v0.8.1: Added a deck system for probabilities of standard consumables
This commit is contained in:
parent
4a6b0130c0
commit
9a59fc8a9b
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@ -207,7 +207,6 @@ public class Dungeon {
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Imp.Quest.reset();
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Generator.reset();
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Generator.initArtifacts();
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hero = new Hero();
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hero.live();
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@ -134,12 +134,13 @@ public class Warlock extends Mob implements Callback {
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}
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@Override
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//TODO refactor warlock drops, they shouldn't pull from regular healing potion pool
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public Item createLoot(){
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Item loot = super.createLoot();
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if (loot instanceof PotionOfHealing){
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//count/10 chance of not dropping potion
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//count/8 chance of not dropping potion
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if (Random.Float() < ((8f - Dungeon.LimitedDrops.WARLOCK_HP.count) / 8f)){
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Dungeon.LimitedDrops.WARLOCK_HP.count++;
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} else {
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@ -178,279 +178,7 @@ import java.util.LinkedHashMap;
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public class Generator {
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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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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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}
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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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private static final float[] INITIAL_ARTIFACT_PROBS = new float[]{ 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1};
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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.probs = new float[]{ 0, 6, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1 };
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SEED.classes = new Class<?>[]{
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Rotberry.Seed.class, //quest item
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Blindweed.Seed.class,
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Dreamfoil.Seed.class,
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Earthroot.Seed.class,
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Fadeleaf.Seed.class,
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Firebloom.Seed.class,
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Icecap.Seed.class,
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Sorrowmoss.Seed.class,
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Stormvine.Seed.class,
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Sungrass.Seed.class,
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Swiftthistle.Seed.class,
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Starflower.Seed.class};
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SEED.probs = new float[]{ 0, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 1 };
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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.probs = new float[]{ 0, 6, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1 };
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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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StoneOfAugmentation.class, //1 is sold in each shop
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StoneOfIntuition.class, //1 additional stone is also dropped on floors 1-3
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StoneOfAggression.class,
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StoneOfAffection.class,
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StoneOfBlast.class,
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StoneOfBlink.class,
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StoneOfClairvoyance.class,
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StoneOfDeepenedSleep.class,
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StoneOfDisarming.class,
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StoneOfFlock.class,
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StoneOfShock.class
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};
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STONE.probs = new float[]{ 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
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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.probs = INITIAL_ARTIFACT_PROBS.clone();
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}
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}
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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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@ -465,8 +193,13 @@ public class Generator {
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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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@ -480,18 +213,33 @@ public class Generator {
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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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return ((Item) Reflection.newInstance(cat.classes[Random.chances( cat.probs )])).random();
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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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@ -566,47 +314,25 @@ public class Generator {
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if (i == -1){
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return null;
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}
