1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/CRandomGenerator.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* 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
2018-02-08 11:37:21 +03:00

91 lines
1.8 KiB
C++

/*
* CRandomGenerator.cpp, 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
*
*/
#include "StdInc.h"
#include "CRandomGenerator.h"
boost::thread_specific_ptr<CRandomGenerator> CRandomGenerator::defaultRand;
CRandomGenerator::CRandomGenerator()
{
resetSeed();
}
void CRandomGenerator::setSeed(int seed)
{
rand.seed(seed);
}
void CRandomGenerator::resetSeed()
{
boost::hash<std::string> stringHash;
auto threadIdHash = stringHash(boost::lexical_cast<std::string>(boost::this_thread::get_id()));
setSeed(threadIdHash * std::time(nullptr));
}
TRandI CRandomGenerator::getIntRange(int lower, int upper)
{
return std::bind(TIntDist(lower, upper), std::ref(rand));
}
vstd::TRandI64 CRandomGenerator::getInt64Range(int64_t lower, int64_t upper)
{
return std::bind(TInt64Dist(lower, upper), std::ref(rand));
}
int CRandomGenerator::nextInt(int upper)
{
return getIntRange(0, upper)();
}
int CRandomGenerator::nextInt(int lower, int upper)
{
return getIntRange(lower, upper)();
}
int CRandomGenerator::nextInt()
{
return TIntDist()(rand);
}
vstd::TRand CRandomGenerator::getDoubleRange(double lower, double upper)
{
return std::bind(TRealDist(lower, upper), std::ref(rand));
}
double CRandomGenerator::nextDouble(double upper)
{
return getDoubleRange(0, upper)();
}
double CRandomGenerator::nextDouble(double lower, double upper)
{
return getDoubleRange(lower, upper)();
}
double CRandomGenerator::nextDouble()
{
return TRealDist()(rand);
}
CRandomGenerator & CRandomGenerator::getDefault()
{
if(!defaultRand.get())
{
defaultRand.reset(new CRandomGenerator());
}
return *defaultRand.get();
}
TGenerator & CRandomGenerator::getStdGenerator()
{
return rand;
}