT_BAD_MORALE_CHANCE, COMBAT_BAD_MORALE_CHANCE,
COMBAT_MORALE_DICE_SIZE, COMBAT_MORALE_DICE_SIZE,
COMBAT_MORALE_BIAS,
COMBAT_GOOD_LUCK_CHANCE, COMBAT_GOOD_LUCK_CHANCE,
COMBAT_BAD_LUCK_CHANCE, COMBAT_BAD_LUCK_CHANCE,
COMBAT_LUCK_DICE_SIZE, COMBAT_LUCK_DICE_SIZE,
COMBAT_LUCK_BIAS,
COMBAT_LAYOUTS, COMBAT_LAYOUTS,
COMBAT_ONE_HEX_TRIGGERS_OBSTACLES, COMBAT_ONE_HEX_TRIGGERS_OBSTACLES,
CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH, CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH,

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@@ -61,11 +61,12 @@ GameRandomizer::GameRandomizer(const IGameInfoCallback & gameInfo)
GameRandomizer::~GameRandomizer() = default; GameRandomizer::~GameRandomizer() = default;
bool GameRandomizer::rollMoraleLuck(std::map<ObjectInstanceID, RandomGeneratorWithBias> & seeds, ObjectInstanceID actor, int moraleLuckValue, EGameSettings diceSize, EGameSettings diceWeights) bool GameRandomizer::rollMoraleLuck(std::map<ObjectInstanceID, RandomGeneratorWithBias> & seeds, ObjectInstanceID actor, int moraleLuckValue, EGameSettings biasValueSetting, EGameSettings diceSize, EGameSettings diceWeights)
{ {
assert(moraleLuckValue > 0); assert(moraleLuckValue > 0);
auto goodLuckChanceVector = gameInfo.getSettings().getVector(diceWeights); auto goodLuckChanceVector = gameInfo.getSettings().getVector(diceWeights);
int luckDiceSize = gameInfo.getSettings().getInteger(diceSize); int luckDiceSize = gameInfo.getSettings().getInteger(diceSize);
int biasValue = gameInfo.getSettings().getInteger(biasValueSetting);
size_t chanceIndex = std::min<size_t>(goodLuckChanceVector.size(), moraleLuckValue) - 1; // array index, so 0-indexed size_t chanceIndex = std::min<size_t>(goodLuckChanceVector.size(), moraleLuckValue) - 1; // array index, so 0-indexed
if(!seeds.count(actor)) if(!seeds.count(actor))
@@ -74,27 +75,27 @@ bool GameRandomizer::rollMoraleLuck(std::map<ObjectInstanceID, RandomGeneratorWi
if(goodLuckChanceVector.size() == 0) if(goodLuckChanceVector.size() == 0)
return false; return false;
return seeds.at(actor).roll(goodLuckChanceVector[chanceIndex], luckDiceSize, biasValueLuckMorale); return seeds.at(actor).roll(goodLuckChanceVector[chanceIndex], luckDiceSize, biasValue);
} }
bool GameRandomizer::rollGoodMorale(ObjectInstanceID actor, int moraleValue) bool GameRandomizer::rollGoodMorale(ObjectInstanceID actor, int moraleValue)
{ {
return rollMoraleLuck(goodMoraleSeed, actor, moraleValue, EGameSettings::COMBAT_MORALE_DICE_SIZE, EGameSettings::COMBAT_GOOD_MORALE_CHANCE); return rollMoraleLuck(goodMoraleSeed, actor, moraleValue, EGameSettings::COMBAT_MORALE_BIAS, EGameSettings::COMBAT_MORALE_DICE_SIZE, EGameSettings::COMBAT_GOOD_MORALE_CHANCE);
} }
bool GameRandomizer::rollBadMorale(ObjectInstanceID actor, int moraleValue) bool GameRandomizer::rollBadMorale(ObjectInstanceID actor, int moraleValue)
{ {
return rollMoraleLuck(badMoraleSeed, actor, moraleValue, EGameSettings::COMBAT_MORALE_DICE_SIZE, EGameSettings::COMBAT_BAD_MORALE_CHANCE); return rollMoraleLuck(badMoraleSeed, actor, moraleValue, EGameSettings::COMBAT_MORALE_BIAS, EGameSettings::COMBAT_MORALE_DICE_SIZE, EGameSettings::COMBAT_BAD_MORALE_CHANCE);
} }
bool GameRandomizer::rollGoodLuck(ObjectInstanceID actor, int luckValue) bool GameRandomizer::rollGoodLuck(ObjectInstanceID actor, int luckValue)
