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Random-with-history for luck & morale rolls
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@ -16,6 +16,7 @@
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#include "../../lib/GameLibrary.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/CSkillHandler.h"
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#include "../../lib/IGameSettings.h"
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#include "../../lib/entities/artifact/CArtHandler.h"
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#include "../../lib/entities/artifact/EArtifactClass.h"
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#include "../../lib/entities/hero/CHeroClass.h"
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@ -23,15 +24,26 @@
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VCMI_LIB_NAMESPACE_BEGIN
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bool BiasedRandomizer::roll(vstd::RNG &generator, int successChance, int biasValue)
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BiasedRandomizer::BiasedRandomizer(int seed)
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: seed(seed)
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{
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int failChance = 100 - successChance;
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int newRoll = generator.nextInt(0,99);
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bool success = newRoll + accumulatedBias >= successChance;
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}
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bool BiasedRandomizer::roll(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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// 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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accumulatedBias -= failChance * biasValue / 100;
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accumulatedBias -= failChance * biasValue;
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else
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accumulatedBias += successChance * biasValue / 100;
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accumulatedBias += successChance * biasValue;
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return success;
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}
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@ -43,26 +55,43 @@ GameRandomizer::GameRandomizer(const IGameInfoCallback & gameInfo)
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GameRandomizer::~GameRandomizer() = default;
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//bool GameRandomizer::rollGoodMorale(ObjectInstanceID actor, int moraleValue)
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//{
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//
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//}
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//
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//bool GameRandomizer::rollBadMorale(ObjectInstanceID actor, int moraleValue)
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//{
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//
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//}
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//
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//bool GameRandomizer::rollGoodLuck(ObjectInstanceID actor, int luckValue)
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//{
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//
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//}
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//
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//bool GameRandomizer::rollBadLuck(ObjectInstanceID actor, int luckValue)
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//{
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//
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//}
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//
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bool GameRandomizer::rollMoraleLuck(std::map<ObjectInstanceID, BiasedRandomizer> & 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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seeds.emplace(actor, getDefault().nextInt());
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if(goodLuckChanceVector.size() == 0)
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return false;
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return seeds.at(actor).roll(goodLuckChanceVector[chanceIndex], luckDiceSize, biasValue);
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}
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bool GameRandomizer::rollGoodMorale(ObjectInstanceID actor, int moraleValue)
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{
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return rollMoraleLuck(goodMoraleSeed, actor, moraleValue, EGameSettings::COMBAT_MORALE_DICE_SIZE, EGameSettings::COMBAT_GOOD_MORALE_CHANCE);
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}
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bool GameRandomizer::rollBadMorale(ObjectInstanceID actor, int moraleValue)
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{
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return rollMoraleLuck(badMoraleSeed, actor, moraleValue, EGameSettings::COMBAT_MORALE_DICE_SIZE, EGameSettings::COMBAT_BAD_MORALE_CHANCE);
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}
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bool GameRandomizer::rollGoodLuck(ObjectInstanceID actor, int luckValue)
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{
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return rollMoraleLuck(goodLuckSeed, actor, luckValue, EGameSettings::COMBAT_LUCK_DICE_SIZE, EGameSettings::COMBAT_GOOD_LUCK_CHANCE);
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}
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bool GameRandomizer::rollBadLuck(ObjectInstanceID actor, int luckValue)
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{
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return rollMoraleLuck(badLuckSeed, actor, luckValue, EGameSettings::COMBAT_LUCK_DICE_SIZE, EGameSettings::COMBAT_BAD_LUCK_CHANCE);
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}
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//bool GameRandomizer::rollCombatAbility(ObjectInstanceID actor, int percentageChance)
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//{
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//
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@ -199,6 +228,9 @@ 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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heroSkillSeed.emplace(hero->getHeroTypeID(), getDefault().nextInt());
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const bool isLowLevelHero = hero->level < GameConstants::HERO_HIGH_LEVEL;
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const auto & skillChances = isLowLevelHero ? hero->getHeroClass()->primarySkillLowLevel : hero->getHeroClass()->primarySkillHighLevel;
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auto & heroRng = heroSkillSeed.at(hero->getHeroTypeID());
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@ -214,6 +246,9 @@ 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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heroSkillSeed.emplace(hero->getHeroTypeID(), getDefault().nextInt());
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auto & heroRng = heroSkillSeed.at(hero->getHeroTypeID());
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auto getObligatorySkills = [](CSkill::Obligatory obl)
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