protected override void CalculateRngHelper() { foreach (Chest chest in _chests) { chest.ResetSpawnInfo(); } _futureRng = new ChestFutureRng(); // Use these variables to check for first punch combo ComboFound = false; ComboPosition = -1; uint firstRngVal = DisplayRng.genrand(); uint secondRngVal = DisplayRng.genrand(); // We want to preserve the character index, since this loop is just for display: int indexStatic = Group.GetIndex(); Group.ResetIndex(); int start = GetLoopStartIndex(); int end = start + HealVals.Count + FutureRngPositionsToCalculate; for (int index = start; index < end; index++) { // Index starting at 0 LoopIndex = index - start; // Get the heal value once int currentHeal = Group.GetHealValue(firstRngVal); int nextHeal = Group.PeekHealValue(secondRngVal); // Set the next expected heal value if (index == start + HealVals.Count - 1 || index == 1) { NextHealValue = nextHeal; } // Advance the RNG before starting the loop in case we want to skip an entry uint firstRngValTemp = firstRngVal; uint secondRngValTemp = secondRngVal; firstRngVal = secondRngVal; secondRngVal = DisplayRng.genrand(); // Skip the entry if it's too long ago if (LoopIndex < HealVals.Count - HistoryToDisplay) { continue; } //Start actually collating data ChestFutureRngInstance newRngInstance = new ChestFutureRngInstance(_chests.Count); // check if we are in calculating past RNG if (index < start + HealVals.Count) { newRngInstance.IsPastRng = true; } // Set useful information newRngInstance.Index = index; newRngInstance.CurrentHeal = currentHeal; newRngInstance.RandToPercent = Utils.RandToPercent(firstRngValTemp); // Handle chest spawns for (int i = 0; i < _chests.Count; i++) { Chest chest = _chests.ElementAt(i); ChestReward reward = newRngInstance.ChestRewards.ElementAt(i); if (chest.CheckSpawn(firstRngValTemp)) { HandleChestSpawn(chest, reward); } } // Handle gil and item rewards for (int i = 0; i < _chests.Count; i++) { Chest chest = _chests.ElementAt(i); ChestReward reward = newRngInstance.ChestRewards.ElementAt(i); // Check if gil if (chest.CheckIfGil(firstRngValTemp)) { HandleGilReward(chest, reward, secondRngValTemp); } // Handle item reward else { HandleItemReward(chest, reward, secondRngValTemp); } } // Check for combo during string of punches CheckForCombo(firstRngValTemp); _futureRng.AddNextRngInstance(newRngInstance); } WriteAdvanceDirectionsInfo(); AttacksBeforeNextCombo = ComboPosition; Group.SetIndex(indexStatic); }
/// <summary> /// Add an RNG instance to the FutureRng object /// </summary> public void AddNextRngInstance(ChestFutureRngInstance rngInstance) { _futureRng.Add(rngInstance); }