Renamed namespace 'random' to 'randomness'
This is because GCC 4.x has a problem with symbol name collisions with 'random'
This commit is contained in:
parent
46acff818b
commit
e90d11d02a
23 changed files with 52 additions and 52 deletions
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@ -207,8 +207,8 @@ namespace
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{
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//we are in the situation, that the unit is owned by a human, but he's not allowed to do this decision.
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//because it's a mp game and it's not his turn.
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//note that it doesn't matter whether we call random::generator->next_random() or rand().
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res = random::generator->get_random_int(0, nb_options_-1);
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//note that it doesn't matter whether we call randomness::generator->next_random() or rand().
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res = randomness::generator->get_random_int(0, nb_options_-1);
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}
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LOG_NG << "unit at position " << loc_ << "choose advancement number " << res << "\n";
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config retv;
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@ -907,7 +907,7 @@ namespace {
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int &abs_n = *(attacker_turn ? &abs_n_attack_ : &abs_n_defend_);
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bool &update_fog = *(attacker_turn ? &update_def_fog_ : &update_att_fog_);
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int ran_num = random::generator->get_random_int(0,99);
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int ran_num = randomness::generator->get_random_int(0,99);
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bool hits = (ran_num < attacker.cth_);
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int damage = 0;
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@ -528,7 +528,7 @@ data* recruitment::get_best_leader_from_ratio_scores(std::vector<data>& leader_d
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assert(ratio_score_sum > 0.0);
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// Shuffle leader_data to break ties randomly.
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std::shuffle(leader_data.begin(), leader_data.end(), random::rng::default_instance());
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std::shuffle(leader_data.begin(), leader_data.end(), randomness::rng::default_instance());
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// Find which leader should recruit according to ratio_scores.
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data* best_leader_data = nullptr;
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@ -1292,12 +1292,12 @@ void monte_carlo_combat_matrix::simulate()
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{
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bool a_hit = false;
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bool b_hit = false;
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bool a_slowed = random::generator->get_random_bool(a_initially_slowed_chance_);
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bool b_slowed = random::generator->get_random_bool(b_initially_slowed_chance_);
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bool a_slowed = randomness::generator->get_random_bool(a_initially_slowed_chance_);
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bool b_slowed = randomness::generator->get_random_bool(b_initially_slowed_chance_);
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const std::vector<double>& a_initial = a_slowed ? a_initial_slowed_ : a_initial_;
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const std::vector<double>& b_initial = b_slowed ? b_initial_slowed_ : b_initial_;
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unsigned int a_hp = random::generator->get_random_element(a_initial.begin(), a_initial.end());
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unsigned int b_hp = random::generator->get_random_element(b_initial.begin(), b_initial.end());
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unsigned int a_hp = randomness::generator->get_random_element(a_initial.begin(), a_initial.end());
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unsigned int b_hp = randomness::generator->get_random_element(b_initial.begin(), b_initial.end());
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unsigned int a_strikes = calc_blows_a(a_hp);
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unsigned int b_strikes = calc_blows_b(b_hp);
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@ -1307,7 +1307,7 @@ void monte_carlo_combat_matrix::simulate()
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{
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if (k < a_strikes)
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{
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if (random::generator->get_random_bool(a_hit_chance_))
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if (randomness::generator->get_random_bool(a_hit_chance_))
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{
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// A hits B
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unsigned int damage = a_slowed ? a_slow_damage_ : a_damage_;
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@ -1330,7 +1330,7 @@ void monte_carlo_combat_matrix::simulate()
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if (k < b_strikes)
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{
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if (random::generator->get_random_bool(b_hit_chance_))
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if (randomness::generator->get_random_bool(b_hit_chance_))
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{
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// B hits A
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unsigned int damage = b_slowed ? b_slow_damage_ : b_damage_;
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@ -298,7 +298,7 @@ void editor_action_shuffle_area::perform_without_undo(map_context& mc) const
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{
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std::vector<map_location> shuffle;
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std::copy(area_.begin(), area_.end(), std::inserter(shuffle, shuffle.begin()));
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std::shuffle(shuffle.begin(), shuffle.end(), random::rng::default_instance());
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std::shuffle(shuffle.begin(), shuffle.end(), randomness::rng::default_instance());
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std::vector<map_location>::const_iterator shuffle_it = shuffle.begin();
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std::set<map_location>::const_iterator orig_it = area_.begin();
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while (orig_it != area_.end()) {
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@ -777,8 +777,8 @@ private:
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{
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int res = 0;
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while(faces > 0 && num_rolls-- > 0) {
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if(random::generator) {
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res += (random::generator->next_random() % faces) + 1;
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if(randomness::generator) {
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res += (randomness::generator->next_random() % faces) + 1;
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} else {
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res += (rand() % faces) + 1;
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}
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@ -203,9 +203,9 @@ void game_state::init(const config& level, play_controller & pc)
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{
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//sync traits of start units and the random start time.
