//temporarily returning weapon list. Need to fix when implementing other drop types
        public WeaponDefinition[] generateLoot(string enemyId)
        {
            //check the enemy id matches a key in the enemy definitions
            if (!enemyDefinitions.definitions.ContainsKey(enemyId))
            {
                throw new System.Exception("Missing enemy id.");
            }

            //retrieve the enemy details
            EnemyDefinition definition = enemyDefinitions.definitions[enemyId];

            //create an array to store the loot drops
            WeaponDefinition[] generatedDefinitions = new WeaponDefinition[definition.lootDrops];

            for (int i = 0; i < definition.lootDrops; i++)
            {
                //randomly select the loot drop type such as weapon, armour, resource etc.
                string dropType = ((WeightedString)WeightedValueSelector.selectValue(definition.lootDropTypes)).value;

                switch (dropType)
                {
                case "WEAPON":
                    //using the selected loot drop type, randomly select the inner group of loot items such as assault_rifles
                    WeaponLootDefinition weaponLootDefinition = ((WeaponLootDefinition)WeightedValueSelector.selectValue(definition.weaponWeights));

                    //randomly select the rarity type of the loot drop
                    RarityObject.Rarity rarity = ((WeightedRarityObject)WeightedValueSelector.selectValue(weaponLootDefinition.rarityWeights)).value;

                    //using the randomly selected information retrieve a weapon definition and add to loot list
                    generatedDefinitions[i] = WeaponUtil.getWeapon(weaponLootDefinition.name, rarity);
                    break;

                case "ARMOUR":
                    break;

                case "INTEL":
                    break;

                case "RESOURCE":
                    break;

                case "NONE":
                    break;
                }
            }

            //return the list of awarded loot types
            return(generatedDefinitions);
        }
Beispiel #2
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        public override int[,] generateMap(int width, int height)
        {
            int[,] tileMapping = new int[width, height];

            for (int x = 0; x < width; x++)
            {
                bool canPlace = Random.Range(0, 100) < placementChance ? true : false;
                if (!canPlace)
                {
                    continue;
                }
                //int y = (int)Mathf.Floor(Random.Range(0, height));
                int y = ((WeightedInteger)WeightedValueSelector.selectValue(weightedValues)).getValue();
                for (; y < height; y++)
                {
                    tileMapping[x, y] = 1;
                }
            }

            return(tileMapping);
        }
Beispiel #3
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        private static string generateRandomDesignation()
        {
            string designation = "P";

            System.Random random = new System.Random();

            //generates 2 random characters
            for (int i = 0; i < 2; i++)
            {
                designation += ((WeightedString)WeightedValueSelector.selectValue(designationCharacters)).value;
            }

            //adds hyphon separator
            designation += "-";

            //generates 3 random characters
            for (int i = 0; i < 3; i++)
            {
                designation += ((WeightedString)WeightedValueSelector.selectValue(designationCharacters)).value;
            }

            return(designation);
        }
Beispiel #4
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        private static DestinationDetails generateDestinationDetails(DestinationDefinition destinationDefinition)
        {
            //currently only allowing planets with normal atmospheric environment to have a governing race
            if (destinationDefinition.environmentState == DestinationDefinition.EnvironmentState.NORMAL)
            {
                //load the destination profile into a text object
                TextAsset destinationProfileJson = Resources.Load <TextAsset>(destinationsProfileFilePath);

                //deserialize the destination profile json into an object
                DestinationProfile destinationProfile = JsonConvert.DeserializeObject <DestinationProfile>(destinationProfileJson.text);

                //check if destination is occupied
                if (((WeightedBool)WeightedValueSelector.selectValue(destinationProfile.occupyingRaceWeights)).value)
                {
                    //randomly select an environment type for the destination
                    RaceDefinitions.Race race = ((WeightedRace)WeightedValueSelector.selectValue(destinationProfile.raceWeights)).value;

                    return(new DestinationDetails(destinationDefinition, race));
                }
            }

            //new destination without occupying race
            return(new DestinationDetails(destinationDefinition, RaceDefinitions.Race.NONE));
        }
Beispiel #5
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        private static DestinationDefinition generateDestinationDefinition(string stringifiedAddress)
        {
            //load the destination profile into a text object
            TextAsset destinationProfileJson = Resources.Load <TextAsset>(destinationsProfileFilePath);

            //deserialize the destination profile json into an object
            DestinationProfile destinationProfile = JsonConvert.DeserializeObject <DestinationProfile>(destinationProfileJson.text);

            //randomly select an environment type for the destination
            DestinationDefinition.EnvironmentState environmentState = ((WeightedEnvironmentState)WeightedValueSelector.selectValue(destinationProfile.environmentStateWeights)).value;

            return(new DestinationDefinition(stringifiedAddress, generateRandomDesignation(), environmentState));
        }