v0.8.1: fixed generator class being rearranged by IDE
This commit is contained in:
parent
93d95e33ff
commit
8b442d556c
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@ -178,218 +178,6 @@ import java.util.LinkedHashMap;
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public class Generator {
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private static final String CATEGORY_PROBS = "_probs";
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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, 25, 50, 20, 5},
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{0, 0, 40, 50, 10},
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{0, 0, 20, 40, 40},
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{0, 0, 0, 20, 80}
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};
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private static HashMap<Category,Float> categoryProbs = new LinkedHashMap<>();
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public static void reset() {
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for (Category cat : Category.values()) {
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categoryProbs.put( cat, cat.prob );
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if (cat.defaultProbs != null) cat.probs = cat.defaultProbs.clone();
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}
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}
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public static void reset(Category cat){
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cat.probs = cat.defaultProbs.clone();
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}
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public static Item random() {
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Category cat = Random.chances( categoryProbs );
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if (cat == null){
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reset();
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cat = Random.chances( categoryProbs );
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}
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categoryProbs.put( cat, categoryProbs.get( cat ) - 1);
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return random( cat );
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}
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public static Item random( Category cat ) {
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switch (cat) {
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case ARMOR:
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return randomArmor();
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case WEAPON:
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return randomWeapon();
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case MISSILE:
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return randomMissile();
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case ARTIFACT:
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Item item = randomArtifact();
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//if we're out of artifacts, return a ring instead.
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return item != null ? item : random(Category.RING);
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default:
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int i = Random.chances(cat.probs);
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if (i == -1) {
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reset(cat);
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i = Random.chances(cat.probs);
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}
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if (cat.defaultProbs != null) cat.probs[i]--;
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return ((Item) Reflection.newInstance(cat.classes[i])).random();
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}
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}
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//overrides any deck systems and always uses default probs
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public static Item randomUsingDefaults( Category cat ){
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if (cat.defaultProbs == null) {
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return random(cat); //currently covers weapons/armor/missiles
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} else {
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return ((Item) Reflection.newInstance(cat.classes[Random.chances(cat.defaultProbs)])).random();
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}
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}
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public static Item random( Class<? extends Item> cl ) {
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return Reflection.newInstance(cl).random();
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}
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public static Armor randomArmor(){
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return randomArmor(Dungeon.depth / 5);
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}
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public static Armor randomArmor(int floorSet) {
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floorSet = (int)GameMath.gate(0, floorSet, floorSetTierProbs.length-1);
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Armor a = (Armor)Reflection.newInstance(Category.ARMOR.classes[Random.chances(floorSetTierProbs[floorSet])]);
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a.random();
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return a;
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}
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public static final Category[] wepTiers = new Category[]{
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Category.WEP_T1,
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Category.WEP_T2,
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Category.WEP_T3,
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Category.WEP_T4,
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Category.WEP_T5
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};
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public static MeleeWeapon randomWeapon(){
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return randomWeapon(Dungeon.depth / 5);
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}
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public static MeleeWeapon randomWeapon(int floorSet) {
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floorSet = (int)GameMath.gate(0, floorSet, floorSetTierProbs.length-1);
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Category c = wepTiers[Random.chances(floorSetTierProbs[floorSet])];
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MeleeWeapon w = (MeleeWeapon)Reflection.newInstance(c.classes[Random.chances(c.probs)]);
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w.random();
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return w;
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}
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public static final Category[] misTiers = new Category[]{
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Category.MIS_T1,
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Category.MIS_T2,
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Category.MIS_T3,
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Category.MIS_T4,
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Category.MIS_T5
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};
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public static MissileWeapon randomMissile(){
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return randomMissile(Dungeon.depth / 5);
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}
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public static MissileWeapon randomMissile(int floorSet) {
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floorSet = (int)GameMath.gate(0, floorSet, floorSetTierProbs.length-1);
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Category c = misTiers[Random.chances(floorSetTierProbs[floorSet])];
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MissileWeapon w = (MissileWeapon)Reflection.newInstance(c.classes[Random.chances(c.probs)]);
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w.random();
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return w;
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}
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//enforces uniqueness of artifacts throughout a run.