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random::set_random_determinstic deterministic(gamedata_.rng());
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randomness::set_random_determinstic deterministic(gamedata_.rng());
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tod_manager_.resolve_random(*random::generator);
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tod_manager_.resolve_random(*randomness::generator);
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for(team_builder_ptr tb_ptr : team_builders)
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{
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@ -68,7 +68,7 @@ std::vector<game_tip> shuffle(const std::vector<game_tip>& tips)
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}
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}
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std::shuffle(result.begin(), result.end(), random::rng::default_instance());
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std::shuffle(result.begin(), result.end(), randomness::rng::default_instance());
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return result;
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}
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@ -29,7 +29,7 @@ static lg::log_domain log_random("random");
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namespace {
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class rng_default : public random::rng
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class rng_default : public randomness::rng
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{
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public:
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rng_default()
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@ -51,7 +51,7 @@ namespace {
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};
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}
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namespace random
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namespace randomness
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{
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rng* generator = &rng::default_instance();
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@ -19,7 +19,7 @@
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#include <iterator> //needed for std::distance
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#include <limits>
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namespace random
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namespace randomness
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{
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/**
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this class does not give synced random results derived classes might do.
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@ -14,7 +14,7 @@
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#include "random_deterministic.hpp"
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namespace random
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namespace randomness
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{
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rng_deterministic::rng_deterministic(rand_rng::mt_rng& gen)
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@ -16,7 +16,7 @@
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#include "random.hpp"
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#include "mt_rng.hpp"
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namespace random
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namespace randomness
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{
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/**
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This rng is used when the normal synced rng is not available
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@ -24,7 +24,7 @@ namespace random
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or during the "Deterministic SP mode"
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*/
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class rng_deterministic : public random::rng
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class rng_deterministic : public randomness::rng
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{
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public:
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rng_deterministic(rand_rng::mt_rng& gen);
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@ -20,7 +20,7 @@ static lg::log_domain log_random("random");
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#define WRN_RND LOG_STREAM(warn, log_random)
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#define ERR_RND LOG_STREAM(err, log_random)
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namespace random
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namespace randomness
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{
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synced_rng::synced_rng(std::function<std::string()> seed_generator)
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: has_valid_seed_(false), seed_generator_(seed_generator), gen_()
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@ -35,7 +35,7 @@ namespace random
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//getting here means random was called form inside a synced context.
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uint32_t retv = gen_.get_next_random();
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LOG_RND << "random::rng::next_random_impl returned " << retv;
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LOG_RND << "randomness::rng::next_random_impl returned " << retv;
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return retv;
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}
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@ -23,9 +23,9 @@
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/*
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todo: use a boost::random based solution.
