Exemplo n.º 1
0
        public static List <GameObject> GetDrops(DropTable dropTable, DropSourceTemplateLink context)
        {
            var drops = GetDrops(dropTable, context, ConvertTemplateToDrop);

#if DEBUG
            Log.LogDebug($"Dropping {drops.Count} items:");
            foreach (var drop in drops)
            {
                Log.LogDebug($"\t{drop}");
            }
#endif
            return(drops);
        }
Exemplo n.º 2
0
        public static List <ItemDrop.ItemData> GetItemDrops(DropTable dropTable, DropSourceTemplateLink context)
        {
            var drops = GetDrops(dropTable, context, ConvertTemplateToItem);

#if DEBUG
            Log.LogDebug($"Dropping {drops.Count} items:");
            foreach (var drop in drops)
            {
                Log.LogDebug($"\t{drop.m_shared.m_name}");
            }
#endif

            return(drops);
        }
Exemplo n.º 3
0
        private static List <T> GetDrops <T>(DropTable dropTable, DropSourceTemplateLink context, Func <DropTemplate, IEnumerable <T> > DropConverter) where T : class
        {
            var dropTemplates = DropConfigManager.GetPossibleDrops(context, dropTable);

            if (dropTemplates.Count == 0)
            {
#if DEBUG
                Log.LogDebug("Skipping drop due to no templates.");
#endif
                return(new(0));
            }

            var entityConfig = context.EntityConfig;

            bool skipDrop = entityConfig is null
                ? UnityEngine.Random.value > dropTable.m_dropChance
                : UnityEngine.Random.value > (entityConfig.SetDropChance / 100);

            if (skipDrop)
            {
#if DEBUG
                Log.LogDebug("Skipping drop due to table chance.");
#endif
                return(new(0));
            }

            var workingList = new List <DropTemplate>(dropTemplates);

            workingList = DropConditionManager.Filter(context, workingList);

#if DEBUG
            Log.LogDebug("Drops after filter:");
            foreach (var drop in workingList)
            {
                Log.LogDebug("\t" + drop.Drop.m_item.name);
            }
#endif

            float sumWeight = workingList.Sum(x => x.Drop.m_weight);

            int dropCount = entityConfig is null
                ? UnityEngine.Random.Range(dropTable.m_dropMin, dropTable.m_dropMax + 1)
                : UnityEngine.Random.Range(entityConfig.SetDropMin, entityConfig.SetDropMax + 1);

            bool dropOnlyOnce = entityConfig is null
                ? dropTable.m_oneOfEach
                : entityConfig.SetDropOnlyOnce;

            List <T> result = new(dropCount);

#if DEBUG
            Log.LogDebug($"Rolling {dropCount} drops.");
#endif


            for (int i = 0; i < dropCount; ++i)
            {
                float weight            = UnityEngine.Random.Range(0, sumWeight);
                float accumulatedWeight = 0;

                try
                {
                    bool addedDrop = false;

                    // Select drop based on weight.
                    foreach (var template in workingList)
                    {
                        accumulatedWeight += template.Drop.m_weight;

                        if (weight <= accumulatedWeight)
                        {
                            result.AddRange(DropConverter(template));

                            if (dropOnlyOnce)
                            {
                                workingList.Remove(template);
                                sumWeight -= template.Drop.m_weight;
                            }

                            addedDrop = true;
                            break;
                        }
                    }

                    // Seems like a sanity check. If IG did their logic properly, it should never be necessary. Consider just removing this piece of code.
                    if (!addedDrop && workingList.Count > 0)
                    {
                        result.AddRange(DropConverter(workingList.First()));
                    }
                }
                catch (Exception e)
                {
                    Log.LogWarning("Error while rolling drop. Skipping roll\n", e);
                }
            }

            return(result);
        }