public TreasureGroup(TREASURE_GROUP id, double chance, bool enabled, bool manualOverride) { this.GroupID = id; this.GroupChance = chance; this.Enabled = enabled; this.ManualOverride = manualOverride; }
private static TreasureGroup CreateGroup(TREASURE_GROUP id, double chance, bool enabled = true, bool manual = false) { TreasureGroup newGroup = new TreasureGroup(id, chance, enabled, manual); newGroup.treasureList = GetTreasureList(id); return(newGroup); }
private void SetSeedGroupChance(TREASURE_GROUP group, double count) { if (!treasureGroups[group].ManualOverride && count > 0) { treasureGroups[group].GroupChance = .05 / count; } }
private static List <TreasureData> GetTreasureList(TREASURE_GROUP id) { switch (id) { case TREASURE_GROUP.Rares: return(GetRareTreasureList()); case TREASURE_GROUP.Geodes: return(GetGeodeTreasureList()); case TREASURE_GROUP.GeodeMinerals: return(GetGeodeMineralsTreasureList()); case TREASURE_GROUP.Boots: return(GetBootsTreasureList()); case TREASURE_GROUP.Rings: return(GetRingsTreasureList()); case TREASURE_GROUP.Minerals: return(GetMinerialTreasureList()); case TREASURE_GROUP.Artifacts: return(GetArtifactTreasureList()); case TREASURE_GROUP.Gems: return(GetGemsTreasureList()); case TREASURE_GROUP.Ores: return(GetOreTreasureList()); case TREASURE_GROUP.Bars: return(GetBarTreasureList()); case TREASURE_GROUP.Tackle: return(GetTackleTreasureList()); case TREASURE_GROUP.Totems: return(GetTotemTreasureList()); case TREASURE_GROUP.SpringSeeds: return(GetSpringSeedTreasureList()); case TREASURE_GROUP.SummerSeeds: return(GetSummerSeedTreasureList()); case TREASURE_GROUP.FallSeeds: return(GetFallSeedTreasureList()); case TREASURE_GROUP.WinterSeeds: return(GetWinterSeedTreasureList()); case TREASURE_GROUP.Other: return(GetOtherTreasureList()); case TREASURE_GROUP.Custom: return(GetCustomTreasureList()); default: return(new List <TreasureData>()); } }