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public static Artifact randomArtifact() {
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Category cat = Category.ARTIFACT;
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int i = Random.chances( cat.probs );
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//if no artifacts are left, return null
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if (i == -1){
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return null;
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}
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cat.probs[i]--;
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return (Artifact) Reflection.newInstance((Class<? extends Artifact>) cat.classes[i]).random();
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}
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public static boolean removeArtifact(Class<?extends Artifact> artifact) {
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Category cat = Category.ARTIFACT;
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for (int i = 0; i < cat.classes.length; i++){
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if (cat.classes[i].equals(artifact)) {
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cat.probs[i] = 0;
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return true;
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}
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}
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return false;
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}
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private static final String GENERAL_PROBS = "general_probs";
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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[] storeProbs = new float[genProbs.length];
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for (int i = 0; i < storeProbs.length; i++){
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storeProbs[i] = genProbs[i];
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}
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bundle.put( GENERAL_PROBS, storeProbs);
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for (Category cat : Category.values()){
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if (cat.defaultProbs == null) continue;
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boolean needsStore = false;
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for (int i = 0; i < cat.probs.length; i++){
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if (cat.probs[i] != cat.defaultProbs[i]){
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needsStore = true;
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break;
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}
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}
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if (needsStore){
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bundle.put(cat.name().toLowerCase() + CATEGORY_PROBS, cat.probs);
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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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reset();
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if (bundle.contains(GENERAL_PROBS)){
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float[] probs = bundle.getFloatArray(GENERAL_PROBS);
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for (int i = 0; i < probs.length; i++){
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categoryProbs.put(Category.values()[i], probs[i]);
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}
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}
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for (Category cat : Category.values()){
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if (bundle.contains(cat.name().toLowerCase() + CATEGORY_PROBS)){
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float[] probs = bundle.getFloatArray(cat.name().toLowerCase() + CATEGORY_PROBS);
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if (cat.defaultProbs != null && probs.length == cat.defaultProbs.length){
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cat.probs = probs;
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}
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}
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}
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//pre-0.8.1
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if (bundle.contains("spawned_artifacts")) {
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for (Class<? extends Artifact> artifact : bundle.getClassArray("spawned_artifacts")) {
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Category cat = Category.ARTIFACT;
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for (int i = 0; i < cat.classes.length; i++) {
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if (cat.classes[i].equals(artifact)) {
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cat.probs[i] = 0;
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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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@ -423,6 +211,31 @@ public class Generator {
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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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@ -648,30 +461,216 @@ public class Generator {
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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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//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 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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private static final float[][] floorSetTierProbs = new float[][] {
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{0, 70, 20, 8, 2},
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{0, 25, 50, 20, 5},
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{0, 0, 40, 50, 10},
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{0, 0, 20, 40, 40},
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{0, 0, 0, 20, 80}
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};
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private static HashMap<Category,Float> categoryProbs = new LinkedHashMap<>();
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public static void reset() {
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for (Category cat : Category.values()) {
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categoryProbs.put( cat, cat.prob );
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if (cat.defaultProbs != null) cat.probs = cat.defaultProbs.clone();
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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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public static void reset(Category cat){
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cat.probs = cat.defaultProbs.clone();
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}
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public float[] defaultProbs = null;
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public static Item random() {
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Category cat = Random.chances( categoryProbs );
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if (cat == null){
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reset();
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cat = Random.chances( categoryProbs );
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}
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categoryProbs.put( cat, categoryProbs.get( cat ) - 1);
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return random( cat );
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}
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public static Item random( Category cat ) {
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switch (cat) {
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case ARMOR:
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return randomArmor();
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case WEAPON:
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return randomWeapon();
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case MISSILE:
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return randomMissile();
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case ARTIFACT:
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Item item = randomArtifact();
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//if we're out of artifacts, return a ring instead.
