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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
101 lines
2.8 KiB
C++
101 lines
2.8 KiB
C++
/*
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* CRandomGenerator.h, 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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#pragma once
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#include <vstd/RNG.h>
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typedef std::mt19937 TGenerator;
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typedef std::uniform_int_distribution<int> TIntDist;
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typedef std::uniform_int_distribution<int64_t> TInt64Dist;
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typedef std::uniform_real_distribution<double> TRealDist;
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typedef std::function<int()> TRandI;
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/// The random generator randomly generates integers and real numbers("doubles") between
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/// a given range. This is a header only class and mainly a wrapper for
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/// convenient usage of the standard random API. An instance of this RNG is not thread safe.
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class DLL_LINKAGE CRandomGenerator : public vstd::RNG, boost::noncopyable
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{
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public:
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/// Seeds the generator by default with the product of the current time in milliseconds and the
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/// current thread ID.
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CRandomGenerator();
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void setSeed(int seed);
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/// Resets the seed to the product of the current time in milliseconds and the
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/// current thread ID.
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void resetSeed();
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/// Generate several integer numbers within the same range.
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/// e.g.: auto a = gen.getIntRange(0,10); a(); a(); a();
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/// requires: lower <= upper
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TRandI getIntRange(int lower, int upper);
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vstd::TRandI64 getInt64Range(int64_t lower, int64_t upper) override;
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/// Generates an integer between 0 and upper.
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/// requires: 0 <= upper
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int nextInt(int upper);
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/// requires: lower <= upper
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int nextInt(int lower, int upper);
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/// Generates an integer between 0 and the maximum value it can hold.
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int nextInt();
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/// Generate several double/real numbers within the same range.
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/// e.g.: auto a = gen.getDoubleRange(4.5,10.2); a(); a(); a();
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/// requires: lower <= upper
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vstd::TRand getDoubleRange(double lower, double upper) override;
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/// Generates a double between 0 and upper.
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/// requires: 0 <= upper
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double nextDouble(double upper);
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/// requires: lower <= upper
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double nextDouble(double lower, double upper);
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/// Generates a double between 0.0 and 1.0.
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double nextDouble();
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/// Gets a globally accessible RNG which will be constructed once per thread. For the
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/// seed a combination of the thread ID and current time in milliseconds will be used.
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static CRandomGenerator & getDefault();
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/// Provide method so that this RNG can be used with legacy std:: API
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TGenerator & getStdGenerator();
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private:
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TGenerator rand;
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static boost::thread_specific_ptr<CRandomGenerator> defaultRand;
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public:
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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if(h.saving)
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{
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std::ostringstream stream;
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stream << rand;
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std::string str = stream.str();
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h & str;
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}
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else
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{
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std::string str;
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h & str;
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std::istringstream stream(str);
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stream >> rand;
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}
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}
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};
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