{ {
return rollMoraleLuck(goodLuckSeed, actor, luckValue, EGameSettings::COMBAT_LUCK_DICE_SIZE, EGameSettings::COMBAT_GOOD_LUCK_CHANCE); return rollMoraleLuck(goodLuckSeed, actor, luckValue, EGameSettings::COMBAT_LUCK_BIAS, EGameSettings::COMBAT_LUCK_DICE_SIZE, EGameSettings::COMBAT_GOOD_LUCK_CHANCE);
} }
bool GameRandomizer::rollBadLuck(ObjectInstanceID actor, int luckValue) bool GameRandomizer::rollBadLuck(ObjectInstanceID actor, int luckValue)
{ {
return rollMoraleLuck(badLuckSeed, actor, luckValue, EGameSettings::COMBAT_LUCK_DICE_SIZE, EGameSettings::COMBAT_BAD_LUCK_CHANCE); return rollMoraleLuck(badLuckSeed, actor, luckValue, EGameSettings::COMBAT_LUCK_BIAS, EGameSettings::COMBAT_LUCK_DICE_SIZE, EGameSettings::COMBAT_BAD_LUCK_CHANCE);
} }
bool GameRandomizer::rollCombatAbility(ObjectInstanceID actor, int percentageChance) bool GameRandomizer::rollCombatAbility(ObjectInstanceID actor, int percentageChance)
@@ -108,7 +109,9 @@ bool GameRandomizer::rollCombatAbility(ObjectInstanceID actor, int percentageCha
if(percentageChance >= 100) if(percentageChance >= 100)
return true; return true;
return combatAbilitySeed.at(actor).roll(percentageChance, 100, biasValueAbility); int biasValue = gameInfo.getSettings().getInteger(EGameSettings::COMBAT_ABILITY_BIAS);
return combatAbilitySeed.at(actor).roll(percentageChance, 100, biasValue);
} }
CreatureID GameRandomizer::rollCreature() CreatureID GameRandomizer::rollCreature()

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@@ -18,7 +18,7 @@ enum class EGameSettings;
class CGHeroInstance; class CGHeroInstance;
class RandomizationBias class DLL_LINKAGE RandomizationBias
{ {
int32_t accumulatedBias = 0; int32_t accumulatedBias = 0;
@@ -26,6 +26,12 @@ public:
/// Performs coin flip with specified success chance /// Performs coin flip with specified success chance
/// Returns true with probability successChance percents, and false with probability totalWeight-successChance percents /// Returns true with probability successChance percents, and false with probability totalWeight-successChance percents
bool roll(vstd::RNG & generator, int successChance, int totalWeight, int biasValue); bool roll(vstd::RNG & generator, int successChance, int totalWeight, int biasValue);
template<typename Handler>
void serialize(Handler & h)
{
h & accumulatedBias;
}
}; };
/// Biased randomizer that has following properties: /// Biased randomizer that has following properties:
@@ -34,32 +40,44 @@ public:
/// - at bias value between 1..99 similar guarantee is also provided, but with larger number of rolls /// - at bias value between 1..99 similar guarantee is also provided, but with larger number of rolls
/// No matter what bias is, statistical probability on large number of rolls remains the same /// No matter what bias is, statistical probability on large number of rolls remains the same
/// Its goal is to simulate human expectations of random distributions and reduce frustration from "bad" rolls /// Its goal is to simulate human expectations of random distributions and reduce frustration from "bad" rolls
class RandomGeneratorWithBias class DLL_LINKAGE RandomGeneratorWithBias
{ {
CRandomGenerator generator; CRandomGenerator generator;
