mirror of
https://github.com/amyinspace/MagicSetEditor2.git
synced 2026-06-10 13:06:59 -04:00
the new pack system now actually works (yay!)
git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@1309 0fc631ac-6414-0410-93d0-97cfa31319b6
This commit is contained in:
+63
-86
@@ -14,7 +14,7 @@
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#include <script/scriptable.hpp>
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#include <boost/random/mersenne_twister.hpp>
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#define USE_NEW_PACK_SYSTEM 0
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#define USE_NEW_PACK_SYSTEM 1
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#if !USE_NEW_PACK_SYSTEM
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// =================================================================================================== OLD
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@@ -103,20 +103,29 @@ class PackItemCache {
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};
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#else
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// =================================================================================================== NEW
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DECLARE_POINTER_TYPE(PackType);
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DECLARE_POINTER_TYPE(PackItem);
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DECLARE_POINTER_TYPE(PackInstance);
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DECLARE_POINTER_TYPE(Card);
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class Set;
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DECLARE_POINTER_TYPE(Set);
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class PackGenerator;
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// ----------------------------------------------------------------------------- : PackType
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enum OneMany
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{ SELECT_ONE_OR_EMPTY
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, SELECT_ONE
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, SELECT_FIRST
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enum PackSelectType
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{ SELECT_AUTO
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, SELECT_ALL
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, SELECT_REPLACE
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, SELECT_NO_REPLACE
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, SELECT_CYCLIC
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, SELECT_PROPORTIONAL
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, SELECT_NONEMPTY
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, SELECT_FIRST
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};
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/// A card pack description for playtesting
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@@ -128,8 +137,7 @@ class PackType : public IntrusivePtrBase<PackType> {
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Scriptable<bool> enabled; ///< Is this pack enabled?
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bool selectable; ///< Is this pack listed in the UI?
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bool summary; ///< Should the total be listed for this type?
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OneMany select; ///< Select one or many?
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OptionalScript cards; ///< Script to select this type of cards (there are no items)
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PackSelectType select; ///< What cards/items to select
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OptionalScript filter; ///< Filter to select this type of cards
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vector<PackItemP> items; ///< Subpacks in this pack
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@@ -140,24 +148,14 @@ class PackType : public IntrusivePtrBase<PackType> {
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DECLARE_REFLECTION();
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};
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// ----------------------------------------------------------------------------- : PackItem
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enum PackSelectType
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{ PACK_REF_INHERIT
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, PACK_REF_REPLACE
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, PACK_REF_NO_REPLACE
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, PACK_REF_CYCLIC
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};
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/// An item in a PackType
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class PackItem : public IntrusivePtrBase<PackItem> {
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public:
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PackItem();
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String pack; ///< Name of the pack to select cards from
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Scriptable<int> amount; ///< Number of cards of this type
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Scriptable<double> weight; ///< Relative probability of picking this item
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PackSelectType type;
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String name; ///< Name of the pack to select cards from
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Scriptable<int> amount; ///< Number of cards of this type
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Scriptable<double> probability; ///< Relative probability of picking this item
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/// Update scripts, returns true if there is a change
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bool update(Context& ctx);
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@@ -166,86 +164,65 @@ class PackItem : public IntrusivePtrBase<PackItem> {
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DECLARE_REFLECTION();
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};
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// ----------------------------------------------------------------------------- : Generating / counting
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// --------------------------------------------------- : PackItemCache
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class PackItemCache {
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// A PackType that is instantiated for a particular Set,
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// i.e. we now know the actual cards
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class PackInstance : public IntrusivePtrBase<PackInstance> {
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public:
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PackItemCache(Set& set) : set(set) {}
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PackInstance(const PackType& pack_type, PackGenerator& parent);
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/// Look up a pack type by name
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const PackType& pack(const String& name);
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/// Expect to pick this many copies from this pack, updates expected_copies
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void expect_copy(double copies = 1);
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/// Request some copies of this pack
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void request_copy(size_t copies = 1);
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protected:
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Set& set;
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/// Generate cards if depth == at_depth
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/** Some cards are (optionally) added to out and card_copies