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Class<?extends Artifact> art = (Class<? extends Artifact>) cat.classes[i];
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if (removeArtifact(art)) {
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Artifact artifact = Reflection.newInstance(art);
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artifact.random();
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return artifact;
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} else {
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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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if (spawnedArtifacts.contains(artifact))
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return false;
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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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for (int i = 0; i < cat.classes.length; i++){
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if (cat.classes[i].equals(artifact)) {
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if (cat.probs[i] == 1){
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cat.probs[i] = 0;
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spawnedArtifacts.add(artifact);
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return true;
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} else
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return false;
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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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//resets artifact probabilities, for new dungeons
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public static void initArtifacts() {
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Category.ARTIFACT.probs = Category.INITIAL_ARTIFACT_PROBS.clone();
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spawnedArtifacts = new ArrayList<>();
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}
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private static ArrayList<Class<?extends Artifact>> spawnedArtifacts = new ArrayList<>();
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private static final String GENERAL_PROBS = "general_probs";
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private static final String SPAWNED_ARTIFACTS = "spawned_artifacts";
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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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@ -614,25 +340,338 @@ public class Generator {
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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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bundle.put( SPAWNED_ARTIFACTS, spawnedArtifacts.toArray(new Class[0]));
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}
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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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} else {
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reset();
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}
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initArtifacts();
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for ( Class<?extends Artifact> artifact : bundle.getClassArray(SPAWNED_ARTIFACTS) ){
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removeArtifact(artifact);
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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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}
|
||||
|
||||
public enum Category {
|
||||
WEAPON ( 6, MeleeWeapon.class),
|
||||
WEP_T1 ( 0, MeleeWeapon.class),
|
||||
WEP_T2 ( 0, MeleeWeapon.class),
|
||||
WEP_T3 ( 0, MeleeWeapon.class),
|
||||
WEP_T4 ( 0, MeleeWeapon.class),
|
||||
WEP_T5 ( 0, MeleeWeapon.class),
|
||||
|
||||
ARMOR ( 4, Armor.class ),
|
||||
|
||||
MISSILE ( 3, MissileWeapon.class ),
|
||||
MIS_T1 ( 0, MissileWeapon.class ),
|
||||
MIS_T2 ( 0, MissileWeapon.class ),
|
||||
MIS_T3 ( 0, MissileWeapon.class ),
|
||||
MIS_T4 ( 0, MissileWeapon.class ),
|
||||
MIS_T5 ( 0, MissileWeapon.class ),
|
||||
|
||||
WAND ( 3, Wand.class ),
|
||||
RING ( 1, Ring.class ),
|
||||
ARTIFACT( 1, Artifact.class),
|
||||
|
||||
FOOD ( 0, Food.class ),
|
||||
|
||||
POTION ( 20, Potion.class ),
|
||||
SEED ( 0, Plant.Seed.class ), //dropped by grass
|
||||
|
||||
SCROLL ( 20, Scroll.class ),
|
||||
STONE ( 2, Runestone.class),
|
||||
|
||||
GOLD ( 18, Gold.class );
|
||||
|
||||
public Class<?>[] classes;
|
||||
|
||||
static {
|
||||
GOLD.classes = new Class<?>[]{
|
||||
Gold.class };
|
||||
GOLD.probs = new float[]{ 1 };
|
||||
|
||||
POTION.classes = new Class<?>[]{
|
||||
PotionOfStrength.class, //2 drop every chapter, see Dungeon.posNeeded()
|
||||
PotionOfHealing.class,
|
||||
PotionOfMindVision.class,
|
||||
PotionOfFrost.class,
|
||||
PotionOfLiquidFlame.class,
|
||||
PotionOfToxicGas.class,
|
||||
PotionOfHaste.class,
|
||||
PotionOfInvisibility.class,
|
||||
PotionOfLevitation.class,
|
||||
PotionOfParalyticGas.class,
|
||||
PotionOfPurity.class,
|
||||
PotionOfExperience.class};
|
||||
POTION.defaultProbs = new float[]{ 0, 6, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1 };
|
||||
POTION.probs = POTION.defaultProbs.clone();
|
||||
|
||||
SEED.classes = new Class<?>[]{
|
||||
Rotberry.Seed.class, //quest item
|
||||
Sungrass.Seed.class,
|
||||
Fadeleaf.Seed.class,
|
||||
Icecap.Seed.class,
|
||||
Firebloom.Seed.class,
|
||||
Sorrowmoss.Seed.class,
|
||||
Swiftthistle.Seed.class,
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -45,8 +45,8 @@ public class Overgrowth extends Armor.Glyph {
|
|||
|
||||
Plant.Seed s;
|
||||
do{
|
||||
s = (Plant.Seed) Generator.random(Generator.Category.SEED);
|
||||
} while (s instanceof BlandfruitBush.Seed || s instanceof Starflower.Seed);
|
||||
s = (Plant.Seed) Generator.randomUsingDefaults(Generator.Category.SEED);
|
||||
} while (s instanceof Starflower.Seed);
|
||||
|
||||
Plant p = s.couch(defender.pos, null);
|
||||
|
||||
|
|
|
@ -78,7 +78,7 @@ public class UnstableSpellbook extends Artifact {
|
|||
super();
|
||||
|
||||
Class<?>[] scrollClasses = Generator.Category.SCROLL.classes;
|
||||
float[] probs = Generator.Category.SCROLL.probs.clone(); //array of primitives, clone gives deep copy.
