Esempio n. 1
0
        private static HashSet <int> AddOption(
            SkillSheet skillSheet,
            Equipment equipment,
            IEnumerable <EquipmentItemOptionSheet.Row> optionRows,
            IRandom random)
        {
            var optionIds = new HashSet <int>();

            foreach (var optionRow in optionRows.OrderBy(r => r.Id))
            {
                if (optionRow.StatType != StatType.NONE)
                {
                    var statMap = CombinationEquipment5.GetStat(optionRow, random);
                    equipment.StatsMap.AddStatAdditionalValue(statMap.StatType, statMap.Value);
                }
                else
                {
                    var skill = CombinationEquipment5.GetSkill(optionRow, skillSheet, random);
                    if (!(skill is null))
                    {
                        equipment.Skills.Add(skill);
                    }
                }

                optionIds.Add(optionRow.Id);
            }

            return(optionIds);
        }
Esempio n. 2
0
        public static void AddAndUnlockOption(
            AgentState agentState,
            Equipment equipment,
            IRandom random,
            EquipmentItemSubRecipeSheetV2.Row subRecipe,
            EquipmentItemOptionSheet optionSheet,
            SkillSheet skillSheet
            )
        {
            foreach (var optionInfo in subRecipe.Options
                     .OrderByDescending(e => e.Ratio)
                     .ThenBy(e => e.RequiredBlockIndex)
                     .ThenBy(e => e.Id))
            {
                if (!optionSheet.TryGetValue(optionInfo.Id, out var optionRow))
                {
                    continue;
                }

                var value = random.Next(1, GameConfig.MaximumProbability + 1);
                if (value > optionInfo.Ratio)
                {
                    continue;
                }

                if (optionRow.StatType != StatType.NONE)
                {
                    var statMap = CombinationEquipment5.GetStat(optionRow, random);
                    equipment.StatsMap.AddStatAdditionalValue(statMap.StatType, statMap.Value);
                    equipment.Update(equipment.RequiredBlockIndex + optionInfo.RequiredBlockIndex);
                    equipment.optionCountFromCombination++;
                    agentState.unlockedOptions.Add(optionRow.Id);
                }
                else
                {
                    var skill = CombinationEquipment5.GetSkill(optionRow, skillSheet, random);
                    if (!(skill is null))
                    {
                        equipment.Skills.Add(skill);
                        equipment.Update(equipment.RequiredBlockIndex + optionInfo.RequiredBlockIndex);
                        equipment.optionCountFromCombination++;
                        agentState.unlockedOptions.Add(optionRow.Id);
                    }
                }
            }
        }