Ejemplo n.º 1
0
        protected virtual void RollScene()
        {
            Encounter currentScene;

            //check trigger scenes, add them if not already in queue.
            foreach (var scene in triggerScenes)
            {
                if (scene.isActive && scene.isTriggered())
                {
                    triggered.Enqueue(scene);
                }
            }

            if (triggered.Count > 0)
            {
                currentScene = triggered.Dequeue();
            }
            //if we have no triggers, check for bad luck prevention.
            else
            {
                //set up the picker as a fallback.
                Lottery <Encounter> picker = new Lottery <Encounter>();

                //loop through the semi-randoms.
                foreach (var entry in semiRandomScenes)
                {
                    //ignore inactives.
                    if (!entry.Key.isActive)
                    {
                        continue;
                    }
                    //add any new items that are still active and proc our bad luck preventer.
                    else if (entry.Value >= entry.Key.numEncountersBeforeRequiringThis && !badLuckPreventerScene.Contains(entry.Key))
                    {
                        badLuckPreventerScene.Enqueue(entry.Key);
                    }
                    //only add them to the RNG lottery if we're actually going to use the RNG lottery - that is, we don't have any bad luck preventers taking priority.
                    else if (badLuckPreventerScene.Count == 0)
                    {
                        picker.AddItem(entry.Key, entry.Key.chances);
                    }
                }
                //do the first bad luck preventer if any exist.
                if (badLuckPreventerScene.Count > 0)
                {
                    currentScene = badLuckPreventerScene.Dequeue();
                }
                //if none exist
                else
                {
                    //finish adding the entries to the RNG lottery.
                    foreach (var scene in randomScenes)
                    {
                        if (scene.isActive)
                        {
                            picker.AddItem(scene, scene.chances);
                        }
                    }
                    //select an entry from the lottery.
                    currentScene = picker.Select();
                }
            }

            //run the scene.
            currentScene.RunEncounter();

            //if the scene is now complete, remove it from the hashset/dictionary that contains it.
            if (currentScene.isCompleted)
            {
                if (currentScene is TriggeredEncounter trigger)
                {
                    triggerScenes.Remove(trigger);
                }
                else if (currentScene is SemiRandomEncounter semiRandom)
                {
                    semiRandomScenes.Remove(semiRandom);
                    semiRandomContainer.Remove(semiRandom);
                }
                else
                {
                    RandomEncounter random = (RandomEncounter)currentScene;
                    randomScenes.Remove(random);
                }
            }

            //if the current scene was semi-random, reset its bad luck preventer count. otherwise,
            //increment the bad luck preventer for each scene.
            foreach (var entry in semiRandomScenes.Keys)
            {
                if (entry == currentScene)
                {
                    semiRandomScenes[entry] = 0;
                }
                else if (entry.isActive)
                {
                    semiRandomScenes[entry]++;
                }
            }
        }