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vcmi/include/vstd/RNG.h
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

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