mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-27 22:49:25 +02:00
85 lines
2.9 KiB
C++
85 lines
2.9 KiB
C++
/*
|
|
* RandomizationProcessor.h, part of VCMI engine
|
|
*
|
|
* Authors: listed in file AUTHORS in main folder
|
|
*
|
|
* License: GNU General Public License v2.0 or later
|
|
* Full text of license available in license.txt file, in main folder
|
|
*
|
|
*/
|
|
#pragma once
|
|
|
|
#include "../lib/callback/IGameRandomizer.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
class CRandomGenerator;
|
|
class CGHeroInstance;
|
|
|
|
VCMI_LIB_NAMESPACE_END
|
|
|
|
/// Biased randomizer that has following properties:
|
|
/// - at bias value of 0 it acts as statistical random generator
|
|
/// - at bias value of 100 it guarantees that it will take at most 100/chance rolls till succesfull roll
|
|
/// - at bias value between 1..99 similar guarantee is also provided, but with larger number of rolls
|
|
/// No matter what bias is, statistical probability on large number of rolls remains the same
|
|
/// Its goal is to simulate human expectations of random distributions and reduce frustration from "bad" rolls
|
|
class BiasedRandomizer
|
|
{
|
|
int accumulatedBias;
|
|
public:
|
|
/// 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);
|
|
};
|
|
|
|
class RandomizationProcessor final : public IGameRandomizer
|
|
{
|
|
std::unique_ptr<CRandomGenerator> globalRandomNumberGenerator;
|
|
|
|
std::map<HeroTypeID, std::unique_ptr<CRandomGenerator>> heroSeed;
|
|
std::map<PlayerColor, std::unique_ptr<CRandomGenerator>> playerTavern;
|
|
|
|
std::map<ObjectInstanceID, BiasedRandomizer> goodMoraleSeed;
|
|
std::map<ObjectInstanceID, BiasedRandomizer> badMoraleSeed;
|
|
std::map<ObjectInstanceID, BiasedRandomizer> goodLuckSeed;
|
|
std::map<ObjectInstanceID, BiasedRandomizer> badLuckSeed;
|
|
|
|
std::map<ObjectInstanceID, BiasedRandomizer> combatAbilitySeed;
|
|
|
|
public:
|
|
RandomizationProcessor();
|
|
|
|
PrimarySkill rollPrimarySkillForLevelup(const CGHeroInstance * hero);
|
|
SecondarySkill rollSecondarySkillForLevelup(const CGHeroInstance * hero, const std::vector<SecondarySkill> & candidates);
|
|
|
|
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);
|
|
|
|
HeroTypeID rollHero(PlayerColor player, FactionID faction) override;
|
|
|
|
CreatureID rollCreature() override;
|
|
CreatureID rollCreature(int tier) override;
|
|
|
|
ArtifactID rollArtifact() override;
|
|
ArtifactID rollArtifact(EArtifactClass type) override;
|
|
ArtifactID rollArtifact(std::set<ArtifactID> filtered) override;
|
|
std::vector<ArtifactID> rollMarketArtifactSet() override;
|
|
|
|
std::string rollTownName(FactionID faction) override;
|
|
|
|
vstd::RNG & getDefault() override;
|
|
|
|
void setSeed(int newSeed);
|
|
|
|
template<typename Handler>
|
|
void serialize(Handler & h)
|
|
{
|
|
h & *globalRandomNumberGenerator;
|
|
}
|
|
};
|