v0.6.1: corrected static initialization for generator categories

This commit is contained in:
Evan Debenham 2017-06-20 04:16:39 -04:00
parent e21e378b94
commit 0a0001c5d6

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@ -154,7 +154,7 @@ import java.util.LinkedHashMap;
public class Generator { public class Generator {
public static enum Category { public enum Category {
WEAPON ( 6, Weapon.class ), WEAPON ( 6, Weapon.class ),
WEP_T1 ( 0, Weapon.class), WEP_T1 ( 0, Weapon.class),
WEP_T2 ( 0, Weapon.class), WEP_T2 ( 0, Weapon.class),
@ -191,27 +191,15 @@ public class Generator {
return item instanceof Bag ? Integer.MAX_VALUE : Integer.MAX_VALUE - 1; return item instanceof Bag ? Integer.MAX_VALUE : Integer.MAX_VALUE - 1;
} }
}
private static final float[][] floorSetTierProbs = new float[][] {
{0, 70, 20, 8, 2},
{0, 25, 50, 20, 5},
{0, 10, 40, 40, 10},
{0, 5, 20, 50, 25},
{0, 2, 8, 20, 70}
};
private static HashMap<Category,Float> categoryProbs = new LinkedHashMap<>();
private static final float[] INITIAL_ARTIFACT_PROBS = new float[]{ 0, 1, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 1}; private static final float[] INITIAL_ARTIFACT_PROBS = new float[]{ 0, 1, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 1};
static { static {
GOLD.classes = new Class<?>[]{
Category.GOLD.classes = new Class<?>[]{
Gold.class }; Gold.class };
Category.GOLD.probs = new float[]{ 1 }; GOLD.probs = new float[]{ 1 };
Category.SCROLL.classes = new Class<?>[]{ SCROLL.classes = new Class<?>[]{
ScrollOfIdentify.class, ScrollOfIdentify.class,
ScrollOfTeleportation.class, ScrollOfTeleportation.class,
ScrollOfRemoveCurse.class, ScrollOfRemoveCurse.class,
@ -224,9 +212,9 @@ public class Generator {
ScrollOfMagicalInfusion.class, ScrollOfMagicalInfusion.class,
ScrollOfPsionicBlast.class, ScrollOfPsionicBlast.class,
ScrollOfMirrorImage.class }; ScrollOfMirrorImage.class };
Category.SCROLL.probs = new float[]{ 30, 10, 20, 0, 15, 15, 12, 8, 8, 0, 4, 10 }; SCROLL.probs = new float[]{ 30, 10, 20, 0, 15, 15, 12, 8, 8, 0, 4, 10 };
Category.POTION.classes = new Class<?>[]{ POTION.classes = new Class<?>[]{
PotionOfHealing.class, PotionOfHealing.class,
PotionOfExperience.class, PotionOfExperience.class,
PotionOfToxicGas.class, PotionOfToxicGas.class,
@ -239,10 +227,10 @@ public class Generator {
PotionOfInvisibility.class, PotionOfInvisibility.class,
PotionOfMight.class, PotionOfMight.class,
PotionOfFrost.class }; PotionOfFrost.class };
Category.POTION.probs = new float[]{ 45, 4, 15, 10, 15, 10, 0, 20, 12, 10, 0, 10 }; POTION.probs = new float[]{ 45, 4, 15, 10, 15, 10, 0, 20, 12, 10, 0, 10 };
//TODO: add last ones when implemented //TODO: add last ones when implemented
Category.WAND.classes = new Class<?>[]{ WAND.classes = new Class<?>[]{
WandOfMagicMissile.class, WandOfMagicMissile.class,
WandOfLightning.class, WandOfLightning.class,
WandOfDisintegration.class, WandOfDisintegration.class,
@ -256,13 +244,13 @@ public class Generator {
WandOfTransfusion.class, WandOfTransfusion.class,
WandOfCorruption.class, WandOfCorruption.class,
WandOfRegrowth.class }; WandOfRegrowth.class };
Category.WAND.probs = new float[]{ 5, 4, 4, 4, 4, 3, /*3,*/ 3, 3, /*3,*/ 3, 3, 3 }; WAND.probs = new float[]{ 5, 4, 4, 4, 4, 3, /*3,*/ 3, 3, /*3,*/ 3, 3, 3 };
//see generator.randomWeapon //see generator.randomWeapon
Category.WEAPON.classes = new Class<?>[]{}; WEAPON.classes = new Class<?>[]{};
Category.WEAPON.probs = new float[]{}; WEAPON.probs = new float[]{};
Category.WEP_T1.classes = new Class<?>[]{ WEP_T1.classes = new Class<?>[]{
WornShortsword.class, WornShortsword.class,
Knuckles.class, Knuckles.class,
Dagger.class, Dagger.class,
@ -270,9 +258,9 @@ public class Generator {
Boomerang.class, Boomerang.class,
Dart.class Dart.class
}; };
Category.WEP_T1.probs = new float[]{ 1, 1, 1, 0, 0, 1 }; WEP_T1.probs = new float[]{ 1, 1, 1, 0, 0, 1 };
Category.WEP_T2.classes = new Class<?>[]{ WEP_T2.classes = new Class<?>[]{
Shortsword.class, Shortsword.class,
HandAxe.class, HandAxe.class,
Spear.class, Spear.class,
@ -280,9 +268,9 @@ public class Generator {
Dirk.class, Dirk.class,
IncendiaryDart.class IncendiaryDart.class
}; };
Category.WEP_T2.probs = new float[]{ 6, 5, 5, 4, 4, 6 }; WEP_T2.probs = new float[]{ 6, 5, 5, 4, 4, 6 };
Category.WEP_T3.classes = new Class<?>[]{ WEP_T3.classes = new Class<?>[]{