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* And also the copies of referenced items might be incremented
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*
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* Resets the count of this instance to 0 */
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void generate(vector<CardP>* out);
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/// The cards for a given PackItem
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ScriptValueP cardsFor(const ScriptValueP& cards_script);
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inline int get_depth() const { return depth; }
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inline bool has_cards() const { return !cards.empty(); }
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inline size_t get_card_copies() const { return card_copies; }
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inline double get_expected_copies() const { return expected_copies; }
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private:
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/// Lookup PackTypes by name
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//%%
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/// Cards for each PackType
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map<ScriptValueP,ScriptValueP> item_cards;
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const PackType& pack_type;
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PackGenerator& parent;
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int depth; //< 0 = no items, otherwise 1+max depth of items refered to
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vector<CardP> cards; //< All cards that pass the filter
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size_t count; //< Total number of non-empty cards/items
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double total_probability; //< Sum of item and card probabilities
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size_t requested_copies; //< The requested number of copies of this pack
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size_t card_copies; //< The number of cards that were chosen to come from this pack
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double expected_copies;
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};
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// --------------------------------------------------- : Counting expected cards
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/// Class for determining the *expected* number of cards from each type
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class PackItemCounter : PackItemCache {
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class PackGenerator {
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public:
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PackItemCounter(Set& set, map<const PackType*,double>& counts)
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: PackItemCache(set), counts(counts)
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{}
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/// Reset the generator, possibly switching the set or reseeding
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void reset(const SetP& set, int seed);
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/// Add a number of copies of the PackType to the counts, recurse into child items
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void addCountRecursive(const PackType& pack, double copies);
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void addCountRecursive(const PackItem& item, double copies);
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/// Find the PackInstance for the PackType with the given name
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PackInstance& get(const String& name);
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PackInstance& get(const PackTypeP& type);
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/// The probability that the given pack is non-empty
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double probabilityNonEmpty(const PackType& pack);
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double probabilityNonEmpty(const PackItem& item);
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/// The counts will be stored here
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map<const PackType*,double>& counts;
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/// Generate all cards, resets copies
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void generate(vector<CardP>& out);
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/// Update all card_copies counters, resets copies
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void update_card_counts();
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// only for PackInstance
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SetP set; ///< The set
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boost::mt19937 gen; ///< Random generator
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private:
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/// The probability that a pack type is empty (cache)
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//%map<const PackItem*,double> probability_empty;
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};
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// --------------------------------------------------- : PackItemCounter
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/// Class for generating card packs
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class PackItemGenerator : PackItemCache {
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public:
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PackItemGenerator(Set& set, vector<CardP>& cards, boost::mt19937& gen)
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: PackItemCache(set), out(cards), gen(gen)
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{}
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/// Generate a pack, adding it to cards
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void generate(const PackType& pack);
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/// Number of cards of a type
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typedef map<pair<ScriptValueP,PackSelectType>,int> OfTypeCount;
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/// Determine what *types* of cards to pick (store in out)
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/** Does NOT add cards yet.
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* Returns true if non-empty.
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*/
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bool generateCount(const PackType& pack, int copies, PackSelectType type, OfTypeCount& out);
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bool generateCount(const PackItem& item, int copies, PackSelectType type, OfTypeCount& out);
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bool generateSingleCount(const PackType& pack, PackSelectType type, OfTypeCount& out);
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/// Pick cards from a list
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void pickCards(const ScriptValueP& cards, PackSelectType type, int amount);
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/// The cards will be stored here
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vector<CardP>& out;
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/// Random generator
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boost::mt19937& gen;
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/// Details for each PackType
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map<String,PackInstanceP> instances;
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int max_depth;
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};
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// ----------------------------------------------------------------------------- : EOF
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