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

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@@ -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)

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@@ -14,6 +14,8 @@
VCMI_LIB_NAMESPACE_BEGIN
enum class EGameSettings;
class CGHeroInstance;
/// Biased randomizer that has following properties:
@@ -24,17 +26,25 @@ class CGHeroInstance;
/// Its goal is to simulate human expectations of random distributions and reduce frustration from "bad" rolls
class BiasedRandomizer
{
int accumulatedBias;
CRandomGenerator seed;
int32_t accumulatedBias = 0;
public:
explicit BiasedRandomizer(int seed);
/// Performs coin flip with specified success chance
/// Returns true with probability successChance percents, and false with probability 100-successChance percents
bool roll(vstd::RNG & generator, int successChance, int biasValue);
bool roll(int successChance, int totalWeight, int biasValue);
};
class DLL_LINKAGE GameRandomizer final : public IGameRandomizer
{
struct HeroSkillGenerator
static constexpr int biasValue = 10;
struct HeroSkillRandomizer
{
HeroSkillRandomizer(int seed)
:seed(seed)
{}
CRandomGenerator seed;
int8_t magicSchoolCounter = 1;
int8_t wisdomCounter = 1;
@@ -48,7 +58,7 @@ class DLL_LINKAGE GameRandomizer final : public IGameRandomizer
/// Stores number of times each artifact was placed on map via randomization
std::map<ArtifactID, int> allocatedArtifacts;
std::map<HeroTypeID, HeroSkillGenerator> heroSkillSeed;
std::map<HeroTypeID, HeroSkillRandomizer> heroSkillSeed;
std::map<PlayerColor, CRandomGenerator> playerTavern;
std::map<ObjectInstanceID, BiasedRandomizer> goodMoraleSeed;
@@ -58,17 +68,18 @@ class DLL_LINKAGE GameRandomizer final : public IGameRandomizer
std::map<ObjectInstanceID, BiasedRandomizer> combatAbilitySeed;
bool rollMoraleLuck(std::map<ObjectInstanceID, BiasedRandomizer> & seeds, ObjectInstanceID actor, int moraleLuckValue, EGameSettings diceSize, EGameSettings diceWeights);
public:
explicit GameRandomizer(const IGameInfoCallback & gameInfo);
~GameRandomizer();
PrimarySkill rollPrimarySkillForLevelup(const CGHeroInstance * hero) override;
SecondarySkill rollSecondarySkillForLevelup(const CGHeroInstance * hero, const std::set<SecondarySkill> & candidates) override;
//
// bool rollGoodMorale(ObjectInstanceID actor, int moraleValue);
// bool rollBadMorale(ObjectInstanceID actor, int moraleValue);
// bool rollGoodLuck(ObjectInstanceID actor, int luckValue);
// bool rollBadLuck(ObjectInstanceID actor, int luckValue);
bool rollGoodMorale(ObjectInstanceID actor, int moraleValue);
bool rollBadMorale(ObjectInstanceID actor, int moraleValue);
bool rollGoodLuck(ObjectInstanceID actor, int luckValue);
bool rollBadLuck(ObjectInstanceID actor, int luckValue);
//
// bool rollCombatAbility(ObjectInstanceID actor, int percentageChance);

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@@ -21,6 +21,7 @@
#include "../../lib/battle/CObstacleInstance.h"
#include "../../lib/battle/IBattleState.h"
#include "../../lib/battle/BattleAction.h"
#include "../../lib/callback/GameRandomizer.h"
#include "../../lib/entities/building/TownFortifications.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/networkPacks/PacksForClientBattle.h"
@@ -940,21 +941,15 @@ void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const
if(attackerLuck > 0)
{
auto goodLuckChanceVector = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_LUCK_CHANCE);
int luckDiceSize = gameHandler->getSettings().getInteger(EGameSettings::COMBAT_LUCK_DICE_SIZE);
size_t chanceIndex = std::min<size_t>(goodLuckChanceVector.size(), attackerLuck) - 1; // array index, so 0-indexed
if(goodLuckChanceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, luckDiceSize) <= goodLuckChanceVector[chanceIndex])
ObjectInstanceID ownerArmy = battle.getBattle()->getSideArmy(attacker->unitSide())->id;
if (gameHandler->randomizer->rollGoodLuck(ownerArmy, attackerLuck))
bat.flags |= BattleAttack::LUCKY;
}
if(attackerLuck < 0)
{
auto badLuckChanceVector = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_LUCK_CHANCE);
int luckDiceSize = gameHandler->getSettings().getInteger(EGameSettings::COMBAT_LUCK_DICE_SIZE);
size_t chanceIndex = std::min<size_t>(badLuckChanceVector.size(), -attackerLuck) - 1; // array index, so 0-indexed
if(badLuckChanceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, luckDiceSize) <= badLuckChanceVector[chanceIndex])
ObjectInstanceID ownerArmy = battle.getBattle()->getSideArmy(attacker->unitSide())->id;
if (gameHandler->randomizer->rollBadLuck(ownerArmy, -attackerLuck))
bat.flags |= BattleAttack::UNLUCKY;
}

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@@ -19,6 +19,7 @@
#include "../../lib/IGameSettings.h"
#include "../../lib/battle/CBattleInfoCallback.h"
#include "../../lib/battle/IBattleState.h"
#include "../../lib/callback/GameRandomizer.h"
#include "../../lib/entities/building/TownFortifications.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapObjects/CGTownInstance.h"
@@ -347,11 +348,8 @@ bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & bat
int nextStackMorale = next->moraleVal();
if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
{
auto badMoraleChanceVector = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_MORALE_CHANCE);
int moraleDiceSize = gameHandler->getSettings().getInteger(EGameSettings::COMBAT_MORALE_DICE_SIZE);
size_t chanceIndex = std::min<size_t>(badMoraleChanceVector.size(), -nextStackMorale) - 1; // array index, so 0-indexed
if(badMoraleChanceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, moraleDiceSize) <= badMoraleChanceVector[chanceIndex])
ObjectInstanceID ownerArmy = battle.getBattle()->getSideArmy(next->unitSide())->id;
if (gameHandler->randomizer->rollBadMorale(ownerArmy, -nextStackMorale))
{
//unit loses its turn - empty freeze action
BattleAction ba;
@@ -527,11 +525,8 @@ bool BattleFlowProcessor::rollGoodMorale(const CBattleInfoCallback & battle, con
&& next->canMove()
&& nextStackMorale > 0)
{
auto goodMoraleChanceVector = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_MORALE_CHANCE);
int moraleDiceSize = gameHandler->getSettings().getInteger(EGameSettings::COMBAT_MORALE_DICE_SIZE);
size_t chanceIndex = std::min<size_t>(goodMoraleChanceVector.size(), nextStackMorale) - 1; // array index, so 0-indexed
if(goodMoraleChanceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, moraleDiceSize) <= goodMoraleChanceVector[chanceIndex])
ObjectInstanceID ownerArmy = battle.getBattle()->getSideArmy(next->unitSide())->id;
if (gameHandler->randomizer->rollGoodMorale(ownerArmy, nextStackMorale))
{
BattleTriggerEffect bte;
bte.battleID = battle.getBattle()->getBattleID();