Sword.class, Sword.class,
Mace.class, Mace.class,
Scimitar.class, Scimitar.class,
@ -292,9 +280,9 @@ public class Generator {
Shuriken.class, Shuriken.class,
CurareDart.class CurareDart.class
}; };
Category.WEP_T3.probs = new float[]{ 6, 5, 5, 4, 4, 4, 6, 6 }; WEP_T3.probs = new float[]{ 6, 5, 5, 4, 4, 4, 6, 6 };
Category.WEP_T4.classes = new Class<?>[]{ WEP_T4.classes = new Class<?>[]{
Longsword.class, Longsword.class,
BattleAxe.class, BattleAxe.class,
Flail.class, Flail.class,
@ -302,9 +290,9 @@ public class Generator {
AssassinsBlade.class, AssassinsBlade.class,
Javelin.class Javelin.class
}; };
Category.WEP_T4.probs = new float[]{ 6, 5, 5, 4, 4, 6 }; WEP_T4.probs = new float[]{ 6, 5, 5, 4, 4, 6 };
Category.WEP_T5.classes = new Class<?>[]{ WEP_T5.classes = new Class<?>[]{
Greatsword.class, Greatsword.class,
WarHammer.class, WarHammer.class,
Glaive.class, Glaive.class,
@ -312,24 +300,24 @@ public class Generator {
Greatshield.class, Greatshield.class,
Tamahawk.class Tamahawk.class
}; };
Category.WEP_T5.probs = new float[]{ 6, 5, 5, 4, 4, 6 }; WEP_T5.probs = new float[]{ 6, 5, 5, 4, 4, 6 };
//see Generator.randomArmor //see Generator.randomArmor
Category.ARMOR.classes = new Class<?>[]{ ARMOR.classes = new Class<?>[]{
ClothArmor.class, ClothArmor.class,
LeatherArmor.class, LeatherArmor.class,
MailArmor.class, MailArmor.class,
ScaleArmor.class, ScaleArmor.class,
PlateArmor.class }; PlateArmor.class };
Category.ARMOR.probs = new float[]{ 0, 0, 0, 0, 0 }; ARMOR.probs = new float[]{ 0, 0, 0, 0, 0 };
Category.FOOD.classes = new Class<?>[]{ FOOD.classes = new Class<?>[]{
Food.class, Food.class,
Pasty.class, Pasty.class,
MysteryMeat.class }; MysteryMeat.class };
Category.FOOD.probs = new float[]{ 4, 1, 0 }; FOOD.probs = new float[]{ 4, 1, 0 };
Category.RING.classes = new Class<?>[]{ RING.classes = new Class<?>[]{
RingOfAccuracy.class, RingOfAccuracy.class,
RingOfEvasion.class, RingOfEvasion.class,
RingOfElements.class, RingOfElements.class,
@ -341,9 +329,9 @@ public class Generator {
RingOfSharpshooting.class, RingOfSharpshooting.class,
RingOfTenacity.class, RingOfTenacity.class,
RingOfWealth.class}; RingOfWealth.class};
Category.RING.probs = new float[]{ 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1 }; RING.probs = new float[]{ 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1 };
Category.ARTIFACT.classes = new Class<?>[]{ ARTIFACT.classes = new Class<?>[]{
CapeOfThorns.class, CapeOfThorns.class,
ChaliceOfBlood.class, ChaliceOfBlood.class,
CloakOfShadows.class, CloakOfShadows.class,
@ -358,9 +346,9 @@ public class Generator {
LloydsBeacon.class, LloydsBeacon.class,
EtherealChains.class EtherealChains.class
}; };
Category.ARTIFACT.probs = INITIAL_ARTIFACT_PROBS.clone(); ARTIFACT.probs = INITIAL_ARTIFACT_PROBS.clone();
Category.SEED.classes = new Class<?>[]{ SEED.classes = new Class<?>[]{
Firebloom.Seed.class, Firebloom.Seed.class,
Icecap.Seed.class, Icecap.Seed.class,
Sorrowmoss.Seed.class, Sorrowmoss.Seed.class,
@ -373,8 +361,19 @@ public class Generator {
Dreamfoil.Seed.class, Dreamfoil.Seed.class,
Stormvine.Seed.class, Stormvine.Seed.class,
Starflower.Seed.class}; Starflower.Seed.class};
Category.SEED.probs = new float[]{ 12, 12, 12, 12, 12, 12, 12, 0, 4, 12, 12, 1 }; SEED.probs = new float[]{ 12, 12, 12, 12, 12, 12, 12, 0, 4, 12, 12, 1 };
} }
}
private static final float[][] floorSetTierProbs = new float[][] {
{0, 70, 20, 8, 2},
{0, 25, 50, 20, 5},
{0, 10, 40, 40, 10},
{0, 5, 20, 50, 25},
{0, 2, 8, 20, 70}
};
private static HashMap<Category,Float> categoryProbs = new LinkedHashMap<>();
public static void reset() { public static void reset() {
for (Category cat : Category.values()) { for (Category cat : Category.values()) {
@ -524,7 +523,7 @@ public class Generator {
//resets artifact probabilities, for new dungeons //resets artifact probabilities, for new dungeons
public static void initArtifacts() { public static void initArtifacts() {
Category.ARTIFACT.probs = INITIAL_ARTIFACT_PROBS.clone(); Category.ARTIFACT.probs = Category.INITIAL_ARTIFACT_PROBS.clone();
//checks for dried rose quest completion, adds the rose in accordingly. //checks for dried rose quest completion, adds the rose in accordingly.
if (Ghost.Quest.completed()) Category.ARTIFACT.probs[10] = 1; if (Ghost.Quest.completed()) Category.ARTIFACT.probs[10] = 1;