private void GenerateSchemes(DropManager dropManager, int lootLevel, Workshop lootWorkshop, Difficulty d, ConcurrentDictionary <string, ServerInventoryItem> newObjects, float remapWeight) { for (int i = 0; i < ChestUtils.NumOfSchemes(d); i++) { var moduleTemplate = resource.ModuleTemplates.RandomModule(lootWorkshop, CommonUtils.RandomEnumValue <ShipModelSlotType>()); var schemeDropper = dropManager.GetSchemeDropper(lootWorkshop, lootLevel, remapWeight); IInventoryObject schemeObject = schemeDropper.Drop() as IInventoryObject; newObjects.TryAdd(schemeObject.Id, new ServerInventoryItem(schemeObject, 1)); //log.InfoFormat("scheme of level = {0} generated", schemeObject.Level); } }
private void GenerateWeapons(DropManager dropManager, int lootLevel, Workshop lootWorkshop, Difficulty d, ConcurrentDictionary <string, ServerInventoryItem> newObjects, float remapWeight) { for (int i = 0; i < ChestUtils.NumOfWeapons(d); i++) { ObjectColor color = resource.ColorRes.GenColor(ColoredObjectType.Weapon).color; WeaponDropper.WeaponDropParams weaponParams = new WeaponDropper.WeaponDropParams(resource, lootLevel, lootWorkshop, WeaponDamageType.damage, Difficulty.none); var weaponDropper = dropManager.GetWeaponDropper(weaponParams, remapWeight); IInventoryObject weaponObject = weaponDropper.Drop() as IInventoryObject; newObjects.TryAdd(weaponObject.Id, new ServerInventoryItem(weaponObject, 1)); //log.InfoFormat("weapon of level = {0} generated", weaponObject.Level); } }