v0.8.1: fixed generator class being rearranged by IDE
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93d95e33ff
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@ -178,7 +178,290 @@ import java.util.LinkedHashMap;
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public class Generator {
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public class Generator {
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private static final String CATEGORY_PROBS = "_probs";
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public enum Category {
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WEAPON ( 6, MeleeWeapon.class),
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WEP_T1 ( 0, MeleeWeapon.class),
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WEP_T2 ( 0, MeleeWeapon.class),
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WEP_T3 ( 0, MeleeWeapon.class),
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WEP_T4 ( 0, MeleeWeapon.class),
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WEP_T5 ( 0, MeleeWeapon.class),
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ARMOR ( 4, Armor.class ),
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MISSILE ( 3, MissileWeapon.class ),
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MIS_T1 ( 0, MissileWeapon.class ),
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MIS_T2 ( 0, MissileWeapon.class ),
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MIS_T3 ( 0, MissileWeapon.class ),
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MIS_T4 ( 0, MissileWeapon.class ),
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MIS_T5 ( 0, MissileWeapon.class ),
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WAND ( 3, Wand.class ),
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RING ( 1, Ring.class ),
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ARTIFACT( 1, Artifact.class),
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FOOD ( 0, Food.class ),
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POTION ( 20, Potion.class ),
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SEED ( 0, Plant.Seed.class ), //dropped by grass
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SCROLL ( 20, Scroll.class ),
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STONE ( 2, Runestone.class),
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GOLD ( 18, Gold.class );
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public Class<?>[] classes;
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//some item types use a deck-based system, where the probs decrement as items are picked
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// until they are all 0, and then they reset. Those generator classes should define
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// defaultProbs. If defaultProbs is null then a deck system isn't used.
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//Artifacts in particular don't reset, no duplicates!
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public float[] probs;
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public float[] defaultProbs = null;
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public float prob;
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public Class<? extends Item> superClass;
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private Category( float prob, Class<? extends Item> superClass ) {
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this.prob = prob;
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this.superClass = superClass;
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}
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public static int order( Item item ) {
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for (int i=0; i < values().length; i++) {
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if (values()[i].superClass.isInstance( item )) {
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return i;
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}
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}
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return item instanceof Bag ? Integer.MAX_VALUE : Integer.MAX_VALUE - 1;
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}
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static {
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GOLD.classes = new Class<?>[]{
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Gold.class };
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GOLD.probs = new float[]{ 1 };
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POTION.classes = new Class<?>[]{
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PotionOfStrength.class, //2 drop every chapter, see Dungeon.posNeeded()
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PotionOfHealing.class,
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PotionOfMindVision.class,
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PotionOfFrost.class,
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PotionOfLiquidFlame.class,
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PotionOfToxicGas.class,
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PotionOfHaste.class,
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PotionOfInvisibility.class,
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PotionOfLevitation.class,
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PotionOfParalyticGas.class,
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PotionOfPurity.class,
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PotionOfExperience.class};
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POTION.defaultProbs = new float[]{ 0, 6, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1 };
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POTION.probs = POTION.defaultProbs.clone();
