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FastRandom rewrite (#3754)

This commit is contained in:
peterbell10
2017-06-13 20:35:30 +01:00
committed by Lukas Pioch
parent 9b0eb118b3
commit 360d8eade0
63 changed files with 467 additions and 417 deletions

View File

@@ -332,9 +332,9 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
return false;
}
cFastRandom Random;
int ModifiedEnchantmentLevel = a_NumXPLevels + static_cast<int>(Random.NextFloat(static_cast<float>(Enchantability / 4))) + static_cast<int>(Random.NextFloat(static_cast<float>(Enchantability / 4))) + 1;
float RandomBonus = 1.0F + (Random.NextFloat(1) + Random.NextFloat(1) - 1.0F) * 0.15F;
auto & Random = GetRandomProvider();
int ModifiedEnchantmentLevel = a_NumXPLevels + Random.RandInt(Enchantability / 4) + Random.RandInt(Enchantability / 4) + 1;
float RandomBonus = 1.0F + (Random.RandReal() + Random.RandReal() - 1.0F) * 0.15F;
int FinalEnchantmentLevel = static_cast<int>(ModifiedEnchantmentLevel * RandomBonus + 0.5F);
cWeightedEnchantments Enchantments;
@@ -352,12 +352,10 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
// Checking for conflicting enchantments
cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment1);
float NewEnchantmentLevel = static_cast<float>(a_NumXPLevels);
// Next Enchantment (Second)
NewEnchantmentLevel = NewEnchantmentLevel / 2;
float SecondEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
if (Enchantments.empty() || (Random.NextFloat(100) > SecondEnchantmentChance))
float NewEnchantmentLevel = a_NumXPLevels / 2.0f;
float SecondEnchantmentChance = (NewEnchantmentLevel + 1) / 50.0f;
if (Enchantments.empty() || !Random.RandBool(SecondEnchantmentChance))
{
return true;
}
@@ -370,9 +368,9 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment2);
// Next Enchantment (Third)
NewEnchantmentLevel = NewEnchantmentLevel / 2;
float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
if (Enchantments.empty() || (Random.NextFloat(100) > ThirdEnchantmentChance))
NewEnchantmentLevel = NewEnchantmentLevel / 2.0f;
float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50.0f;
if (Enchantments.empty() || !Random.RandBool(ThirdEnchantmentChance))
{
return true;
}
@@ -385,9 +383,9 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment3);
// Next Enchantment (Fourth)
NewEnchantmentLevel = NewEnchantmentLevel / 2;
float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
if (Enchantments.empty() || (Random.NextFloat(100) > FourthEnchantmentChance))
NewEnchantmentLevel = NewEnchantmentLevel / 2.0f;
float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50.0f;
if (Enchantments.empty() || !Random.RandBool(FourthEnchantmentChance))
{
return true;
}