/// <summary>
        /// Randomizes monster stats/drops/etc.
        /// - Skips coin range randomization - not sure what it's for
        /// - Skips whether a monster is a glider, as flying monster spawns are hard-coded... don't want to
        ///   accidently spawn a non-flying monster somewhere it can't move
        /// </summary>
        /// <returns />
        public static Dictionary <string, string> Randomize()
        {
            Dictionary <string, string> replacements = new Dictionary <string, string>();

            List <Monster>                allMonsters      = MonsterData.GetAllMonsters();
            Dictionary <int, int>         monsterItemSwaps = GetMonsterDropReplacements(allMonsters);
            Dictionary <string, ItemDrop> extraItemDrops   = new Dictionary <string, ItemDrop>();

            foreach (Monster monster in allMonsters)
            {
                monster.HP     = Math.Max(Globals.RNGGetIntWithinPercentage(monster.HP, HPVariance), 1);
                monster.Damage = Math.Max(Globals.RNGGetIntWithinPercentage(monster.Damage, DamageVariance), 1);
                monster.RandomMovementDuration = Globals.RNGGetNextBoolean(35) ? 0 : Range.GetRandomValue(1, 3000);
                RandomizeMonsterDrops(monster, monsterItemSwaps, extraItemDrops);
                RandomizeResilience(monster);
                monster.Jitteriness = Range.GetRandomValue(0, 2) / 100d;
                RandomizeMoveTowardPlayerThreshold(monster);
                monster.Speed      = Range.GetRandomValue(1, 4);
                monster.MissChance = Range.GetRandomValue(0, 5) / 100d;
                monster.Experience = Math.Max(Globals.RNGGetIntWithinPercentage(monster.Experience, ExperienceVariance), 1);

                replacements.Add(monster.Name, monster.ToString());
            }

            WriteToSpoilerLog(allMonsters, monsterItemSwaps, extraItemDrops);

            return(replacements);
        }
        /// <summary>
        /// Randomizes weapon damage based on the original max damage
        /// - if the max damage is under 10 - has a 50% variance
        /// - if the max damage is under 50 - has a 30% variance
        /// - if the max damage is over 50,- has a 20% variance
        /// </summary>
        /// <param name="weapon">The weapon to randomize</param>
        private static void RandomizeWeaponDamage(WeaponItem weapon)
        {
            const int percentageUnder10 = 50;
            const int percentageUnder50 = 30;
            const int percentageOver50  = 20;

            int minDamage  = weapon.Damage.MinValue;
            int maxDamage  = weapon.Damage.MaxValue;
            int percentage = 0;

            if (maxDamage < 10)
            {
                percentage = percentageUnder10;
            }
            else if (maxDamage < 50)
            {
                percentage = percentageUnder50;
            }
            else
            {
                percentage = percentageOver50;
            }

            int minValueToUse = Globals.RNGGetIntWithinPercentage(minDamage, percentage);
            int maxValueToUse = Globals.RNGGetIntWithinPercentage(maxDamage, percentage);

            weapon.Damage = new Range(minValueToUse, maxValueToUse);
        }
        /// <summary>
        /// Randomizes boots - currently only changes defense and immunity
        /// </summary>
        /// <returns />
        public static Dictionary <int, string> Randomize()
        {
            Boots.Clear();
            WeaponAndArmorNameRandomizer nameRandomizer = new WeaponAndArmorNameRandomizer();

            Dictionary <int, string> bootReplacements = new Dictionary <int, string>();
            List <BootItem>          bootsToUse       = new List <BootItem>();

            foreach (BootItem originalBoot in BootData.AllBoots)
            {
                int statPool = Globals.RNGGetIntWithinPercentage(originalBoot.Defense + originalBoot.Immunity, 30);
                int defense  = Range.GetRandomValue(0, statPool);
                int immunity = statPool - defense;

                BootItem newBootItem = new BootItem(
                    originalBoot.Id,
                    nameRandomizer.GenerateRandomBootName(),
                    originalBoot.NotActuallyPrice,
                    defense,
                    immunity,
                    originalBoot.ColorSheetIndex
                    );

                bootsToUse.Add(newBootItem);
                Boots.Add(newBootItem.Id, newBootItem);
            }

            foreach (BootItem bootToAdd in bootsToUse)
            {
                bootReplacements.Add(bootToAdd.Id, bootToAdd.ToString());
            }

            WriteToSpoilerLog(bootsToUse);
            return(bootReplacements);
        }
        /// <summary>
        /// Randomizes the resilience of a monster
        /// </summary>
        /// <param name="monster"></param>
        private static void RandomizeResilience(Monster monster)
        {
            if (monster.Resilience == 0)
            {
                monster.Resilience = Globals.RNGGetNextBoolean(ResilienceVariance) ? 1 : 0;
            }

            else
            {
                monster.Resilience = Globals.RNGGetIntWithinPercentage(monster.Resilience, ResilienceVariance);
            }
        }
示例#5
0
        /// <summary>
        /// Randomizes boots - currently only changes defense and immunity
        /// </summary>
        /// <returns />
        public static Dictionary <int, string> Randomize()
        {
            Boots.Clear();
            WeaponAndArmorNameRandomizer nameRandomizer = new WeaponAndArmorNameRandomizer();
            List <string> descriptions = NameAndDescriptionRandomizer.GenerateBootDescriptions(BootData.AllBoots.Count);

            Dictionary <int, string> bootReplacements = new Dictionary <int, string>();
            List <BootItem>          bootsToUse       = new List <BootItem>();

            for (int i = 0; i < BootData.AllBoots.Count; i++)
            {
                BootItem originalBoot = BootData.AllBoots[i];
                int      statPool     = Globals.RNGGetIntWithinPercentage(originalBoot.Defense + originalBoot.Immunity, 30);
                int      defense      = Range.GetRandomValue(0, statPool);
                int      immunity     = statPool - defense;

                if ((defense + immunity) == 0)
                {
                    if (Globals.RNGGetNextBoolean())
                    {
                        defense = 1;
                    }

                    else
                    {
                        immunity = 1;
                    }
                }

                BootItem newBootItem = new BootItem(
                    originalBoot.Id,
                    nameRandomizer.GenerateRandomBootName(),
                    descriptions[i],
                    originalBoot.NotActuallyPrice,
                    defense,
                    immunity,
                    originalBoot.ColorSheetIndex
                    );

                bootsToUse.Add(newBootItem);
                Boots.Add(newBootItem.Id, newBootItem);
            }

            foreach (BootItem bootToAdd in bootsToUse)
            {
                bootReplacements.Add(bootToAdd.Id, bootToAdd.ToString());
            }

            WriteToSpoilerLog(bootsToUse);
            return(bootReplacements);
        }