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SEED.classes = new Class<?>[]{
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Rotberry.Seed.class, //quest item
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Sungrass.Seed.class,
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Fadeleaf.Seed.class,
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Icecap.Seed.class,
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Firebloom.Seed.class,
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Sorrowmoss.Seed.class,
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Swiftthistle.Seed.class,
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Blindweed.Seed.class,
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Stormvine.Seed.class,
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Earthroot.Seed.class,
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Dreamfoil.Seed.class,
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Starflower.Seed.class};
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//TODO adjust these
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SEED.defaultProbs = new float[]{ 0, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 1 };
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SEED.probs = SEED.defaultProbs.clone();
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SCROLL.classes = new Class<?>[]{
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ScrollOfUpgrade.class, //3 drop every chapter, see Dungeon.souNeeded()
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ScrollOfIdentify.class,
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ScrollOfRemoveCurse.class,
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ScrollOfMirrorImage.class,
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ScrollOfRecharging.class,
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ScrollOfTeleportation.class,
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ScrollOfLullaby.class,
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ScrollOfMagicMapping.class,
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ScrollOfRage.class,
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ScrollOfRetribution.class,
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ScrollOfTerror.class,
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ScrollOfTransmutation.class
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};
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SCROLL.defaultProbs = new float[]{ 0, 6, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1 };
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SCROLL.probs = SCROLL.defaultProbs.clone();
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STONE.classes = new Class<?>[]{
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StoneOfEnchantment.class, //1 is guaranteed to drop on floors 6-19
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StoneOfIntuition.class, //1 additional stone is also dropped on floors 1-3
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StoneOfDisarming.class,
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StoneOfFlock.class,
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StoneOfShock.class,
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StoneOfBlink.class,
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StoneOfDeepenedSleep.class,
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StoneOfClairvoyance.class,
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StoneOfAggression.class,
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StoneOfBlast.class,
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StoneOfAffection.class,
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StoneOfAugmentation.class //1 is also sold in each shop
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};
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//TODO adjust these
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STONE.defaultProbs = new float[]{ 0, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 0 };
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STONE.probs = STONE.defaultProbs.clone();
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WAND.classes = new Class<?>[]{
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WandOfMagicMissile.class,
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WandOfLightning.class,
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WandOfDisintegration.class,
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WandOfFireblast.class,
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WandOfCorrosion.class,
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WandOfBlastWave.class,
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WandOfLivingEarth.class,
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WandOfFrost.class,
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WandOfPrismaticLight.class,
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WandOfWarding.class,
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WandOfTransfusion.class,
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WandOfCorruption.class,
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WandOfRegrowth.class };
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WAND.probs = new float[]{ 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3 };
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//see generator.randomWeapon
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WEAPON.classes = new Class<?>[]{};
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WEAPON.probs = new float[]{};
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WEP_T1.classes = new Class<?>[]{
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WornShortsword.class,
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Gloves.class,
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Dagger.class,
