Ejemplo n.º 1
0
        public IEnumerable <T> Create(int level)
        {
            // modify the level randomly
            int walkedLevel = Rng.WalkLevel(level).Clamp(1, 100);

            // choose up to it (best of two tries)
            int choiceValue = Math.Max(Rng.IntInclusive(walkedLevel),
                                       Rng.IntInclusive(walkedLevel));

            IDrop <T> dropped = null;

            // count through to find the last one at least the random level
            foreach (DropChoice choice in Choices)
            {
                if (choiceValue >= choice.Odds)
                {
                    dropped = choice.Drop;
                }
            }

            // drop it if we have one
            if (dropped != null)
            {
                // if the choice was less than the max, then bump up the subsequent level a bit to compensate
                int bonus = (walkedLevel - choiceValue) / 4;

                level = Math.Max(Game.MaxDepth, level + bonus);

                foreach (var item in dropped.Create(level))
                {
                    yield return(item);
                }
            }
        }
Ejemplo n.º 2
0
        public IEnumerable <T> Create(int level)
        {
            // modify the level randomly
            float choiceValue = Rng.WalkLevel(level).Clamp(1, 100);

            IDrop <T> dropped = null;

            // count through to find the last one at least the random level
            foreach (DropChoice choice in Choices)
            {
                if (choiceValue >= choice.Odds)
                {
                    dropped = choice.Drop;
                }
            }

            // drop it if we have one
            if (dropped != null)
            {
                foreach (var item in dropped.Create(level))
                {
                    yield return(item);
                }
            }
        }
Ejemplo n.º 3
0
        public IEnumerable <T> Create(int level)
        {
            // use the actual total in case the data adds up to more than 100
            float totalOdds   = Math.Max(TotalOdds, Choices.Sum((choice) => choice.Odds));
            float choiceValue = Rng.Float(TotalOdds);

            IDrop <T> dropped = null;

            // count through to find the chosen one
            foreach (DropChoice choice in Choices)
            {
                choiceValue -= choice.Odds;
                if (choiceValue <= 0)
                {
                    dropped = choice.Drop;
                    break;
                }
            }

            // drop it if we have one
            if (dropped != null)
            {
                foreach (var item in dropped.Create(level))
                {
                    yield return(item);
                }
            }
        }
Ejemplo n.º 4
0
        public static T CreateOne <T>(this IDrop <T> drop, int level)
        {
            foreach (T item in drop.Create(level))
            {
                return(item);
            }

            return(default(T));
        }