Enchanted books generate in MineShafts chests
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@ -994,9 +994,13 @@ void cEnchantments::CheckEnchantmentConflictsFromVector(cWeightedEnchantments &
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cEnchantments cEnchantments::GetRandomEnchantmentFromVector(cWeightedEnchantments & a_Enchantments)
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cEnchantments cEnchantments::GetRandomEnchantmentFromVector(cWeightedEnchantments & a_Enchantments, int a_Seed)
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{
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cFastRandom Random;
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if (a_Seed != -1)
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{
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Random = cFastRandom(a_Seed);
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}
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int AllWeights = 0;
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for (cWeightedEnchantments::iterator it = a_Enchantments.begin(); it != a_Enchantments.end(); ++it)
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@ -126,7 +126,7 @@ public:
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static void CheckEnchantmentConflictsFromVector(cWeightedEnchantments & a_Enchantments, cEnchantments a_FirstEnchantment);
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/** Gets random enchantment from Vector and returns it */
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static cEnchantments GetRandomEnchantmentFromVector(cWeightedEnchantments & a_Enchantments);
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static cEnchantments GetRandomEnchantmentFromVector(cWeightedEnchantments & a_Enchantments, int a_Seed = -1);
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/** Returns true if a_Other doesn't contain exactly the same enchantments and levels */
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bool operator !=(const cEnchantments & a_Other) const;
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@ -90,10 +90,17 @@ int cFastRandom::m_SeedCounter = 0;
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cFastRandom::cFastRandom(void) :
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m_Seed(m_SeedCounter++),
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cFastRandom::cFastRandom(int a_Seed) :
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m_Counter(0)
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{
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if (a_Seed == -1)
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{
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m_Seed = m_SeedCounter++;
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}
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else
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{
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m_Seed = a_Seed;
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}
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}
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@ -30,7 +30,7 @@ salts, the values they get will be different.
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class cFastRandom
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{
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public:
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cFastRandom(void);
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cFastRandom(int a_Seed = -1);
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/// Returns a random int in the range [0 .. a_Range - 1]; a_Range must be less than 1M
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int NextInt(int a_Range);
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@ -637,7 +637,20 @@ void cItemGrid::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, s
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int Rnd = (Noise.IntNoise1DInt(i) / 7);
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int LootRnd = Rnd % TotalProbab;
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Rnd >>= 8;
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cItem CurrentLoot = cItem(E_ITEM_BOOK, 1, 0); // TODO: enchantment
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cItem CurrentLoot = cItem(E_ITEM_ENCHANTED_BOOK, 1, 0);
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// Choose the enchantments
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cWeightedEnchantments Enchantments;
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cEnchantments::AddItemEnchantmentWeights(Enchantments, E_ITEM_BOOK, 24 + Noise.IntNoise2DInt(a_Seed, TotalProbab) % 7);
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int NumEnchantments = Noise.IntNoise3DInt(TotalProbab, Rnd, a_Seed) % 5; // The number of enchantments this book wil get.
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for (int I = 0; I <= NumEnchantments; I++)
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{
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cEnchantments Enchantment = cEnchantments::GetRandomEnchantmentFromVector(Enchantments, a_Seed);
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CurrentLoot.m_Enchantments.AddFromString(Enchantment.ToString());
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cEnchantments::RemoveEnchantmentWeightFromVector(Enchantments, Enchantment);
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}
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for (size_t j = 0; j < a_CountLootProbabs; j++)
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{
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LootRnd -= a_LootProbabs[i].m_Weight;
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