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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00

Reworked and fixed selection of secondary skills:

- Fixed off-by-one error when checking for obligatory skills
- If both wisdom and magic school must be offered in the same slot, magic
school will be correctly offered on next levelup
- Obligatory skill can now be proposed for upgrade
- Obligatory skills are now offered using hero class weight instead of
simple random
- If hero has multiple skills not available to his class game will
select random skill instead of first one
- Moved storage of random seed to server instead of mutable member
This commit is contained in:
Ivan Savenko 2023-11-20 18:44:27 +02:00
parent ff6260e5c5
commit e9ac8c67c1
10 changed files with 106 additions and 154 deletions

View File

@ -123,26 +123,30 @@ void CHero::serializeJson(JsonSerializeFormat & handler)
SecondarySkill CHeroClass::chooseSecSkill(const std::set<SecondarySkill> & possibles, CRandomGenerator & rand) const //picks secondary skill out from given possibilities
{
assert(!possibles.empty());
if (possibles.size() == 1)
return *possibles.begin();
int totalProb = 0;
for(const auto & possible : possibles)
if (secSkillProbability.count(possible) != 0)
totalProb += secSkillProbability.at(possible);
if (totalProb != 0) // may trigger if set contains only banned skills (0 probability)
{
auto ran = rand.nextInt(totalProb - 1);
for(const auto & possible : possibles)
{
if (secSkillProbability.count(possible) != 0)
ran -= secSkillProbability.at(possible);
if (totalProb == 0) // may trigger if set contains only banned skills (0 probability)
return *RandomGeneratorUtil::nextItem(possibles, rand);
if(ran < 0)
{
return possible;
}
}
auto ran = rand.nextInt(totalProb - 1);
for(const auto & possible : possibles)
{
if (secSkillProbability.count(possible) != 0)
ran -= secSkillProbability.at(possible);
if(ran < 0)
return possible;
}
// FIXME: select randomly? How H3 handles such rare situation?
assert(0); // should not be possible
return *possibles.begin();
}

