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Fix sonar & json
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@@ -347,7 +347,7 @@
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// So matter what value is used for bias, actual probability for large (1000+) number of rolls is same as stated in description
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// However, non-zero bias allows to prevent long streaks of "bad" rolls, and enforce actual probabilities even for small (10-20) number of rolls
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// Recommended value is ~10-25. Excessively large values, like 100 can make rolls very predictable, for example rolling 20% ability every 5th roll
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"abilityBias" : 25
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"abilityBias" : 25,
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// defines dice chance and dice size of a morale roll, based on creature's morale.
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// Resulting chance is chanceValue / diceSize. If list contains 0 values, option will be disabled
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@@ -356,7 +356,7 @@
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"moraleDiceSize" : 24,
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// Bias for morale rolls. See abilityBias for detailed description
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// Recommended value is around moraleDiceSize / 4
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"moraleBias" : 8
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"moraleBias" : 8,
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// defines dice chance and dice size of a luck roll, based on creature's luck
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"goodLuckChance" : [ 1, 2, 3 ],
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@@ -364,7 +364,7 @@
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"luckDiceSize" : 24,
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// Bias for luck rolls. See abilityBias for detailed description
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// Recommended value is around luckDiceSize / 4
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"luckBias" : 8
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"luckBias" : 8,
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// every 1 attack point damage influence in battle when attack points > defense points during creature attack
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@@ -61,21 +61,21 @@ GameRandomizer::GameRandomizer(const IGameInfoCallback & gameInfo)
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GameRandomizer::~GameRandomizer() = default;
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bool GameRandomizer::rollMoraleLuck(std::map<ObjectInstanceID, RandomGeneratorWithBias> & seeds, ObjectInstanceID actor, int moraleLuckValue, EGameSettings biasValueSetting, EGameSettings diceSize, EGameSettings diceWeights)
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bool GameRandomizer::rollMoraleLuck(std::map<ObjectInstanceID, RandomGeneratorWithBias> & seeds, ObjectInstanceID actor, int moraleLuckValue, EGameSettings biasValueSetting, EGameSettings diceSizeSetting, EGameSettings chanceVectorSetting)
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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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auto chanceVector = gameInfo.getSettings().getVector(chanceVectorSetting);
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int diceSize = gameInfo.getSettings().getInteger(diceSizeSetting);
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int biasValue = gameInfo.getSettings().getInteger(biasValueSetting);
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size_t chanceIndex = std::min<size_t>(goodLuckChanceVector.size(), moraleLuckValue) - 1; // array index, so 0-indexed
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size_t chanceIndex = std::min<size_t>(chanceVector.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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seeds.try_emplace(actor, getDefault().nextInt());
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if(goodLuckChanceVector.size() == 0)
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if(chanceVector.empty())
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return false;
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return seeds.at(actor).roll(goodLuckChanceVector[chanceIndex], luckDiceSize, biasValue);
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return seeds.at(actor).roll(chanceVector[chanceIndex], diceSize, biasValue);
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}
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bool GameRandomizer::rollGoodMorale(ObjectInstanceID actor, int moraleValue)
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@@ -101,7 +101,7 @@ 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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combatAbilitySeed.emplace(actor, getDefault().nextInt());
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combatAbilitySeed.try_emplace(actor, getDefault().nextInt());
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if(percentageChance <= 0)
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return false;
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@@ -242,7 +242,7 @@ 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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heroSkillSeed.emplace(hero->getHeroTypeID(), getDefault().nextInt());
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heroSkillSeed.try_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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@@ -260,7 +260,7 @@ 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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heroSkillSeed.emplace(hero->getHeroTypeID(), getDefault().nextInt());
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heroSkillSeed.try_emplace(hero->getHeroTypeID(), getDefault().nextInt());
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auto & heroRng = heroSkillSeed.at(hero->getHeroTypeID());
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@@ -276,9 +276,9 @@ SecondarySkill GameRandomizer::rollSecondarySkillForLevelup(const CGHeroInstance
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auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
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{
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std::set<SecondarySkill> intersect;
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std::set_intersection(left.begin(), left.end(), right.begin(), right.end(), std::inserter(intersect, intersect.begin()));
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return intersect;
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std::set<SecondarySkill> intersection;
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std::set_intersection(left.begin(), left.end(), right.begin(), right.end(), std::inserter(intersection, intersection.begin()));
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return intersection;
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};
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std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
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@@ -1340,7 +1340,6 @@ void BattleActionProcessor::handleAfterAttackCasting(const CBattleInfoCallback &
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if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
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{
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ObjectInstanceID ownerArmy = battle.getBattle()->getSideArmy(attacker->unitSide())->id;
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int chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION);
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if (!gameHandler->randomizer->rollCombatAbility(ownerArmy, chanceToTrigger))
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return;
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@@ -1404,7 +1403,6 @@ void BattleActionProcessor::handleAfterAttackCasting(const CBattleInfoCallback &
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amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(BonusCustomSubtype::destructionKillAmount)))->additionalInfo[0];
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}
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ObjectInstanceID ownerArmy = battle.getBattle()->getSideArmy(attacker->unitSide())->id;
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if (!gameHandler->randomizer->rollCombatAbility(ownerArmy, chanceToTrigger))
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return;
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@@ -748,13 +748,10 @@ void BattleFlowProcessor::stackTurnTrigger(const CBattleInfoCallback & battle, c
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break;
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}
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}
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if (fearsomeCreature)
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if (fearsomeCreature && gameHandler->randomizer->rollCombatAbility(opponentArmyID, 10)) //fixed 10%
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{
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if (gameHandler->randomizer->rollCombatAbility(opponentArmyID, 10)) //fixed 10%
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{
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bte.effect = vstd::to_underlying(BonusType::FEAR);
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gameHandler->sendAndApply(bte);
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}
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bte.effect = vstd::to_underlying(BonusType::FEAR);
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gameHandler->sendAndApply(bte);
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}
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}
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BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
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