|
||||
float[] probs = Generator.Category.SCROLL.defaultProbs.clone(); //array of primitives, clone gives deep copy.
|
||||
int i = Random.chances(probs);
|
||||
|
||||
while (i != -1){
|
||||
|
@ -116,7 +116,7 @@ public class UnstableSpellbook extends Artifact {
|
|||
|
||||
Scroll scroll;
|
||||
do {
|
||||
scroll = (Scroll) Generator.random(Generator.Category.SCROLL);
|
||||
scroll = (Scroll) Generator.randomUsingDefaults(Generator.Category.SCROLL);
|
||||
} while (scroll == null
|
||||
//reduce the frequency of these scrolls by half
|
||||
||((scroll instanceof ScrollOfIdentify ||
|
||||
|
|
|
@ -93,7 +93,7 @@ public class RegrowthBomb extends Bomb {
|
|||
for (int i = 0; i < plants; i++) {
|
||||
Integer plantPos = Random.element(plantCandidates);
|
||||
if (plantPos != null) {
|
||||
Dungeon.level.plant((Plant.Seed) Generator.random(Generator.Category.SEED), plantPos);
|
||||
Dungeon.level.plant((Plant.Seed) Generator.randomUsingDefaults(Generator.Category.SEED), plantPos);
|
||||
plantCandidates.remove(plantPos);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -507,7 +507,7 @@ public class Potion extends Item {
|
|||
if ( (seeds.size() == 2 && Random.Int(4) == 0)
|
||||
|| (seeds.size() == 3 && Random.Int(2) == 0)) {
|
||||
|
||||
result = Generator.random( Generator.Category.POTION );
|
||||
result = Generator.randomUsingDefaults( Generator.Category.POTION );
|
||||
|
||||
} else {
|
||||
result = Reflection.newInstance(types.get(Random.element(ingredients).getClass()));
|
||||
|
@ -517,11 +517,12 @@ public class Potion extends Item {
|
|||
if (seeds.size() == 1){
|
||||
result.identify();
|
||||
}
|
||||
|
||||
|
||||
while (result instanceof PotionOfHealing
|
||||
&& (Dungeon.isChallenged(Challenges.NO_HEALING)
|
||||
|| Random.Int(10) < Dungeon.LimitedDrops.COOKING_HP.count)) {
|
||||
result = Generator.random(Generator.Category.POTION);
|
||||
|
||||
result = Generator.randomUsingDefaults(Generator.Category.POTION);
|
||||
}
|
||||
|
||||
if (result instanceof PotionOfHealing) {
|
||||
|
|
|
@ -198,7 +198,7 @@ public class CursedWand {
|
|||
pos == Terrain.GRASS ||
|
||||
pos == Terrain.HIGH_GRASS ||
|
||||
pos == Terrain.FURROWED_GRASS) {
|
||||
Dungeon.level.plant((Plant.Seed) Generator.random(Generator.Category.SEED), pos);
|
||||
Dungeon.level.plant((Plant.Seed) Generator.randomUsingDefaults(Generator.Category.SEED), pos);
|
||||
}
|
||||
afterZap.call();
|
||||
}
|
||||
|
|
|
@ -159,7 +159,7 @@ public class WandOfRegrowth extends Wand {
|
|||
Level floor = Dungeon.level;
|
||||
|
||||
while(cells.hasNext() && Random.Float() <= numPlants){
|
||||
Plant.Seed seed = (Plant.Seed) Generator.random(Generator.Category.SEED);
|
||||
Plant.Seed seed = (Plant.Seed) Generator.randomUsingDefaults(Generator.Category.SEED);
|
||||
floor.plant(seed, cells.next());
|
||||
|
||||
numPlants --;
|
||||
|
|
|
@ -162,7 +162,7 @@ public abstract class TippedDart extends Dart {
|
|||
