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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
91 lines
1.8 KiB
C++
91 lines
1.8 KiB
C++
/*
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* CRandomGenerator.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CRandomGenerator.h"
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boost::thread_specific_ptr<CRandomGenerator> CRandomGenerator::defaultRand;
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CRandomGenerator::CRandomGenerator()
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{
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resetSeed();
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}
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void CRandomGenerator::setSeed(int seed)
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{
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rand.seed(seed);
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}
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void CRandomGenerator::resetSeed()
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{
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boost::hash<std::string> stringHash;
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auto threadIdHash = stringHash(boost::lexical_cast<std::string>(boost::this_thread::get_id()));
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setSeed(threadIdHash * std::time(nullptr));
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}
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TRandI CRandomGenerator::getIntRange(int lower, int upper)
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{
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return std::bind(TIntDist(lower, upper), std::ref(rand));
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}
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vstd::TRandI64 CRandomGenerator::getInt64Range(int64_t lower, int64_t upper)
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{
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return std::bind(TInt64Dist(lower, upper), std::ref(rand));
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}
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int CRandomGenerator::nextInt(int upper)
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{
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return getIntRange(0, upper)();
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}
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int CRandomGenerator::nextInt(int lower, int upper)
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{
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return getIntRange(lower, upper)();
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}
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int CRandomGenerator::nextInt()
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{
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return TIntDist()(rand);
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}
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vstd::TRand CRandomGenerator::getDoubleRange(double lower, double upper)
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{
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return std::bind(TRealDist(lower, upper), std::ref(rand));
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}
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double CRandomGenerator::nextDouble(double upper)
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{
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return getDoubleRange(0, upper)();
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}
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double CRandomGenerator::nextDouble(double lower, double upper)
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{
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return getDoubleRange(lower, upper)();
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}
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double CRandomGenerator::nextDouble()
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{
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return TRealDist()(rand);
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}
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CRandomGenerator & CRandomGenerator::getDefault()
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{
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if(!defaultRand.get())
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{
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defaultRand.reset(new CRandomGenerator());
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}
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return *defaultRand.get();
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}
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TGenerator & CRandomGenerator::getStdGenerator()
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{
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return rand;
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}
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