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return item != null ? item : random(Category.RING);
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default:
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int i = Random.chances(cat.probs);
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if (i == -1) {
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reset(cat);
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i = Random.chances(cat.probs);
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}
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if (cat.defaultProbs != null) cat.probs[i]--;
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return ((Item) Reflection.newInstance(cat.classes[i])).random();
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}
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}
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//overrides any deck systems and always uses default probs
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public static Item randomUsingDefaults( Category cat ){
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if (cat.defaultProbs == null) {
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return random(cat); //currently covers weapons/armor/missiles
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} else {
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return ((Item) Reflection.newInstance(cat.classes[Random.chances(cat.defaultProbs)])).random();
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}
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}
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public static Item random( Class<? extends Item> cl ) {
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return Reflection.newInstance(cl).random();
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}
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public static Armor randomArmor(){
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return randomArmor(Dungeon.depth / 5);
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}
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public static Armor randomArmor(int floorSet) {
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floorSet = (int)GameMath.gate(0, floorSet, floorSetTierProbs.length-1);
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Armor a = (Armor)Reflection.newInstance(Category.ARMOR.classes[Random.chances(floorSetTierProbs[floorSet])]);
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a.random();
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return a;
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}
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public static final Category[] wepTiers = new Category[]{
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Category.WEP_T1,
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Category.WEP_T2,
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Category.WEP_T3,
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Category.WEP_T4,
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Category.WEP_T5
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};
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public static MeleeWeapon randomWeapon(){
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return randomWeapon(Dungeon.depth / 5);
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}
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public static MeleeWeapon randomWeapon(int floorSet) {
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floorSet = (int)GameMath.gate(0, floorSet, floorSetTierProbs.length-1);
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Category c = wepTiers[Random.chances(floorSetTierProbs[floorSet])];
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MeleeWeapon w = (MeleeWeapon)Reflection.newInstance(c.classes[Random.chances(c.probs)]);
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w.random();
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return w;
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}
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public static final Category[] misTiers = new Category[]{
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Category.MIS_T1,
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Category.MIS_T2,
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Category.MIS_T3,
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Category.MIS_T4,
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Category.MIS_T5
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};
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public static MissileWeapon randomMissile(){
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return randomMissile(Dungeon.depth / 5);
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}
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public static MissileWeapon randomMissile(int floorSet) {
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floorSet = (int)GameMath.gate(0, floorSet, floorSetTierProbs.length-1);
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Category c = misTiers[Random.chances(floorSetTierProbs[floorSet])];
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MissileWeapon w = (MissileWeapon)Reflection.newInstance(c.classes[Random.chances(c.probs)]);
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w.random();
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return w;
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}
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//enforces uniqueness of artifacts throughout a run.
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public static Artifact randomArtifact() {
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Category cat = Category.ARTIFACT;
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int i = Random.chances( cat.probs );
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//if no artifacts are left, return null
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if (i == -1){
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return null;
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}
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cat.probs[i]--;
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return (Artifact) Reflection.newInstance((Class<? extends Artifact>) cat.classes[i]).random();
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}
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public static boolean removeArtifact(Class<?extends Artifact> artifact) {
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Category cat = Category.ARTIFACT;
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for (int i = 0; i < cat.classes.length; i++){
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if (cat.classes[i].equals(artifact)) {
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cat.probs[i] = 0;
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return true;
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}
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}
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return false;
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}
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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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Float[] genProbs = categoryProbs.values().toArray(new Float[0]);
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float[] storeProbs = new float[genProbs.length];
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for (int i = 0; i < storeProbs.length; i++){
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storeProbs[i] = genProbs[i];
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}
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bundle.put( GENERAL_PROBS, storeProbs);
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for (Category cat : Category.values()){
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if (cat.defaultProbs == null) continue;
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boolean needsStore = false;
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for (int i = 0; i < cat.probs.length; i++){
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if (cat.probs[i] != cat.defaultProbs[i]){
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needsStore = true;
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break;
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}
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}
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if (needsStore){
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bundle.put(cat.name().toLowerCase() + CATEGORY_PROBS, cat.probs);
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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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reset();
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if (bundle.contains(GENERAL_PROBS)){
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float[] probs = bundle.getFloatArray(GENERAL_PROBS);
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for (int i = 0; i < probs.length; i++){
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categoryProbs.put(Category.values()[i], probs[i]);
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}
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}
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for (Category cat : Category.values()){
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if (bundle.contains(cat.name().toLowerCase() + CATEGORY_PROBS)){
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float[] probs = bundle.getFloatArray(cat.name().toLowerCase() + CATEGORY_PROBS);
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if (cat.defaultProbs != null && probs.length == cat.defaultProbs.length){
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cat.probs = probs;
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}
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}
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}
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//pre-0.8.1
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if (bundle.contains("spawned_artifacts")) {
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for (Class<? extends Artifact> artifact : bundle.getClassArray("spawned_artifacts")) {
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Category cat = Category.ARTIFACT;
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for (int i = 0; i < cat.classes.length; i++) {
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if (cat.classes[i].equals(artifact)) {
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cat.probs[i] = 0;
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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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