예제 #1
0
        public List <ItemLootDrop> GetLootDrop(LootTableState lootTableState, Loot loot, bool lootGroupUnlimitedDrops, bool ignoreDropLimit, bool lootTableUnlimitedDrops, ref int lootGroupRemainingDrops)
        {
            List <ItemLootDrop> returnValue = new List <ItemLootDrop>();
            int itemCount = Random.Range(loot.MinDrops, loot.MaxDrops + 1);

            //Debug.Log("GatherLootTable.RollLoot(): itemCount: " + itemCount);
            for (int i = 0; i < itemCount; i++)
            {
                ItemLootDrop droppedItem = new ItemLootDrop(systemItemManager.GetNewResource(loot.Item.DisplayName), lootTableState, systemGameManager);
                droppedItem.Item.DropLevel = playerManager.MyCharacter.CharacterStats.Level;
                lootTableState.DroppedItems.Add(droppedItem);
                if (lootGroupUnlimitedDrops == false && ignoreDropLimit == false)
                {
                    lootGroupRemainingDrops = lootGroupRemainingDrops - 1;
                    if (lootGroupRemainingDrops <= 0)
                    {
                        break;
                    }
                }
                if (lootTableUnlimitedDrops == false && ignoreDropLimit == false)
                {
                    lootTableState.LootTableRemainingDrops -= 1;
                    if (lootTableState.LootTableRemainingDrops <= 0)
                    {
                        break;
                    }
                }
            }
            //droppedItems.Add(new LootDrop(systemItemManager.GetNewResource(item.MyItem.DisplayName), this));

            return(returnValue);
        }
예제 #2
0
 public List <LootDrop> GetLoot(LootTableState lootTableState, bool rollLoot = true)
 {
     //Debug.Log("LootTable.GetLoot().");
     if (!lootTableState.Rolled && rollLoot == true)
     {
         //Debug.Log("LootTable.GetLoot() !rolled. rolling...");
         RollLoot(lootTableState);
     }
     //Debug.Log("LootTable.GetLoot(). MyDroppedItems.Length: " + MyDroppedItems.Count);
     return(lootTableState.DroppedItems);
 }
예제 #3
0
 /// <summary>
 /// used to prevent multiple copies of a unique item from dropping since the other check requires it to be in your bag, so multiple can still drop if you haven't looted a mob yet
 /// </summary>
 /// <param name="itemName"></param>
 /// <returns></returns>
 public bool droppedItemsContains(LootTableState lootTableState, string itemName)
 {
     foreach (LootDrop lootDrop in lootTableState.DroppedItems)
     {
         if ((lootDrop as ItemLootDrop) is ItemLootDrop)
         {
         }
         if (SystemDataFactory.MatchResource((lootDrop as ItemLootDrop).Item.DisplayName, itemName))
         {
             return(true);
         }
     }
     return(false);
 }
예제 #4
0
        protected virtual void RollLoot(LootTableState lootTableState)
        {
            //Debug.Log(gameObject.name + ".LootTable.RollLoot()");
            int  lootTableRemainingDrops = dropLimit;
            bool lootTableUnlimitedDrops = (dropLimit == 0);

            foreach (LootGroup lootGroup in lootGroups)
            {
                // check if this group can drop an item
                float randomInt = UnityEngine.Random.Range(0, 100);
                if (lootGroup.GroupChance > randomInt)
                {
                    // unlimited drops settins for this loot group
                    int  lootGroupRemainingDrops = lootGroup.DropLimit;
                    bool lootGroupUnlimitedDrops = (lootGroup.DropLimit == 0);

                    // ignore drop limit settings for this loot group
                    bool ignoreDropLimit = ignoreGlobalDropLimit;
                    if (lootGroup.IgnoreGlobalDropLimit == true)
                    {
                        ignoreDropLimit = true;
                    }

