Exemple #1
0
        private void addRandomMiscItems(long seed)
        {
            JavaRng rng = new JavaRng(seed);

            foreach (var miscItem in miscBools.ToArray())
            {
                int nextRandom = rng.NextInt(4);
                if (nextRandom == 1)
                {
                    miscBools[miscItem.Key] = true;
                    updateMiscItem(miscItem.Key);
                }
            }
        }
Exemple #2
0
        private void addRandomItem(long seed, Slot slot)
        {
            JavaRng   rng       = new JavaRng(seed);
            ArrayList slotItems = new ArrayList();

            foreach (Item item in allItems)
            {
                if (item.Slot == slot && !item.Name.Contains("none_"))
                {
                    slotItems.Add(item);
                }
            }
            int  rndIndex = rng.NextInt(slotItems.Count);
            Item rndItem  = (Item)slotItems[rndIndex];

            XmlElement   newItem = xml.CreateElement("item");
            XmlAttribute newType = xml.CreateAttribute("type");

            newType.Value = rndItem.Name;
            newItem.SetAttributeNode(newType);
            cadence.AppendChild(newItem);
        }
Exemple #3
0
        //-------------------------Generate random build
        private void generateBuild(long seed)
        {
            JavaRng rng = new JavaRng(seed);

            // remove all items, add cursed slots
            cadence.RemoveAll();
            addSeedCurse();

            // add one random item for each slot
            addRandomItem(seed, Slot.Shovel);
            addRandomItem(seed, Slot.Weapon);
            addRandomItem(seed, Slot.Body);
            addRandomItem(seed, Slot.Head);
            addRandomItem(seed, Slot.Feet);
            addRandomItem(seed, Slot.Torch);
            addRandomItem(seed, Slot.Ring);
            addRandomItem(seed, Slot.Spell);
            addRandomItem(seed, Slot.Item);
            addRandomMiscItems(seed);

            // if seeded...
            //force strength charm
            // swap glass jaw, becoming, glass shovel
            if (seedActive)
            {
                miscBools["charm_strength"] = true;
                updateMiscItem("charm_strength");

                bool problemFound;
                long modSeed = seed;
                do
                {
                    problemFound = false;
                    foreach (XmlNode itemNode in cadence)
                    {
                        if (itemNode.Name == "cursed")
                        {
                            continue;
                        }
                        if (itemNode.Attributes["type"].Value == "head_glass_jaw")
                        {
                            problemFound = true;
                            modSeed     += 1;
                            addRandomItem(modSeed, Slot.Head);
                            cadence.RemoveChild(itemNode);
                            break;
                        }
                        while (itemNode.Attributes["type"].Value == "ring_becoming")
                        {
                            problemFound = true;
                            modSeed     += 1;
                            addRandomItem(modSeed, Slot.Ring);
                            cadence.RemoveChild(itemNode);
                            break;
                        }
                        while (itemNode.Attributes["type"].Value == "shovel_glass")
                        {
                            problemFound = true;
                            modSeed     += 1;
                            addRandomItem(modSeed, Slot.Shovel);
                            cadence.RemoveChild(itemNode);
                            break;
                        }
                    }
                } while (problemFound);
            }

            xml.Save(ND_XMLPATH);
            updateMainButtons();
        }