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MagesStaff.class
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};
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WEP_T1.probs = new float[]{ 1, 1, 1, 0 };
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WEP_T2.classes = new Class<?>[]{
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Shortsword.class,
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HandAxe.class,
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Spear.class,
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Quarterstaff.class,
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Dirk.class
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};
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WEP_T2.probs = new float[]{ 6, 5, 5, 4, 4 };
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WEP_T3.classes = new Class<?>[]{
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Sword.class,
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Mace.class,
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Scimitar.class,
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RoundShield.class,
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Sai.class,
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Whip.class
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};
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WEP_T3.probs = new float[]{ 6, 5, 5, 4, 4, 4 };
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WEP_T4.classes = new Class<?>[]{
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Longsword.class,
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BattleAxe.class,
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Flail.class,
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RunicBlade.class,
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AssassinsBlade.class,
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Crossbow.class
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};
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WEP_T4.probs = new float[]{ 6, 5, 5, 4, 4, 4 };
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WEP_T5.classes = new Class<?>[]{
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Greatsword.class,
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WarHammer.class,
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Glaive.class,
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Greataxe.class,
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Greatshield.class,
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Gauntlet.class
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};
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WEP_T5.probs = new float[]{ 6, 5, 5, 4, 4, 4 };
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//see Generator.randomArmor
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ARMOR.classes = new Class<?>[]{
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ClothArmor.class,
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LeatherArmor.class,
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MailArmor.class,
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ScaleArmor.class,
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PlateArmor.class };
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ARMOR.probs = new float[]{ 0, 0, 0, 0, 0 };
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//see Generator.randomMissile
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MISSILE.classes = new Class<?>[]{};
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MISSILE.probs = new float[]{};
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MIS_T1.classes = new Class<?>[]{
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ThrowingStone.class,
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ThrowingKnife.class
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};
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MIS_T1.probs = new float[]{ 6, 5 };
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MIS_T2.classes = new Class<?>[]{
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FishingSpear.class,
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ThrowingClub.class,
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Shuriken.class
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};
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MIS_T2.probs = new float[]{ 6, 5, 4 };
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MIS_T3.classes = new Class<?>[]{
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ThrowingSpear.class,
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Kunai.class,
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Bolas.class
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};
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MIS_T3.probs = new float[]{ 6, 5, 4 };
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MIS_T4.classes = new Class<?>[]{
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Javelin.class,
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Tomahawk.class,
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HeavyBoomerang.class
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};
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MIS_T4.probs = new float[]{ 6, 5, 4 };
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MIS_T5.classes = new Class<?>[]{
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Trident.class,
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ThrowingHammer.class,
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ForceCube.class
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};
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MIS_T5.probs = new float[]{ 6, 5, 4 };
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FOOD.classes = new Class<?>[]{