                    // get list of loot that is currenly valid to be rolled so that weights can be properly calculated based on only valid loot
                    List <Loot> validLoot = new List <Loot>();
                    foreach (Loot loot in lootGroup.Loot)
                    {
                        if (loot.PrerequisitesMet == true &&
                            (loot.Item.UniqueItem == false || lootManager.CanDropUniqueItem(loot.Item) == true))
                        {
                            validLoot.Add(loot);
                        }
                    }

                    if (lootGroup.GuaranteedDrop == true)
                    {
                        List <int> randomItemIndexes = new List <int>();
                        // guaranteed drops can never have a 0 drop limit, but shouldn't be unlimited because the chance is not random per item like non guaranteed drops
                        int maxCount = (int)Mathf.Min(Mathf.Clamp(lootGroup.DropLimit, 1, Mathf.Infinity), validLoot.Count);
                        while (randomItemIndexes.Count < maxCount)
                        {
                            // pure random
                            //int randomNumber = UnityEngine.Random.Range(0, lootGroup.Loot.Count);

                            // weighted
                            int usedIndex         = 0;
                            int sum_of_weight     = 0;
                            int accumulatedWeight = 0;

                            for (int i = 0; i < validLoot.Count; i++)
                            {
                                sum_of_weight += (int)validLoot[i].DropChance;
                            }
                            //Debug.Log(DisplayName + ".Item.InitilizeNewItem(): sum_of_weight: " + sum_of_weight);
                            int rnd = UnityEngine.Random.Range(0, sum_of_weight);
                            //Debug.Log(DisplayName + ".Item.InitilizeNewItem(): sum_of_weight: " + sum_of_weight + "; rnd: " + rnd);
                            for (int i = 0; i < validLoot.Count; i++)
                            {
                                //Debug.Log(DisplayName + ".Item.InitilizeNewItem(): weightCompare: " + validItemQualities[i].RandomWeight + "; rnd: " + rnd);
                                accumulatedWeight += (int)validLoot[i].DropChance;
                                if (rnd < accumulatedWeight)
                                {
                                    usedIndex = i;
                                    //Debug.Log(DisplayName + ".Item.InitilizeNewItem(): break");
                                    break;
                                }
                                //rnd -= validItemQualities[i].RandomWeight;
                            }

                            if (lootGroup.UniqueLimit > 0)
                            {
                                int foundCount = randomItemIndexes.Where(x => x.Equals(usedIndex)).Count();
                                if (foundCount < lootGroup.UniqueLimit)
                                {
                                    randomItemIndexes.Add(usedIndex);
                                }
                            }
                            else
                            {
                                randomItemIndexes.Add(usedIndex);
                            }
                        }
                        foreach (int randomItemIndex in randomItemIndexes)
                        {
                            lootTableState.DroppedItems.AddRange(GetLootDrop(lootTableState, validLoot[randomItemIndex], lootGroupUnlimitedDrops, ignoreDropLimit, lootTableUnlimitedDrops, ref lootGroupRemainingDrops));
                        }
                    }
                    else
                    {
                        foreach (Loot item in validLoot)
                        {
                            //Debug.Log("LootTable.RollLoot(): " + item.MyItem.DisplayName + " rolling");
                            int roll = Random.Range(0, 100);
                            if (roll <= item.DropChance)
                            {
                                lootTableState.DroppedItems.AddRange(GetLootDrop(lootTableState, item, lootGroupUnlimitedDrops, ignoreDropLimit, lootTableUnlimitedDrops, ref lootGroupRemainingDrops));
                            }
                            if ((lootGroupUnlimitedDrops == false && lootGroupRemainingDrops <= 0) || (lootTableUnlimitedDrops == false && lootTableRemainingDrops <= 0))
                            {
                                break;
                            }
                        }
                    }

                    if (lootTableUnlimitedDrops == false && lootTableRemainingDrops <= 0)
                    {
                        break;
                    }
                }
            }

            lootTableState.Rolled = true;
            lootManager.AddLootTableState(lootTableState);
        }