b451f83174
Captures the pre-Godot-port state of the codebase. This is the rollback anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md). All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
63 lines
2.5 KiB
C#
63 lines
2.5 KiB
C#
using Theriapolis.Core.Data;
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using Theriapolis.Core.Items;
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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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/// Phase 7 M2 — container-level deterministic loot rolls. Wraps
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/// <see cref="LootRoller"/> with a per-container <see cref="SeededRng"/>
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/// derived from the dungeon's layout seed and the container's slot index,
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/// so the same <c>(worldSeed, poiId, slotIdx)</c> always rolls the same
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/// items.
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///
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/// Per Phase 7 plan §4.4 / §5.5:
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/// <c>lootContainerSeed = dungeonLayoutSeed ^ C.RNG_DUNGEON_LOOT ^ slotIdx</c>
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///
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/// The <see cref="LootRoller"/> path is the encounter-drop pipeline (uses
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/// the encounter's RNG); this path is for static dungeon containers and
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/// does not advance any encounter-time stream.
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/// </summary>
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public static class LootGenerator
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{
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/// <summary>
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/// Roll a single container's contents.
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/// </summary>
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/// <param name="tableId">Loot-table id (e.g. <c>loot_dungeon_imperium_t2</c>).</param>
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/// <param name="containerSeed">
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/// Per-container seed. Caller is expected to derive this as
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/// <c>worldSeed ^ C.RNG_DUNGEON_LAYOUT ^ poiId ^ C.RNG_DUNGEON_LOOT ^ slotIdx</c>.
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/// </param>
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/// <param name="tables">Loot-table dictionary from <see cref="ContentResolver.LootTables"/>.</param>
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/// <param name="items">Item dictionary from <see cref="ContentResolver.Items"/>.</param>
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/// <returns>An array of <see cref="ItemInstance"/> ready to drop into an inventory.</returns>
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public static ItemInstance[] RollContainer(
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string tableId,
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ulong containerSeed,
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IReadOnlyDictionary<string, LootTableDef> tables,
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IReadOnlyDictionary<string, ItemDef> items)
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{
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var rng = new SeededRng(containerSeed);
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var drops = LootRoller.Roll(tableId, tables, items, rng);
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var result = new ItemInstance[drops.Count];
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for (int i = 0; i < drops.Count; i++)
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result[i] = new ItemInstance(drops[i].Def, drops[i].Qty);
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return result;
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}
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/// <summary>
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/// Convenience overload that resolves the per-container seed from the
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/// dungeon layout seed + slot index per the Phase 7 dice contract.
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/// </summary>
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public static ItemInstance[] RollContainer(
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string tableId,
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ulong dungeonLayoutSeed,
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int slotIdx,
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IReadOnlyDictionary<string, LootTableDef> tables,
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IReadOnlyDictionary<string, ItemDef> items)
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{
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ulong containerSeed = dungeonLayoutSeed ^ C.RNG_DUNGEON_LOOT ^ (ulong)slotIdx;
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return RollContainer(tableId, containerSeed, tables, items);
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}
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}
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