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Food.class,
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Pasty.class,
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MysteryMeat.class };
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FOOD.probs = new float[]{ 4, 1, 0 };
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RING.classes = new Class<?>[]{
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RingOfAccuracy.class,
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RingOfEvasion.class,
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RingOfElements.class,
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RingOfForce.class,
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RingOfFuror.class,
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RingOfHaste.class,
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RingOfEnergy.class,
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RingOfMight.class,
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RingOfSharpshooting.class,
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RingOfTenacity.class,
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RingOfWealth.class};
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RING.probs = new float[]{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
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ARTIFACT.classes = new Class<?>[]{
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CapeOfThorns.class,
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ChaliceOfBlood.class,
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CloakOfShadows.class,
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HornOfPlenty.class,
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MasterThievesArmband.class,
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SandalsOfNature.class,
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TalismanOfForesight.class,
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TimekeepersHourglass.class,
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UnstableSpellbook.class,
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AlchemistsToolkit.class,
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DriedRose.class,
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LloydsBeacon.class,
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EtherealChains.class
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};
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ARTIFACT.defaultProbs = new float[]{ 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1};
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ARTIFACT.probs = ARTIFACT.defaultProbs.clone();
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}
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}
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private static final float[][] floorSetTierProbs = new float[][] {
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private static final float[][] floorSetTierProbs = new float[][] {
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{0, 70, 20, 8, 2},
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{0, 70, 20, 8, 2},
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@ -332,7 +615,8 @@ public class Generator {
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}
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}
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private static final String GENERAL_PROBS = "general_probs";
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private static final String GENERAL_PROBS = "general_probs";
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private static final String CATEGORY_PROBS = "_probs";
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public static void storeInBundle(Bundle bundle) {
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public static void storeInBundle(Bundle bundle) {
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Float[] genProbs = categoryProbs.values().toArray(new Float[0]);
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Float[] genProbs = categoryProbs.values().toArray(new Float[0]);
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float[] storeProbs = new float[genProbs.length];
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float[] storeProbs = new float[genProbs.length];
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@ -356,7 +640,7 @@ public class Generator {
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}
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}
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}
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}
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}
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}
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public static void restoreFromBundle(Bundle bundle) {
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public static void restoreFromBundle(Bundle bundle) {
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reset();
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reset();
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@ -387,291 +671,6 @@ public class Generator {
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}
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}
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}
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}
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}
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}
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}
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public enum Category {
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WEAPON ( 6, MeleeWeapon.class),
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WEP_T1 ( 0, MeleeWeapon.class),
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WEP_T2 ( 0, MeleeWeapon.class),
