/// <summary> /// Generates a random slingshot name /// </summary> /// <param name="slingshotId">The id of the slingshot weapon</param> /// <returns></returns> private string GenerateRandomSlingshotName(WeaponIndexes slingshotId) { string typeString = ""; switch (slingshotId) { case WeaponIndexes.Slingshot: typeString = Globals.RNGGetAndRemoveRandomValueFromList(Tier1Slingshots); break; case WeaponIndexes.MasterSlingshot: typeString = Globals.RNGGetAndRemoveRandomValueFromList(Tier2Slingshots); break; case WeaponIndexes.GalaxySlingshot: typeString = Globals.RNGGetAndRemoveRandomValueFromList(Tier3Slingshots); break; default: Globals.ConsoleError($"Trying to generate slingshot name for invalid id: {slingshotId}"); return("ERROR"); } return($"{typeString} Slingshot"); }
/// <summary> /// Generates a random name for the given weapon type /// </summary> /// <param name="type">The weapon type</param> /// <param name="slingshotTier"> /// The slingshot tier, from 0 - 2 = worst to best /// </param> /// <returns></returns> public string GenerateRandomWeaponName(WeaponType type, WeaponIndexes slingshotId = 0) { string typeString = ""; switch (type) { case WeaponType.SlashingSword: case WeaponType.StabbingSword: typeString = Globals.RNGGetAndRemoveRandomValueFromList(Swords); break; case WeaponType.Dagger: typeString = Globals.RNGGetAndRemoveRandomValueFromList(Daggers); break; case WeaponType.ClubOrHammer: typeString = Globals.RNGGetAndRemoveRandomValueFromList(HammersAndClubs); break; case WeaponType.Slingshot: return(GenerateRandomSlingshotName(slingshotId)); default: Globals.ConsoleError($"Trying to generate weapon name for invalid type: {type}"); return("ERROR"); } return(GenerateRandomNonSlingshotName(typeString)); }