示例#1
0
        /// <summary>
        /// ダンジョンからドロップを抽選する
        /// </summary>
        /// <returns></returns>
        public static List <LootItemStruct> DungeonTreasureLootChoice()
        {
            var dungeonData = DungeonDictionary.GetDungeonMapData(DungeonDataModel.Instance.DungeonId);

            //ドロップアイテムを抽選する
            var drops = DropLottery(dungeonData.drops);
            //最低一個は抽選する
            var choice = new WeightChoice <string>();

            dungeonData.drops.ForEach(drop =>
            {
                choice.Add(drop.rate, drop.itemId);
            });
            var itemId = choice.ChoiceOne();

            drops.Add(new LootItemStruct()
            {
                ItemId = itemId,
                Amount = 1
            });
            //レアリティの抽選を行う
            drops.ForEach(drop =>
            {
                DropLottery(ref drop);
            });
            return(drops);
        }
示例#2
0
        /// <summary>
        /// レアリティ抽選
        /// </summary>
        /// <param name="loot"></param>
        private static void DropLottery(ref LootItemStruct loot)
        {
            var choice = new WeightChoice <RealityEnum.Reality>();

            choice.Add(2000, RealityEnum.Reality.Common);
            choice.Add(1700, RealityEnum.Reality.UnCommon);
            choice.Add(1200, RealityEnum.Reality.Rare);
            choice.Add(1000, RealityEnum.Reality.Magic);
            choice.Add(500, RealityEnum.Reality.Ancient);
            choice.Add(250, RealityEnum.Reality.Epic);
            choice.Add(100, RealityEnum.Reality.Miracle);
            choice.Add(50, RealityEnum.Reality.Legend);
            choice.Add(1, RealityEnum.Reality.God);
            loot.Reality = choice.ChoiceOne();
        }
示例#3
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        public static EnemiesStruct EnemiesChoice()
        {
            var dungeonData = DungeonDictionary.GetDungeonMapData(DungeonDataModel.Instance.DungeonId);
            var floor       = DungeonDataModel.Instance.Floor;

            //敵の数
            int amountMin       = 0;
            int amountMax       = 0;
            var enemyAmountData = dungeonData.enemyAmount.FirstOrDefault(x => x.border > floor);

            if (enemyAmountData == null)
            {
                enemyAmountData = dungeonData.enemyAmount.Last();
            }
            amountMin = enemyAmountData.min;
            amountMax = enemyAmountData.max;

            //敵の種類パターン
            var enemiesData = dungeonData.enemies.FirstOrDefault(x => x.border > floor);

            if (enemiesData == null)
            {
                enemiesData = dungeonData.enemies.Last();
            }

            WeightChoice <string> choice = new WeightChoice <string>();

            enemiesData.monsters.ForEach(enemy =>
            {
                choice.Add(1, enemy);
            });

            var           amount  = Random.Range(amountMin, amountMax);
            List <string> enemies = new List <string>();

            for (var x = 0; x < amount; x++)
            {
                enemies.Add(choice.ChoiceOne());
            }

            return(new EnemiesStruct()
            {
                Enemies = enemies,
                AddLevel = enemiesData.addLevel
            });
        }
示例#4
0
        /// <summary>
        /// 対象の中からランダムで生きているのを返す
        /// 敵対値が考慮される
        /// </summary>
        /// <returns></returns>
        public static BattlerSerializable GetAliveBattlerByRandom(List <BattlerSerializable> battlers)
        {
            WeightChoice <BattlerSerializable> weightChoice = new WeightChoice <BattlerSerializable>();

            battlers.ForEach(battler =>
            {
                if (BattlerDictionary.IsDeadByUniqId(battler.uniqId) == false)
                {
                    weightChoice.Add(battler.parameter.hostile, battler);
                }
            });
            if (weightChoice.Count == 0)
            {
                return(null);
            }
            return(weightChoice.ChoiceOne());
        }
示例#5
0
        public AiSelectSkillResultSerializableData SelectSkill(int uniqId)
        {
            BattlerSerializable battler = BattlerDictionary.GetBattlerByUniqId(uniqId);
            //スキルを無造作に選ぶ、アタックの重みは少ない
            var choice = new WeightChoice <string>();

            foreach (var x in battler.skills)
            {
                var _skill = SkillsDicionary.GetSkillById(x);
                if (_skill.skillId == SkillIds.ATTACK)
                {
                    choice.Add(SkillWeights.VERY_LOW, x);
                }
                else if (battler.parameter.mp >= _skill.mp)
                {
                    choice.Add(SkillWeights.NORMAL, x);
                }
            }

            AiSelectSkillResultSerializableData result = new AiSelectSkillResultSerializableData();
            var skill = SkillsDicionary.GetSkillById(choice.ChoiceOne());

            if (battler.parameter.mp >= skill.mp)
            {
                switch (skill.target)
                {
                case SkillConsts.ENEMY:
                case SkillConsts.MEMBER:
                    result.TargetUniqIds.Add(
                        AiLogic.ChoiceBattlerByHostile(BattleDictionary.GetAliveRivalBattlers(battler.battlerType)));
                    break;

                case SkillConsts.ALL_ENEMY:
                case SkillConsts.ALL_MEMBER:
                    result.TargetUniqIds = BattleDictionary.GetRivalUniqIds(battler.battlerType);
                    break;
                }
                result.SkillId = skill.skillId;
            }

            return(result);
        }