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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
59 lines
1.3 KiB
C++
59 lines
1.3 KiB
C++
/*
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* RNG.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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namespace vstd
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{
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typedef std::function<int64_t()> TRandI64;
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typedef std::function<double()> TRand;
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class DLL_LINKAGE RNG
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{
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public:
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virtual ~RNG() = default;
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virtual TRandI64 getInt64Range(int64_t lower, int64_t upper) = 0;
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virtual TRand getDoubleRange(double lower, double upper) = 0;
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};
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}
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namespace RandomGeneratorUtil
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{
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template<typename Container>
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auto nextItem(const Container & container, vstd::RNG & rand) -> decltype(std::begin(container))
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{
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assert(!container.empty());
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return std::next(container.begin(), rand.getInt64Range(0, container.size() - 1)());
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}
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template<typename Container>
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auto nextItem(Container & container, vstd::RNG & rand) -> decltype(std::begin(container))
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{
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assert(!container.empty());
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return std::next(container.begin(), rand.getInt64Range(0, container.size() - 1)());
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}
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template<typename T>
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void randomShuffle(std::vector<T> & container, vstd::RNG & rand)
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{
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int64_t n = (container.end() - container.begin());
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for(int64_t i = n-1; i>0; --i)
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{
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std::swap(container.begin()[i],container.begin()[rand.getInt64Range(0, i)()]);
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}
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}
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}
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