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WEP_T3 ( 0, MeleeWeapon.class),
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WEP_T4 ( 0, MeleeWeapon.class),
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WEP_T5 ( 0, MeleeWeapon.class),
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ARMOR ( 4, Armor.class ),
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MISSILE ( 3, MissileWeapon.class ),
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MIS_T1 ( 0, MissileWeapon.class ),
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MIS_T2 ( 0, MissileWeapon.class ),
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MIS_T3 ( 0, MissileWeapon.class ),
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MIS_T4 ( 0, MissileWeapon.class ),
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MIS_T5 ( 0, MissileWeapon.class ),
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WAND ( 3, Wand.class ),
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RING ( 1, Ring.class ),
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ARTIFACT( 1, Artifact.class),
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FOOD ( 0, Food.class ),
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POTION ( 20, Potion.class ),
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SEED ( 0, Plant.Seed.class ), //dropped by grass
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SCROLL ( 20, Scroll.class ),
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STONE ( 2, Runestone.class),
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GOLD ( 18, Gold.class );
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public Class<?>[] classes;
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static {
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GOLD.classes = new Class<?>[]{
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Gold.class };
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GOLD.probs = new float[]{ 1 };
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POTION.classes = new Class<?>[]{
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PotionOfStrength.class, //2 drop every chapter, see Dungeon.posNeeded()
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PotionOfHealing.class,
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PotionOfMindVision.class,
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PotionOfFrost.class,
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PotionOfLiquidFlame.class,
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PotionOfToxicGas.class,
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PotionOfHaste.class,
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PotionOfInvisibility.class,
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PotionOfLevitation.class,
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PotionOfParalyticGas.class,
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PotionOfPurity.class,
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PotionOfExperience.class};
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POTION.defaultProbs = new float[]{ 0, 6, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1 };
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POTION.probs = POTION.defaultProbs.clone();
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SEED.classes = new Class<?>[]{
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Rotberry.Seed.class, //quest item
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Sungrass.Seed.class,
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Fadeleaf.Seed.class,
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Icecap.Seed.class,
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Firebloom.Seed.class,
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Sorrowmoss.Seed.class,
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Swiftthistle.Seed.class,
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Blindweed.Seed.class,
|
|
||||||
Stormvine.Seed.class,
|
|
||||||
Earthroot.Seed.class,
|
|
||||||
Dreamfoil.Seed.class,
|
|
||||||
Starflower.Seed.class};
|
|
||||||
//TODO adjust these
|
|
||||||
SEED.defaultProbs = new float[]{ 0, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 1 };
|
|
||||||
SEED.probs = SEED.defaultProbs.clone();
|
|
||||||
|
|
||||||
SCROLL.classes = new Class<?>[]{
|
|
||||||
ScrollOfUpgrade.class, //3 drop every chapter, see Dungeon.souNeeded()
|
|
||||||
ScrollOfIdentify.class,
|
|
||||||
ScrollOfRemoveCurse.class,
|
|
||||||
ScrollOfMirrorImage.class,
|
|
||||||
ScrollOfRecharging.class,
|
|
||||||
ScrollOfTeleportation.class,
|
|
||||||
ScrollOfLullaby.class,
|
|
||||||
ScrollOfMagicMapping.class,
|
|
||||||
ScrollOfRage.class,
|
|
||||||
ScrollOfRetribution.class,
|
|
||||||
ScrollOfTerror.class,
|
|
||||||
ScrollOfTransmutation.class
|
|
||||||
};
|
|
||||||
SCROLL.defaultProbs = new float[]{ 0, 6, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1 };
|
|
||||||
SCROLL.probs = SCROLL.defaultProbs.clone();
|
|
||||||
|
|
||||||
STONE.classes = new Class<?>[]{
|
|
||||||
StoneOfEnchantment.class, //1 is guaranteed to drop on floors 6-19
|
|
||||||
StoneOfIntuition.class, //1 additional stone is also dropped on floors 1-3
|
|
||||||
StoneOfDisarming.class,
|
|
||||||
StoneOfFlock.class,
|
|
||||||
StoneOfShock.class,
|
|
||||||
StoneOfBlink.class,
|
|
||||||
StoneOfDeepenedSleep.class,
|
|
||||||
StoneOfClairvoyance.class,
|
|
||||||
StoneOfAggression.class,
|
|
||||||
StoneOfBlast.class,
|
|
||||||
StoneOfAffection.class,
|
|
||||||
StoneOfAugmentation.class //1 is also sold in each shop
|
|
||||||
};
|
|
||||||
//TODO adjust these
|
|
||||||
STONE.defaultProbs = new float[]{ 0, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 0 };
|
|
||||||
STONE.probs = STONE.defaultProbs.clone();
|
|
||||||
|
|
||||||
WAND.classes = new Class<?>[]{
|
|
||||||