public static TippedDart randomTipped( int quantity ){
|
||||
Plant.Seed s;
|
||||
do{
|
||||
s = (Plant.Seed) Generator.random(Generator.Category.SEED);
|
||||
s = (Plant.Seed) Generator.randomUsingDefaults(Generator.Category.SEED);
|
||||
} while (!types.containsKey(s.getClass()));
|
||||
|
||||
return getTipped(s, quantity );
|
||||
|
|
|
@ -57,13 +57,13 @@ public class SecretLibraryRoom extends SecretRoom {
|
|||
static{
|
||||
scrollChances.put( ScrollOfIdentify.class, 1f );
|
||||
scrollChances.put( ScrollOfRemoveCurse.class, 2f );
|
||||
scrollChances.put( ScrollOfMagicMapping.class, 3f );
|
||||
scrollChances.put( ScrollOfMirrorImage.class, 3f );
|
||||
scrollChances.put( ScrollOfRecharging.class, 3f );
|
||||
scrollChances.put( ScrollOfTeleportation.class, 3f );
|
||||
scrollChances.put( ScrollOfLullaby.class, 4f );
|
||||
scrollChances.put( ScrollOfRetribution.class, 4f );
|
||||
scrollChances.put( ScrollOfMagicMapping.class, 4f );
|
||||
scrollChances.put( ScrollOfRage.class, 4f );
|
||||
scrollChances.put( ScrollOfTeleportation.class, 4f );
|
||||
scrollChances.put( ScrollOfRetribution.class, 4f );
|
||||
scrollChances.put( ScrollOfTerror.class, 4f );
|
||||
scrollChances.put( ScrollOfTransmutation.class, 6f );
|
||||
}
|
||||
|
|
|
@ -196,18 +196,19 @@ public class ShopRoom extends SpecialRoom {
|
|||
|
||||
|
||||
itemsToSpawn.add( new PotionOfHealing() );
|
||||
for (int i=0; i < 3; i++)
|
||||
itemsToSpawn.add( Generator.random( Generator.Category.POTION ) );
|
||||
itemsToSpawn.add( Generator.randomUsingDefaults( Generator.Category.POTION ) );
|
||||
itemsToSpawn.add( Generator.randomUsingDefaults( Generator.Category.POTION ) );
|
||||
itemsToSpawn.add( Generator.randomUsingDefaults( Generator.Category.POTION ) );
|
||||
|
||||
itemsToSpawn.add( new ScrollOfIdentify() );
|
||||
itemsToSpawn.add( new ScrollOfRemoveCurse() );
|
||||
itemsToSpawn.add( new ScrollOfMagicMapping() );
|
||||
itemsToSpawn.add( Generator.random( Generator.Category.SCROLL ) );
|
||||
itemsToSpawn.add( Generator.randomUsingDefaults( Generator.Category.SCROLL ) );
|
||||
|
||||
for (int i=0; i < 2; i++)
|
||||
itemsToSpawn.add( Random.Int(2) == 0 ?
|
||||
Generator.random( Generator.Category.POTION ) :
|
||||
Generator.random( Generator.Category.SCROLL ) );
|
||||
Generator.randomUsingDefaults( Generator.Category.POTION ) :
|
||||
Generator.randomUsingDefaults( Generator.Category.SCROLL ) );
|
||||
|
||||
|
||||
itemsToSpawn.add( new SmallRation() );
|
||||
|
|
|
@ -99,7 +99,7 @@ public class PlantsRoom extends StandardRoom {
|
|||
private static Plant.Seed randomSeed(){
|
||||
Plant.Seed result;
|
||||
do {
|
||||
result = (Plant.Seed) Generator.random(Generator.Category.SEED);
|
||||
result = (Plant.Seed) Generator.randomUsingDefaults(Generator.Category.SEED);
|
||||
} while (result instanceof Firebloom.Seed);
|
||||
return result;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
Block a user