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*/
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namespace random
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namespace randomness
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{
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class synced_rng : public random::rng
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class synced_rng : public randomness::rng
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{
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public:
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synced_rng(std::function<std::string()> seed_generator);
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@ -219,7 +219,7 @@ static int intf_name_generator(lua_State *L)
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static int intf_random(lua_State *L)
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{
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if (lua_isnoneornil(L, 1)) {
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double r = double(random::generator->next_random());
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double r = double(randomness::generator->next_random());
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double r_max = double(std::numeric_limits<uint32_t>::max());
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lua_push(L, r / (r_max + 1));
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return 1;
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@ -238,7 +238,7 @@ static int intf_random(lua_State *L)
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if (min > max) {
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return luaL_argerror(L, 1, "min > max");
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}
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lua_push(L, random::generator->get_random_int(min, max));
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lua_push(L, randomness::generator->get_random_int(min, max));
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return 1;
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}
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}
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@ -227,7 +227,7 @@ bool synced_context::can_undo()
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//this method should only works in a synced context.
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assert(is_synced());
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//if we called the rng or if we sended data of this action over the network already, undoing is impossible.
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return (!is_simultaneously_) && (random::generator->get_random_calls() == 0);
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return (!is_simultaneously_) && (randomness::generator->get_random_calls() == 0);
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}
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void synced_context::set_last_unit_id(int id)
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syncmp_registry::send_user_choice();
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}
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std::shared_ptr<random::rng> synced_context::get_rng_for_action()
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std::shared_ptr<randomness::rng> synced_context::get_rng_for_action()
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{
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const std::string& mode = resources::classification->random_mode;
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if(mode == "deterministic")
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{
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return std::shared_ptr<random::rng>(new random::rng_deterministic(resources::gamedata->rng()));
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return std::shared_ptr<randomness::rng>(new randomness::rng_deterministic(resources::gamedata->rng()));
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}
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else
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{
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return std::shared_ptr<random::rng>(new random::synced_rng(generate_random_seed));
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return std::shared_ptr<randomness::rng>(new randomness::synced_rng(generate_random_seed));
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}
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}
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set_scontext_synced_base::set_scontext_synced_base()
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: new_rng_(synced_context::get_rng_for_action())
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, old_rng_(random::generator)
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, old_rng_(randomness::generator)
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{
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LOG_REPLAY << "set_scontext_synced_base::set_scontext_synced_base\n";
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assert(!resources::whiteboard->has_planned_unit_map());
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@ -386,14 +386,14 @@ set_scontext_synced_base::set_scontext_synced_base()
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synced_context::reset_is_simultaneously();
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synced_context::set_last_unit_id(resources::gameboard->unit_id_manager().get_save_id());
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synced_context::reset_undo_commands();
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old_rng_ = random::generator;
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random::generator = new_rng_.get();
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old_rng_ = randomness::generator;
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randomness::generator = new_rng_.get();
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}
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set_scontext_synced_base::~set_scontext_synced_base()
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{
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LOG_REPLAY << "set_scontext_synced_base:: destructor\n";
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assert(synced_context::get_synced_state() == synced_context::SYNCED);
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random::generator = old_rng_;
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randomness::generator = old_rng_;
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synced_context::set_synced_state(synced_context::UNSYNCED);
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}
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@ -492,21 +492,21 @@ int set_scontext_synced::get_random_calls()
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leave_synced_context::leave_synced_context()
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: old_rng_(random::generator)
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: old_rng_(randomness::generator)
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{
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assert(synced_context::get_synced_state() == synced_context::SYNCED);
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synced_context::set_synced_state(synced_context::LOCAL_CHOICE);
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//calling the synced rng form inside a local_choice would cause oos.
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//TODO: should we also reset the synced checkup?
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random::generator = &random::rng::default_instance();
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randomness::generator = &randomness::rng::default_instance();
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}
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leave_synced_context::~leave_synced_context()
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{
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assert(synced_context::get_synced_state() == synced_context::LOCAL_CHOICE);
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synced_context::set_synced_state(synced_context::SYNCED);
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random::generator = old_rng_;
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randomness::generator = old_rng_;
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}
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set_scontext_unsynced::set_scontext_unsynced()
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/**
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@return a rng_deterministic if in determinsic mode otherwise a rng_synced.
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*/
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static std::shared_ptr<random::rng> get_rng_for_action();
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static std::shared_ptr<randomness::rng> get_rng_for_action();
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/**
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@return whether we already sended data about the current action to other clients. which means we cannot undo it.