WandOfMagicMissile.class,
|
|
||||||
WandOfLightning.class,
|
|
||||||
WandOfDisintegration.class,
|
|
||||||
WandOfFireblast.class,
|
|
||||||
WandOfCorrosion.class,
|
|
||||||
WandOfBlastWave.class,
|
|
||||||
WandOfLivingEarth.class,
|
|
||||||
WandOfFrost.class,
|
|
||||||
WandOfPrismaticLight.class,
|
|
||||||
WandOfWarding.class,
|
|
||||||
WandOfTransfusion.class,
|
|
||||||
WandOfCorruption.class,
|
|
||||||
WandOfRegrowth.class };
|
|
||||||
WAND.probs = new float[]{ 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3 };
|
|
||||||
|
|
||||||
//see generator.randomWeapon
|
|
||||||
WEAPON.classes = new Class<?>[]{};
|
|
||||||
WEAPON.probs = new float[]{};
|
|
||||||
|
|
||||||
WEP_T1.classes = new Class<?>[]{
|
|
||||||
WornShortsword.class,
|
|
||||||
Gloves.class,
|
|
||||||
Dagger.class,
|
|
||||||
MagesStaff.class
|
|
||||||
};
|
|
||||||
WEP_T1.probs = new float[]{ 1, 1, 1, 0 };
|
|
||||||
|
|
||||||
WEP_T2.classes = new Class<?>[]{
|
|
||||||
Shortsword.class,
|
|
||||||
HandAxe.class,
|
|
||||||
Spear.class,
|
|
||||||
Quarterstaff.class,
|
|
||||||
Dirk.class
|
|
||||||
};
|
|
||||||
WEP_T2.probs = new float[]{ 6, 5, 5, 4, 4 };
|
|
||||||
|
|
||||||
WEP_T3.classes = new Class<?>[]{
|
|
||||||
Sword.class,
|
|
||||||
Mace.class,
|
|
||||||
Scimitar.class,
|
|
||||||
RoundShield.class,
|
|
||||||
Sai.class,
|
|
||||||
Whip.class
|
|
||||||
};
|
|
||||||
WEP_T3.probs = new float[]{ 6, 5, 5, 4, 4, 4 };
|
|
||||||
|
|
||||||
WEP_T4.classes = new Class<?>[]{
|
|
||||||
Longsword.class,
|
|
||||||
BattleAxe.class,
|
|
||||||
Flail.class,
|
|
||||||
RunicBlade.class,
|
|
||||||
AssassinsBlade.class,
|
|
||||||
Crossbow.class
|
|
||||||
};
|
|
||||||
WEP_T4.probs = new float[]{ 6, 5, 5, 4, 4, 4 };
|
|
||||||
|
|
||||||
WEP_T5.classes = new Class<?>[]{
|
|
||||||
Greatsword.class,
|
|
||||||
WarHammer.class,
|
|
||||||
Glaive.class,
|
|
||||||
Greataxe.class,
|
|
||||||
Greatshield.class,
|
|
||||||
Gauntlet.class
|
|
||||||
};
|
|
||||||
WEP_T5.probs = new float[]{ 6, 5, 5, 4, 4, 4 };
|
|
||||||
|
|
||||||
//see Generator.randomArmor
|
|
||||||
ARMOR.classes = new Class<?>[]{
|
|
||||||
ClothArmor.class,
|
|
||||||
LeatherArmor.class,
|
|
||||||
MailArmor.class,
|
|
||||||
ScaleArmor.class,
|
|
||||||
PlateArmor.class };
|
|
||||||
ARMOR.probs = new float[]{ 0, 0, 0, 0, 0 };
|
|
||||||
|
|
||||||
//see Generator.randomMissile
|
|
||||||
MISSILE.classes = new Class<?>[]{};
|
|
||||||
MISSILE.probs = new float[]{};
|
|
||||||
|
|
||||||
MIS_T1.classes = new Class<?>[]{
|
|
||||||
ThrowingStone.class,
|
|
||||||
ThrowingKnife.class
|
|
||||||
};
|
|
||||||
MIS_T1.probs = new float[]{ 6, 5 };
|
|
||||||
|
|
||||||
MIS_T2.classes = new Class<?>[]{
|
|
||||||
FishingSpear.class,
|
|
||||||
ThrowingClub.class,
|
|
||||||
Shuriken.class
|
|
||||||
};
|
|
||||||
MIS_T2.probs = new float[]{ 6, 5, 4 };
|
|
||||||
|
|
||||||
MIS_T3.classes = new Class<?>[]{
|
|
||||||
ThrowingSpear.class,
|
|
||||||
Kunai.class,
|
|
||||||
Bolas.class
|
|
||||||
};
|
|
||||||
MIS_T3.probs = new float[]{ 6, 5, 4 };
|
|
||||||
|
|
||||||
MIS_T4.classes = new Class<?>[]{
|
|
||||||
Javelin.class,
|
|
||||||
Tomahawk.class,
|
|
||||||
HeavyBoomerang.class
|
|
||||||
};
|
|
||||||
MIS_T4.probs = new float[]{ 6, 5, 4 };
|
|
||||||
|
|
||||||
MIS_T5.classes = new Class<?>[]{
|
|
||||||
Trident.class,
|
|
||||||
ThrowingHammer.class,
|
|
||||||
ForceCube.class
|
|
||||||
};
|
|
||||||
MIS_T5.probs = new float[]{ 6, 5, 4 };
|
|
||||||
|
|
||||||
FOOD.classes = new Class<?>[]{
|
|
||||||
Food.class,
|
|
||||||
Pasty.class,
|
|
||||||
MysteryMeat.class };
|
|
||||||
FOOD.probs = new float[]{ 4, 1, 0 };
|
|
||||||
|
|
||||||
RING.classes = new Class<?>[]{
|
|
||||||
RingOfAccuracy.class,
|
|
||||||
RingOfEvasion.class,
|
|
||||||
RingOfElements.class,
|
|
||||||
RingOfForce.class,
|
|
||||||
RingOfFuror.class,
|
|
||||||
RingOfHaste.class,
|
|
||||||
RingOfEnergy.class,
|
|
||||||
RingOfMight.class,
|
|
||||||
RingOfSharpshooting.class,
|
|
||||||
RingOfTenacity.class,
|
|
||||||
RingOfWealth.class};
|
|
||||||
RING.probs = new float[]{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
|
|
||||||
|
|
||||||
ARTIFACT.classes = new Class<?>[]{
|
|
||||||
CapeOfThorns.class,
|
|
||||||
ChaliceOfBlood.class,
|
|
||||||
CloakOfShadows.class,
|
|
||||||
HornOfPlenty.class,
|
|
||||||
MasterThievesArmband.class,
|
|
||||||
SandalsOfNature.class,
|
|
||||||
TalismanOfForesight.class,
|
|
||||||
TimekeepersHourglass.class,
|
|
||||||
UnstableSpellbook.class,
|
|
||||||
AlchemistsToolkit.class,
|
|
||||||
DriedRose.class,
|
|
||||||
LloydsBeacon.class,
|
|
||||||
EtherealChains.class
|
|
||||||
};
|
|
||||||
ARTIFACT.defaultProbs = new float[]{ 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1};
|
|
||||||
ARTIFACT.probs = ARTIFACT.defaultProbs.clone();
|
|
||||||
}
|
|
||||||
|
|
||||||
//some item types use a deck-based system, where the probs decrement as items are picked
|
|
||||||
// until they are all 0, and then they reset. Those generator classes should define
|
|
||||||
// defaultProbs. If defaultProbs is null then a deck system isn't used.
|
|
||||||
//Artifacts in particular don't reset, no duplicates!
|
|
||||||
public float[] probs;
|
|
||||||
|
|
||||||
public float prob;
|
|
||||||
public Class<? extends Item> superClass;
|
|
||||||
|
|
||||||
private Category( float prob, Class<? extends Item> superClass ) {
|
|
||||||
this.prob = prob;
|
|
||||||
this.superClass = superClass;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static int order( Item item ) {
|
|
||||||
for (int i=0; i < values().length; i++) {
|
|
||||||
if (values()[i].superClass.isInstance( item )) {
|
|
||||||
return i;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return item instanceof Bag ? Integer.MAX_VALUE : Integer.MAX_VALUE - 1;
|
|
||||||
}
|
|
||||||
public float[] defaultProbs = null;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue
Block a user