47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
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using Theriapolis.Core.Data;
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using Theriapolis.Core.Util;
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namespace Theriapolis.Core.Loot;
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/// <summary>
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/// Pure deterministic loot roller. Given a table id and an RNG (typically
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/// the encounter's <see cref="Rules.Combat.Encounter.RollDie"/>), produces
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/// the list of (itemDef, qty) tuples to drop.
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///
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/// Determinism: dice come from the encounter RNG so save+load round-trips
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/// produce identical drops — important for the autosave_combat retry slot.
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/// </summary>
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public static class LootRoller
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{
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public sealed record DropResult(ItemDef Def, int Qty);
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/// <summary>
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/// Roll <paramref name="tableId"/> against the supplied RNG. Returns an
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/// empty list when the table id is empty/unknown.
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/// </summary>
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public static List<DropResult> Roll(
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string tableId,
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IReadOnlyDictionary<string, LootTableDef> tables,
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IReadOnlyDictionary<string, ItemDef> items,
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SeededRng rng)
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{
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var results = new List<DropResult>();
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if (string.IsNullOrEmpty(tableId) || !tables.TryGetValue(tableId, out var table))
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return results;
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foreach (var drop in table.Drops)
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{
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// Independent chance roll per drop.
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if (rng.NextFloat() > drop.Chance) continue;
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if (!items.TryGetValue(drop.ItemId, out var def)) continue;
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int qty;
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if (drop.QtyMax <= drop.QtyMin) qty = System.Math.Max(1, drop.QtyMin);
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else qty = rng.NextInt(drop.QtyMin, drop.QtyMax + 1);
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results.Add(new DropResult(def, qty));
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}
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return results;
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}
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}
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