using System;
using System.Collections.Generic;
using ColdMint.scripts.debug;
using ColdMint.scripts.utils;
namespace ColdMint.scripts.loot;
///
/// Loot list
/// 战利品表
///
public readonly struct LootList(string id, IList groups)
{
public string Id { get; } = id;
private IList Groups { get; } = groups;
private static Random Random => RandomUtils.Instance;
///
/// GenerateLootData
/// 生成战利品数据
///
///
public LootDatum[] GenerateLootData()
{
if (Groups is [])
{
LogCat.LogWithFormat("loot_list_has_no_entries", LogCat.LogLabel.Default, Id);
return [];
}
var lootDataList = new List();
foreach (var group in Groups)
{
//If the random number is greater than the generation probability, skip the current loop.
//如果随机数大于生成概率,则跳过当前循环。
var rd = Random.NextDouble();
if (rd > group.Chance) continue;
//We generate a loot data for each loot entry.
//我们为每个战利品条目生成一个战利品数据。
var datum = group.GenerateLootData();
lootDataList.Add(datum);
LogCat.LogWithFormat("loot_data_add", LogCat.LogLabel.Default, datum);
}
LogCat.LogWithFormat("loot_data_quantity", LogCat.LogLabel.Default, lootDataList.Count);
return lootDataList.ToArray();
}
}