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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-17 00:07:41 +02:00

Random-with-history for luck & morale rolls

This commit is contained in:
Ivan Savenko
2025-05-18 19:56:27 +03:00
parent cc274c4d34
commit 87323f08d9
4 changed files with 91 additions and 55 deletions

View File

@ -16,6 +16,7 @@
#include "../../lib/GameLibrary.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CSkillHandler.h"
#include "../../lib/IGameSettings.h"
#include "../../lib/entities/artifact/CArtHandler.h"
#include "../../lib/entities/artifact/EArtifactClass.h"
#include "../../lib/entities/hero/CHeroClass.h"
@ -23,15 +24,26 @@
VCMI_LIB_NAMESPACE_BEGIN
bool BiasedRandomizer::roll(vstd::RNG &generator, int successChance, int biasValue)
BiasedRandomizer::BiasedRandomizer(int seed)
: seed(seed)
{
int failChance = 100 - successChance;
int newRoll = generator.nextInt(0,99);
bool success = newRoll + accumulatedBias >= successChance;
}
bool BiasedRandomizer::roll(int successChance, int totalWeight, int biasValue)
{
assert(successChance > 0);
assert(totalWeight >= successChance);
int failChance = totalWeight - successChance;
int newRoll = seed.nextInt(1,totalWeight);
// accumulated bias is stored as premultiplied to avoid precision loss on division
// so multiply everything else in equation to compensate
// precision loss is small, and generally insignificant, but better to play it safe
bool success = newRoll * totalWeight - accumulatedBias <= successChance * totalWeight;
if (success)
accumulatedBias -= failChance * biasValue / 100;
accumulatedBias -= failChance * biasValue;
else
accumulatedBias += successChance * biasValue / 100;
accumulatedBias += successChance * biasValue;
return success;
}
@ -43,26 +55,43 @@ GameRandomizer::GameRandomizer(const IGameInfoCallback & gameInfo)
GameRandomizer::~GameRandomizer() = default;
//bool GameRandomizer::rollGoodMorale(ObjectInstanceID actor, int moraleValue)
//{
//
//}
//
//bool GameRandomizer::rollBadMorale(ObjectInstanceID actor, int moraleValue)
//{
//
//}
//
//bool GameRandomizer::rollGoodLuck(ObjectInstanceID actor, int luckValue)
//{
//
//}
//
//bool GameRandomizer::rollBadLuck(ObjectInstanceID actor, int luckValue)
//{
//
//}
//
bool GameRandomizer::rollMoraleLuck(std::map<ObjectInstanceID, BiasedRandomizer> & seeds, ObjectInstanceID actor, int moraleLuckValue, EGameSettings diceSize, EGameSettings diceWeights)
{
assert(moraleLuckValue > 0);
auto goodLuckChanceVector = gameInfo.getSettings().getVector(diceWeights);
int luckDiceSize = gameInfo.getSettings().getInteger(diceSize);
size_t chanceIndex = std::min<size_t>(goodLuckChanceVector.size(), moraleLuckValue) - 1; // array index, so 0-indexed
if (!seeds.count(actor))
seeds.emplace(actor, getDefault().nextInt());
if(goodLuckChanceVector.size() == 0)
return false;
return seeds.at(actor).roll(goodLuckChanceVector[chanceIndex], luckDiceSize, biasValue);
}
bool GameRandomizer::rollGoodMorale(ObjectInstanceID actor, int moraleValue)
{
return rollMoraleLuck(goodMoraleSeed, actor, moraleValue, EGameSettings::COMBAT_MORALE_DICE_SIZE, EGameSettings::COMBAT_GOOD_MORALE_CHANCE);
}
bool GameRandomizer::rollBadMorale(ObjectInstanceID actor, int moraleValue)
{
return rollMoraleLuck(badMoraleSeed, actor, moraleValue, EGameSettings::COMBAT_MORALE_DICE_SIZE, EGameSettings::COMBAT_BAD_MORALE_CHANCE);
}
bool GameRandomizer::rollGoodLuck(ObjectInstanceID actor, int luckValue)
{
return rollMoraleLuck(goodLuckSeed, actor, luckValue, EGameSettings::COMBAT_LUCK_DICE_SIZE, EGameSettings::COMBAT_GOOD_LUCK_CHANCE);
}
bool GameRandomizer::rollBadLuck(ObjectInstanceID actor, int luckValue)
{
return rollMoraleLuck(badLuckSeed, actor, luckValue, EGameSettings::COMBAT_LUCK_DICE_SIZE, EGameSettings::COMBAT_BAD_LUCK_CHANCE);
}
//bool GameRandomizer::rollCombatAbility(ObjectInstanceID actor, int percentageChance)
//{
//
@ -199,6 +228,9 @@ void GameRandomizer::setSeed(int newSeed)
PrimarySkill GameRandomizer::rollPrimarySkillForLevelup(const CGHeroInstance * hero)
{
if (!heroSkillSeed.count(hero->getHeroTypeID()))
heroSkillSeed.emplace(hero->getHeroTypeID(), getDefault().nextInt());
const bool isLowLevelHero = hero->level < GameConstants::HERO_HIGH_LEVEL;
const auto & skillChances = isLowLevelHero ? hero->getHeroClass()->primarySkillLowLevel : hero->getHeroClass()->primarySkillHighLevel;
auto & heroRng = heroSkillSeed.at(hero->getHeroTypeID());
@ -214,6 +246,9 @@ PrimarySkill GameRandomizer::rollPrimarySkillForLevelup(const CGHeroInstance * h
SecondarySkill GameRandomizer::rollSecondarySkillForLevelup(const CGHeroInstance * hero, const std::set<SecondarySkill> & options)
{
if (!heroSkillSeed.count(hero->getHeroTypeID()))
heroSkillSeed.emplace(hero->getHeroTypeID(), getDefault().nextInt());
auto & heroRng = heroSkillSeed.at(hero->getHeroTypeID());
auto getObligatorySkills = [](CSkill::Obligatory obl)