94 lines
2.6 KiB
C#
94 lines
2.6 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using ColdMint.scripts.debug;
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using Godot;
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namespace ColdMint.scripts.inventory;
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/// <summary>
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/// <para>Loot list</para>
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/// <para>战利品表</para>
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/// </summary>
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public class LootList
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{
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/// <summary>
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/// <para>Id</para>
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/// <para>战利品表的Id</para>
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/// </summary>
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public string? Id { get; set; }
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private List<LootEntry>? _lootEntrieList;
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/// <summary>
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/// <para>Add loot entry</para>
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/// <para>添加战利品条目</para>
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/// </summary>
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/// <param name="lootEntry"></param>
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public void AddLootEntry(LootEntry lootEntry)
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{
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if (_lootEntrieList == null)
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{
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_lootEntrieList = new List<LootEntry>();
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}
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_lootEntrieList.Add(lootEntry);
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}
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/// <summary>
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/// <para>GenerateLootData</para>
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/// <para>生成战利品数据</para>
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/// </summary>
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/// <returns></returns>
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public LootData[] GenerateLootData()
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{
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var lootDataList = new List<LootData>();
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if (_lootEntrieList == null)
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{
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LogCat.LogWithFormat("loot_list_has_no_entries", Id);
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return lootDataList.ToArray();
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}
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foreach (var lootEntry in _lootEntrieList)
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{
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var chance = GD.Randf();
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if (chance > lootEntry.Chance)
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{
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//If the random number is greater than the generation probability, skip the current loop.
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//如果随机数大于生成概率,则跳过当前循环。
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LogCat.LogWithFormat("not_within_the_loot_spawn_range", chance, lootEntry.ResPath, lootEntry.Chance);
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continue;
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}
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//We generate a loot data for each loot entry.
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//我们为每个战利品条目生成一个战利品数据。
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var quantity = GD.RandRange(lootEntry.MinQuantity, lootEntry.MaxQuantity);
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var lootData = new LootData
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{
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ResPath = lootEntry.ResPath,
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Quantity = quantity
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};
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lootDataList.Add(lootData);
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}
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LogCat.LogWithFormat("loot_data_quantity", lootDataList.Count);
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return lootDataList.ToArray();
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}
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/// <summary>
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/// <para>Remove loot entry</para>
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/// <para>移除战利品条目</para>
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/// </summary>
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/// <param name="lootEntry"></param>
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/// <returns></returns>
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public bool RemoveLootEntry(LootEntry lootEntry)
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{
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if (_lootEntrieList == null)
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{
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return false;
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}
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return _lootEntrieList.Remove(lootEntry);
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}
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} |