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 static enum Category {
public enum Category {
WEAPON ( 6, Weapon.class ),
WEP_T1 ( 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;
}
}
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};
static {
Category.GOLD.classes = new Class<?>[]{
GOLD.classes = new 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,
ScrollOfTeleportation.class,
ScrollOfRemoveCurse.class,
@ -224,9 +212,9 @@ public class Generator {
ScrollOfMagicalInfusion.class,
ScrollOfPsionicBlast.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,
PotionOfExperience.class,
PotionOfToxicGas.class,
@ -239,10 +227,10 @@ public class Generator {
PotionOfInvisibility.class,
PotionOfMight.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
Category.WAND.classes = new Class<?>[]{
WAND.classes = new Class<?>[]{
WandOfMagicMissile.class,
WandOfLightning.class,
WandOfDisintegration.class,
@ -256,13 +244,13 @@ public class Generator {
WandOfTransfusion.class,
WandOfCorruption.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
Category.WEAPON.classes = new Class<?>[]{};
Category.WEAPON.probs = new float[]{};
WEAPON.classes = new Class<?>[]{};
WEAPON.probs = new float[]{};
Category.WEP_T1.classes = new Class<?>[]{
WEP_T1.classes = new Class<?>[]{
WornShortsword.class,
Knuckles.class,
Dagger.class,
@ -270,9 +258,9 @@ public class Generator {
Boomerang.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,
HandAxe.class,
Spear.class,
@ -280,9 +268,9 @@ public class Generator {
Dirk.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,
Mace.class,
Scimitar.class,
@ -292,9 +280,9 @@ public class Generator {
Shuriken.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,
BattleAxe.class,
Flail.class,
@ -302,9 +290,9 @@ public class Generator {
AssassinsBlade.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,
WarHammer.class,
Glaive.class,
@ -312,24 +300,24 @@ public class Generator {
Greatshield.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
Category.ARMOR.classes = new Class<?>[]{
ARMOR.classes = new Class<?>[]{
ClothArmor.class,
LeatherArmor.class,
MailArmor.class,
ScaleArmor.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,
Pasty.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,
RingOfEvasion.class,
RingOfElements.class,
@ -341,9 +329,9 @@ public class Generator {
RingOfSharpshooting.class,
RingOfTenacity.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,
ChaliceOfBlood.class,
CloakOfShadows.class,
@ -358,9 +346,9 @@ public class Generator {
LloydsBeacon.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,
Icecap.Seed.class,
Sorrowmoss.Seed.class,
@ -373,8 +361,19 @@ public class Generator {
Dreamfoil.Seed.class,
Stormvine.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() {
for (Category cat : Category.values()) {
@ -524,7 +523,7 @@ public class Generator {
//resets artifact probabilities, for new dungeons
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.
if (Ghost.Quest.completed()) Category.ARTIFACT.probs[10] = 1;