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returns is_simultaneously_
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set_scontext_synced_base();
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~set_scontext_synced_base();
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protected:
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std::shared_ptr<random::rng> new_rng_;
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random::rng* old_rng_;
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std::shared_ptr<randomness::rng> new_rng_;
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randomness::rng* old_rng_;
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};
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/*
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a RAII object to enter the synced context, cannot be called if we are already in a synced context.
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leave_synced_context();
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~leave_synced_context();
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private:
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random::rng* old_rng_;
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randomness::rng* old_rng_;
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};
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/**
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@ -309,7 +309,7 @@ BOOST_AUTO_TEST_CASE( validate_get_random_int )
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rand_rng::mt_rng mt_(cfg);
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std::shared_ptr<random::rng> gen_ (new random::rng_deterministic(mt_));
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std::shared_ptr<randomness::rng> gen_ (new randomness::rng_deterministic(mt_));
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int val = gen_->get_random_int(0, validation_get_random_int_max);
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BOOST_CHECK_EQUAL ( val , validation_get_random_int_correct_answer );
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BOOST_AUTO_TEST_CASE( validate_get_random_int2 )
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{
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std::shared_ptr<random::rng> gen_ (new random::synced_rng(validate_get_random_int_seed_generator));
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std::shared_ptr<randomness::rng> gen_ (new randomness::synced_rng(validate_get_random_int_seed_generator));
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for (int i = 0; i < validation_get_random_int_num_draws; i++) {
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gen_->next_random();
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@ -77,7 +77,7 @@ tod_manager& tod_manager::operator=(const tod_manager& manager)
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return *this;
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}
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void tod_manager::resolve_random(random::rng& r)
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void tod_manager::resolve_random(randomness::rng& r)
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{
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//process the random_start_time string, which can be boolean yes/no true/false or a
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//comma-separated string of integers >= 1 referring to the times_ array indices
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@ -22,7 +22,7 @@ class gamemap;
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class unit_map;
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class game_data;
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namespace random
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namespace randomness
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{
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class rng;
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}
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/**
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handles random_start_time, should be called before the game starts.
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*/
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void resolve_random(random::rng& r);
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void resolve_random(randomness::rng& r);
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int get_current_time(const map_location& loc = map_location::null_location()) const;
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void set_current_time(int time);
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@ -215,7 +215,7 @@ static unit_race::GENDER generate_gender(const unit_type& type, bool random_gend
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if(random_gender == false || genders.size() == 1) {
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return genders.front();
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} else {
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return genders[random::generator->get_random_int(0,genders.size()-1)];
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return genders[randomness::generator->get_random_int(0,genders.size()-1)];
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// Note: genders is guaranteed to be non-empty, so this is not a
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// potential division by zero.
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// Note: Whoever wrote this code, you should have used an assertion, to save others hours of work...
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int max_traits = u_type.num_traits();
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for(; nb_traits < max_traits && !candidate_traits.empty(); ++nb_traits)
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{
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int num = random::generator->get_random_int(0,candidate_traits.size()-1);
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int num = randomness::generator->get_random_int(0,candidate_traits.size()-1);
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modifications_.add_child("trait", *candidate_traits[num]);
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candidate_traits.erase(candidate_traits.begin() + num);
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}
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@ -171,6 +171,6 @@ std::string context_free_grammar_generator::generate() const {
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void context_free_grammar_generator::init_seed(uint32_t seed[]) const {
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for (unsigned short int i = 0; i < seed_size; i++) {
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seed[i] = random::generator->next_random();
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seed[i] = randomness::generator->next_random();
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}
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}
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@ -65,7 +65,7 @@ static ucs4::string markov_generate_name(const markov_prefix_map& prefixes,
|
|||
std::vector<int> random(max_len);
|
||||
size_t j = 0;
|
||||
for(; j < max_len; ++j) {
|
||||
random[j] = random::generator->next_random();
|
||||
random[j] = randomness::generator->next_random();
|
||||
}
|
||||
|
||||
j = 0;
|
||||
|
|
Loading…
Add table
Reference in a new issue