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@ -397,9 +397,7 @@ void CGHeroInstance::initHero(CRandomGenerator & rand)
commander->giveStackExp (exp); //after our exp is set
}
skillsInfo.rand.setSeed(rand.nextInt());
skillsInfo.resetMagicSchoolCounter();
skillsInfo.resetWisdomCounter();
skillsInfo = SecondarySkillsInfo();
//copy active (probably growing) bonuses from hero prototype to hero object
for(const std::shared_ptr<Bonus> & b : type->specialty)
@ -569,17 +567,15 @@ ui8 CGHeroInstance::maxlevelsToWisdom() const
CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
magicSchoolCounter(1),
wisdomCounter(1)
{
rand.setSeed(0);
}
{}
void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
{
magicSchoolCounter = 1;
magicSchoolCounter = 0;
}
void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
{
wisdomCounter = 1;
wisdomCounter = 0;
}
void CGHeroInstance::pickRandomObject(CRandomGenerator & rand)
@ -1268,49 +1264,31 @@ ArtBearer::ArtBearer CGHeroInstance::bearerType() const
return ArtBearer::HERO;
}
std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(CRandomGenerator & rand) const
{
std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
auto getObligatorySkills = [](CSkill::Obligatory obl){
std::vector<SecondarySkill> obligatory = {};
std::set<SecondarySkill> obligatory;
for(auto i = 0; i < VLC->skillh->size(); i++)
if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
obligatory.emplace_back(i); //Always return all obligatory skills
obligatory.insert(i); //Always return all obligatory skills
return obligatory;
};
auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
{
std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
for(const auto & skill : ss)
{
if (canLearnSkill(skill)) //only skills hero doesn't know yet
{
obligatorySkills.push_back(skill);
break; //only one
}
}
std::set<SecondarySkill> intersect;
std::set_intersection(left.begin(), left.end(), right.begin(), right.end(),
std::inserter(intersect, intersect.begin()));
return intersect;
};
if (!skillsInfo.wisdomCounter)
{
auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
selectObligatorySkill(obligatory);
}
if (!skillsInfo.magicSchoolCounter)
{
auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
selectObligatorySkill(obligatory);
}
std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
std::set<SecondarySkill> schoolList = getObligatorySkills(CSkill::Obligatory::MINOR);
std::vector<SecondarySkill> skills;
//picking sec. skills for choice
std::set<SecondarySkill> basicAndAdv;
std::set<SecondarySkill> expert;
std::set<SecondarySkill> none;
for(int i = 0; i < VLC->skillh->size(); i++)
if (canLearnSkill(SecondarySkill(i)))
none.insert(SecondarySkill(i));
@ -1319,58 +1297,56 @@ std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills()
{
if(elem.second < MasteryLevel::EXPERT)
basicAndAdv.insert(elem.first);
else
expert.insert(elem.first);
none.erase(elem.first);
}
for(const auto & s : obligatorySkills) //don't duplicate them
{
none.erase (s);
basicAndAdv.erase (s);
expert.erase (s);
}
//first offered skill:
// 1) give obligatory skill
// 2) give any other new skill
// 3) upgrade existing
if(canLearnSkill() && !obligatorySkills.empty())
{
skills.push_back (obligatorySkills[0]);
}
else if(!none.empty() && canLearnSkill()) //hero have free skill slot
{
skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
none.erase(skills.back());
}
else if(!basicAndAdv.empty())
{
skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
basicAndAdv.erase(skills.back());
}
bool wantsWisdom = skillsInfo.wisdomCounter + 1 >= maxlevelsToWisdom();
bool wantsSchool = skillsInfo.magicSchoolCounter + 1 >= maxlevelsToMagicSchool();
//second offered skill:
//1) upgrade existing
//2) give obligatory skill
//3) give any other new skill
if(!basicAndAdv.empty())
{
SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
skills.push_back(s);
basicAndAdv.erase(s);
}
else if (canLearnSkill() && obligatorySkills.size() > 1)
{
skills.push_back (obligatorySkills[1]);
}
else if(!none.empty() && canLearnSkill())
{
skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
none.erase(skills.back());
}
std::vector<SecondarySkill> skills;
auto chooseSkill = [&](std::set<SecondarySkill> & options)
{
bool selectWisdom = wantsWisdom && !intersect(options, wisdomList).empty();
bool selectSchool = wantsSchool && !intersect(options, schoolList).empty();
SecondarySkill selection;
if (selectWisdom)
selection = type->heroClass->chooseSecSkill(intersect(options, wisdomList), rand);
else if (selectSchool)
selection = type->heroClass->chooseSecSkill(intersect(options, schoolList), rand);
else
selection = type->heroClass->chooseSecSkill(options, rand);
skills.push_back(selection);
options.erase(selection);
if (wisdomList.count(selection))
wisdomList.clear();
if (schoolList.count(selection))
schoolList.clear();
};
if (!basicAndAdv.empty())
chooseSkill(basicAndAdv);
if (canLearnSkill() && !none.empty())
chooseSkill(none);
if (!basicAndAdv.empty() && skills.size() < 2)
chooseSkill(basicAndAdv);
if (canLearnSkill() && !none.empty() && skills.size() < 2)
chooseSkill(none);
if (skills.empty())
logGlobal->info("Selecting secondary skills: Nothing to select!");
if (skills.size() == 1)
logGlobal->info("Selecting secondary skills: %s (wisdom: %d, schools: %d)!", skills[0], skillsInfo.wisdomCounter, skillsInfo.magicSchoolCounter);
if (skills.size() == 2)
logGlobal->info("Selecting secondary skills: %s or %s (wisdom: %d, schools: %d)!", skills[0], skills[1], int(skillsInfo.wisdomCounter), int(skillsInfo.magicSchoolCounter));
if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
std::swap(skills[0], skills[1]);
return skills;
}
@ -1406,7 +1382,7 @@ std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerato
assert(gainsLevel());
std::optional<SecondarySkill> chosenSecondarySkill;
const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
if(!proposedSecondarySkills.empty())
{
std::vector<SecondarySkill> learnedSecondarySkills;
@ -1474,8 +1450,9 @@ void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
++level;
//deterministic secondary skills
skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
++skillsInfo.magicSchoolCounter;
++skillsInfo.wisdomCounter;
for(const auto & skill : skills)
{
if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
@ -1495,7 +1472,7 @@ void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
const auto primarySkill = nextPrimarySkill(rand);
setPrimarySkill(primarySkill, 1, false);
auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
const auto secondarySkill = nextSecondarySkill(rand);
if(secondarySkill)

View File

@ -111,9 +111,6 @@ public:
struct DLL_LINKAGE SecondarySkillsInfo
{
//skills are determined, initialized at map start
//FIXME remove mutable
mutable CRandomGenerator rand;
ui8 magicSchoolCounter;
ui8 wisdomCounter;
@ -126,7 +123,6 @@ public:
{
h & magicSchoolCounter;
h & wisdomCounter;
h & rand;
}
} skillsInfo;
@ -194,7 +190,7 @@ public:
std::optional<SecondarySkill> nextSecondarySkill(CRandomGenerator & rand) const;
/// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
std::vector<SecondarySkill> getLevelUpProposedSecondarySkills() const;
std::vector<SecondarySkill> getLevelUpProposedSecondarySkills(CRandomGenerator & rand) const;
ui8 getSecSkillLevel(const SecondarySkill & skill) const; //0 - no skill