RandomizationBias bias; RandomizationBias bias;
public: public:
explicit RandomGeneratorWithBias(int seed); explicit RandomGeneratorWithBias(int seed = 0);
/// Performs coin flip with specified success chance /// Performs coin flip with specified success chance
/// Returns true with probability successChance percents, and false with probability 100-successChance percents /// Returns true with probability successChance percents, and false with probability 100-successChance percents
bool roll(int successChance, int totalWeight, int biasValue); bool roll(int successChance, int totalWeight, int biasValue);
template<typename Handler>
void serialize(Handler & h)
{
h & generator;
h & bias;
}
}; };
class DLL_LINKAGE GameRandomizer final : public IGameRandomizer class DLL_LINKAGE GameRandomizer final : public IGameRandomizer
{ {
static constexpr int biasValueLuckMorale = 10;
static constexpr int biasValueAbility = 25;
struct HeroSkillRandomizer struct HeroSkillRandomizer
{ {
explicit HeroSkillRandomizer(int seed) explicit HeroSkillRandomizer(int seed = 0)
: seed(seed) : seed(seed)
{} {}
CRandomGenerator seed; CRandomGenerator seed;
int8_t magicSchoolCounter = 1; int8_t magicSchoolCounter = 1;
int8_t wisdomCounter = 1; int8_t wisdomCounter = 1;
template<typename Handler>
void serialize(Handler & h)
{
h & seed;
h & magicSchoolCounter;
h & wisdomCounter;
}
}; };
const IGameInfoCallback & gameInfo; const IGameInfoCallback & gameInfo;
@@ -71,7 +89,6 @@ class DLL_LINKAGE GameRandomizer final : public IGameRandomizer
std::map<ArtifactID, int> allocatedArtifacts; std::map<ArtifactID, int> allocatedArtifacts;
std::map<HeroTypeID, HeroSkillRandomizer> heroSkillSeed; std::map<HeroTypeID, HeroSkillRandomizer> heroSkillSeed;
std::map<PlayerColor, CRandomGenerator> playerTavern;
std::map<ObjectInstanceID, RandomGeneratorWithBias> goodMoraleSeed; std::map<ObjectInstanceID, RandomGeneratorWithBias> goodMoraleSeed;
std::map<ObjectInstanceID, RandomGeneratorWithBias> badMoraleSeed; std::map<ObjectInstanceID, RandomGeneratorWithBias> badMoraleSeed;
@@ -79,7 +96,7 @@ class DLL_LINKAGE GameRandomizer final : public IGameRandomizer
std::map<ObjectInstanceID, RandomGeneratorWithBias> badLuckSeed; std::map<ObjectInstanceID, RandomGeneratorWithBias> badLuckSeed;
std::map<ObjectInstanceID, RandomGeneratorWithBias> combatAbilitySeed; std::map<ObjectInstanceID, RandomGeneratorWithBias> combatAbilitySeed;
bool rollMoraleLuck(std::map<ObjectInstanceID, RandomGeneratorWithBias> & seeds, ObjectInstanceID actor, int moraleLuckValue, EGameSettings diceSize, EGameSettings diceWeights); bool rollMoraleLuck(std::map<ObjectInstanceID, RandomGeneratorWithBias> & seeds, ObjectInstanceID actor, int moraleLuckValue, EGameSettings biasValue, EGameSettings diceSize, EGameSettings diceWeights);
public: public:
explicit GameRandomizer(const IGameInfoCallback & gameInfo); explicit GameRandomizer(const IGameInfoCallback & gameInfo);
@@ -111,6 +128,17 @@ public:
void serialize(Handler & h) void serialize(Handler & h)
{ {
h & globalRandomNumberGenerator; h & globalRandomNumberGenerator;
if (h.hasFeature(Handler::Version::RANDOMIZATION_REWORK))
{
h & allocatedArtifacts;
h & heroSkillSeed;
h & goodMoraleSeed;
h & badMoraleSeed;
h & goodLuckSeed;
h & badLuckSeed;
h & combatAbilitySeed;
}
} }
}; };