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https://github.com/vcmi/vcmi.git
synced 2025-06-17 00:07:41 +02:00
Fix formatting, remove unused code
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@ -24,23 +24,18 @@
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VCMI_LIB_NAMESPACE_BEGIN
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BiasedRandomizer::BiasedRandomizer(int seed)
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: seed(seed)
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{
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}
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bool BiasedRandomizer::roll(int successChance, int totalWeight, int biasValue)
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bool RandomizationBias::roll(vstd::RNG & generator, int successChance, int totalWeight, int biasValue)
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{
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assert(successChance > 0);
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assert(totalWeight >= successChance);
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int failChance = totalWeight - successChance;
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int newRoll = seed.nextInt(1,totalWeight);
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int newRoll = generator.nextInt(1, totalWeight);
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// accumulated bias is stored as premultiplied to avoid precision loss on division
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// so multiply everything else in equation to compensate
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// precision loss is small, and generally insignificant, but better to play it safe
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bool success = newRoll * totalWeight - accumulatedBias <= successChance * totalWeight;
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if (success)
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if(success)
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accumulatedBias -= failChance * biasValue;
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else
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accumulatedBias += successChance * biasValue;
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@ -48,6 +43,16 @@ bool BiasedRandomizer::roll(int successChance, int totalWeight, int biasValue)
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return success;
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}
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RandomGeneratorWithBias::RandomGeneratorWithBias(int seed)
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: generator(seed)
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{
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}
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bool RandomGeneratorWithBias::roll(int successChance, int totalWeight, int biasValue)
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{
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return bias.roll(generator, successChance, totalWeight, biasValue);
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}
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GameRandomizer::GameRandomizer(const IGameInfoCallback & gameInfo)
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: gameInfo(gameInfo)
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{
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@ -56,14 +61,14 @@ GameRandomizer::GameRandomizer(const IGameInfoCallback & gameInfo)
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GameRandomizer::~GameRandomizer() = default;
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bool GameRandomizer::rollMoraleLuck(std::map<ObjectInstanceID, BiasedRandomizer> & seeds, ObjectInstanceID actor, int moraleLuckValue, EGameSettings diceSize, EGameSettings diceWeights)
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bool GameRandomizer::rollMoraleLuck(std::map<ObjectInstanceID, RandomGeneratorWithBias> & seeds, ObjectInstanceID actor, int moraleLuckValue, EGameSettings diceSize, EGameSettings diceWeights)
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{
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assert(moraleLuckValue > 0);
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auto goodLuckChanceVector = gameInfo.getSettings().getVector(diceWeights);
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int luckDiceSize = gameInfo.getSettings().getInteger(diceSize);
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size_t chanceIndex = std::min<size_t>(goodLuckChanceVector.size(), moraleLuckValue) - 1; // array index, so 0-indexed
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if (!seeds.count(actor))
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if(!seeds.count(actor))
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seeds.emplace(actor, getDefault().nextInt());
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if(goodLuckChanceVector.size() == 0)
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@ -94,23 +99,18 @@ bool GameRandomizer::rollBadLuck(ObjectInstanceID actor, int luckValue)
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bool GameRandomizer::rollCombatAbility(ObjectInstanceID actor, int percentageChance)
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{
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if (!combatAbilitySeed.count(actor))
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if(!combatAbilitySeed.count(actor))
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combatAbilitySeed.emplace(actor, getDefault().nextInt());
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if (percentageChance <= 0)
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if(percentageChance <= 0)
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return false;
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if (percentageChance >= 100)
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if(percentageChance >= 100)
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return true;
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return combatAbilitySeed.at(actor).roll(percentageChance, 100, biasValueAbility);
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}
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//HeroTypeID GameRandomizer::rollHero(PlayerColor player, FactionID faction)
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//{
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//
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//}
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CreatureID GameRandomizer::rollCreature()
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{
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std::vector<CreatureID> allowed;
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@ -215,14 +215,15 @@ ArtifactID GameRandomizer::rollArtifact(std::set<ArtifactID> potentialPicks)
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std::vector<ArtifactID> GameRandomizer::rollMarketArtifactSet()
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{
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std::vector<ArtifactID> out;
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for(int j = 0; j < 3; j++)
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out.push_back(rollArtifact(EArtifactClass::ART_TREASURE));
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for(int j = 0; j < 3; j++)
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out.push_back(rollArtifact(EArtifactClass::ART_MINOR));
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out.push_back(rollArtifact(EArtifactClass::ART_MAJOR));
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return out;
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return {
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rollArtifact(EArtifactClass::ART_TREASURE),
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rollArtifact(EArtifactClass::ART_TREASURE),
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rollArtifact(EArtifactClass::ART_TREASURE),
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rollArtifact(EArtifactClass::ART_MINOR),
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rollArtifact(EArtifactClass::ART_MINOR),
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rollArtifact(EArtifactClass::ART_MINOR),
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rollArtifact(EArtifactClass::ART_MAJOR)
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};
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}
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vstd::RNG & GameRandomizer::getDefault()
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@ -237,7 +238,7 @@ void GameRandomizer::setSeed(int newSeed)
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PrimarySkill GameRandomizer::rollPrimarySkillForLevelup(const CGHeroInstance * hero)
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{
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if (!heroSkillSeed.count(hero->getHeroTypeID()))
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if(!heroSkillSeed.count(hero->getHeroTypeID()))
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heroSkillSeed.emplace(hero->getHeroTypeID(), getDefault().nextInt());
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const bool isLowLevelHero = hero->level < GameConstants::HERO_HIGH_LEVEL;
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@ -255,7 +256,7 @@ PrimarySkill GameRandomizer::rollPrimarySkillForLevelup(const CGHeroInstance * h
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SecondarySkill GameRandomizer::rollSecondarySkillForLevelup(const CGHeroInstance * hero, const std::set<SecondarySkill> & options)
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{
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if (!heroSkillSeed.count(hero->getHeroTypeID()))
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if(!heroSkillSeed.count(hero->getHeroTypeID()))
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heroSkillSeed.emplace(hero->getHeroTypeID(), getDefault().nextInt());
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auto & heroRng = heroSkillSeed.at(hero->getHeroTypeID());
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@ -314,7 +315,6 @@ SecondarySkill GameRandomizer::rollSecondarySkillForLevelup(const CGHeroInstance
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int selectedIndex = RandomGeneratorUtil::nextItemWeighted(weights, heroRng.seed);
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SecondarySkill selectedSkill = skills.at(selectedIndex);
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//deterministic secondary skills
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++heroRng.magicSchoolCounter;
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++heroRng.wisdomCounter;
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