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@ -87,7 +87,6 @@ public:
virtual void visitInfoWindow(InfoWindow & pack) {}
virtual void visitSetObjectProperty(SetObjectProperty & pack) {}
virtual void visitChangeObjectVisitors(ChangeObjectVisitors & pack) {}
virtual void visitPrepareHeroLevelUp(PrepareHeroLevelUp & pack) {}
virtual void visitHeroLevelUp(HeroLevelUp & pack) {}
virtual void visitCommanderLevelUp(CommanderLevelUp & pack) {}
virtual void visitBlockingDialog(BlockingDialog & pack) {}

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@ -380,11 +380,6 @@ void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
visitor.visitChangeObjectVisitors(*this);
}
void PrepareHeroLevelUp::visitTyped(ICPackVisitor & visitor)
{
visitor.visitPrepareHeroLevelUp(*this);
}
void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
{
visitor.visitHeroLevelUp(*this);
@ -2082,23 +2077,6 @@ void SetObjectProperty::applyGs(CGameState * gs) const
}
}
void PrepareHeroLevelUp::applyGs(CGameState * gs)
{
auto * hero = gs->getHero(heroId);
assert(hero);
auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
{
skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));
}
else
{
skills = proposedSkills;
}
}
void HeroLevelUp::applyGs(CGameState * gs) const
{
auto * hero = gs->getHero(heroId);

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@ -1276,23 +1276,6 @@ struct DLL_LINKAGE ChangeObjectVisitors : public CPackForClient
}
};
struct DLL_LINKAGE PrepareHeroLevelUp : public CPackForClient
{
ObjectInstanceID heroId;
/// Do not serialize, used by server only
std::vector<SecondarySkill> skills;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & heroId;
}
};
struct DLL_LINKAGE HeroLevelUp : public Query
{
PlayerColor player;

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@ -68,7 +68,6 @@ void registerTypesClientPacks(Serializer &s)
s.template registerType<CPackForClient, SetCommanderProperty>();
s.template registerType<CPackForClient, ChangeObjectVisitors>();
s.template registerType<CPackForClient, ShowWorldViewEx>();
s.template registerType<CPackForClient, PrepareHeroLevelUp>();
s.template registerType<CPackForClient, EntitiesChanged>();
s.template registerType<CPackForClient, BattleStart>();
s.template registerType<CPackForClient, BattleNextRound>();

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@ -187,25 +187,21 @@ void CGameHandler::levelUpHero(const CGHeroInstance * hero)
sps.val = 1;
sendAndApply(&sps);
PrepareHeroLevelUp pre;
pre.heroId = hero->id;
sendAndApply(&pre);
HeroLevelUp hlu;
hlu.player = hero->tempOwner;
hlu.heroId = hero->id;
hlu.primskill = primarySkill;
hlu.skills = pre.skills;
hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
if (hlu.skills.size() == 0)
{
sendAndApply(&hlu);
levelUpHero(hero);
}
else if (hlu.skills.size() == 1)
else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
{
sendAndApply(&hlu);
levelUpHero(hero, pre.skills.front());
levelUpHero(hero, hlu.skills.front());
}
else if (hlu.skills.size() > 1)
{
@ -551,6 +547,9 @@ void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTrack
for (auto & elem : gs->players)
turnOrder->addPlayer(elem.first);
for (auto & elem : gs->map->allHeroes)
heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
reinitScripting();
}

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@ -351,6 +351,17 @@ CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor
return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
}
CRandomGenerator & HeroPoolProcessor::getHeroSkillsRandomGenerator(const HeroTypeID & hero)
{
if (heroSeed.count(hero) == 0)
{
int seed = gameHandler->getRandomGenerator().nextInt();
heroSeed.emplace(hero, std::make_unique<CRandomGenerator>(seed));
}
return *heroSeed.at(hero);
}
CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
{
if (playerSeed.count(player) == 0)

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@ -29,6 +29,9 @@ class HeroPoolProcessor : boost::noncopyable
/// per-player random generators
std::map<PlayerColor, std::unique_ptr<CRandomGenerator>> playerSeed;
/// per-hero random generators used to randomize skills
std::map<HeroTypeID, std::unique_ptr<CRandomGenerator>> heroSeed;
void clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot);
void selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveStartingArmy);
@ -54,6 +57,8 @@ public:
void onNewWeek(const PlayerColor & color);
CRandomGenerator & getHeroSkillsRandomGenerator(const HeroTypeID & hero);
/// Incoming net pack handling
bool hireHero(const ObjectInstanceID & objectID, const HeroTypeID & hid, const PlayerColor & player);
@ -61,5 +66,6 @@ public:
{
// h & gameHandler; // FIXME: make this work instead of using deserializationFix in gameHandler
h & playerSeed;
h & heroSeed;
}
};