Beispiel #1
0
        protected void InventoryItemSetup(ShopFilling filling)
        {
            FillShopInventoryWithEmptyItem();

            int items = Game.random.Next(GetLowerFillLimit(filling), GetUpperFillLimit(filling));

            for (int n = 0; n < items; n++)
            {
                if (n < mandatoryShipItems.Count)
                {
                    ShopInventoryEntry entry = mandatoryShipItems[n];

                    ShipPart part = RetrievePartFromEnum(entry.ShipPartType, Game);
                    part.SetShipPartVariety(entry.ItemVariety);
                    InsertPartAt(part, n);
                }
                else if (!inventoryIsFixed)
                {
                    ShipPart part = ExtractShipPartFromItemFrequencies();
                    InsertPartAt(part, n);
                }
            }
        }
Beispiel #2
0
 public void AddMandatoryShipItem(ShopInventoryEntry mandatoryItem)
 {
     mandatoryShipItems.Add(mandatoryItem);
 }
Beispiel #3
0
 public void AddShopEntry(ShopInventoryEntry entry)
 {
     shopInventoryEntries.Add(entry);
 }
Beispiel #4
0
        private ShipPart ExtractShipPartFromItemFrequencies()
        {
            ShipPart part = null;

            int summedItemFrequency = 0;

            // Stores an accumulated value for each ship part
            // The size of the ship parts range to previous value determines its probability for creation
            SortedDictionary <String, int> probabilityTable = new SortedDictionary <String, int>();

            foreach (ShopInventoryEntry entry in shopInventoryEntries)
            {
                switch (entry.Availability)
                {
                case ShipPartAvailability.rare:
                {
                    summedItemFrequency += 1;
                    probabilityTable.Add(entry.GetId(), summedItemFrequency);
                    break;
                }

                case ShipPartAvailability.uncommon:
                {
                    summedItemFrequency += 2;
                    probabilityTable.Add(entry.GetId(), summedItemFrequency);
                    break;
                }

                case ShipPartAvailability.common:
                {
                    summedItemFrequency += 3;
                    probabilityTable.Add(entry.GetId(), summedItemFrequency);
                    break;
                }

                case ShipPartAvailability.ubiquitous:
                {
                    summedItemFrequency += 4;
                    probabilityTable.Add(entry.GetId(), summedItemFrequency);
                    break;
                }

                default:
                {
                    throw new ArgumentException("Not implemented!");
                }
                }
            }

            int randItemValue = Game.random.Next(summedItemFrequency);

            foreach (KeyValuePair <String, int> pair in probabilityTable.OrderBy(key => key.Value))
            {
                if (pair.Value > randItemValue)
                {
                    ShopInventoryEntry entry = new ShopInventoryEntry(pair.Key);

                    part = RetrievePartFromEnum(entry.ShipPartType, Game);
                    part.SetShipPartVariety(entry.ItemVariety);
                    break;
                }
            }

            return(part);
        }
 public void AddMandatoryItem(ShopInventoryEntry entry)
 {
     shop.AddMandatoryShipItem(entry);
 }