issues with item generation

This commit is contained in:
2026-04-09 18:13:11 -04:00
parent 83f5ab13f9
commit 56d8a23255
4 changed files with 24 additions and 14 deletions

View File

@@ -58,7 +58,7 @@ namespace game::resource::xml
Rarity rarity{};
query_string_attribute(child, "Name", &rarity.name);
child->QueryFloatAttribute("Chance", &rarity.chance);
child->QueryFloatAttribute("Weight", &rarity.weight);
query_bool_attribute(child, "IsHidden", &rarity.isHidden);
query_sound(child, "Sound", archive, soundRootPath, rarity.sound);
@@ -183,11 +183,7 @@ namespace game::resource::xml
}
for (int i = 0; i < (int)rarities.size(); i++)
{
rarityIDsSortedByChance.emplace_back(i);
}
std::stable_sort(rarityIDsSortedByChance.begin(), rarityIDsSortedByChance.end(),
[&](int a, int b) { return rarities[a].chance > rarities[b].chance; });
rarityIDs.emplace_back(i);
isValid = true;
logger.info(std::format("Initialized item schema: {}", path.c_str()));

View File

@@ -28,7 +28,7 @@ namespace game::resource::xml
struct Rarity
{
std::string name{UNDEFINED};
float chance{};
float weight{};
bool isHidden{};
Audio sound{};
};
@@ -87,7 +87,7 @@ namespace game::resource::xml
std::vector<Entry> items{};
std::vector<Anm2> anm2s{};
std::vector<int> rarityIDsSortedByChance{};
std::vector<int> rarityIDs{};
std::unordered_map<int, Pool> pools{};
Pool skillCheckRewardItemPool{};

View File

@@ -9,13 +9,27 @@ namespace game::state::play::item
int Reward::random_item_get(const resource::xml::Item& itemSchema, float chanceBonus)
{
const resource::xml::Item::Pool* pool{};
auto totalWeight = 0.0f;
for (auto& id : itemSchema.rarityIDsSortedByChance)
for (auto& id : itemSchema.rarityIDs)
{
auto& rarity = itemSchema.rarities[id];
if (rarity.chance <= 0.0f) continue;
if (rarity.weight <= 0.0f) continue;
totalWeight += rarity.weight * chanceBonus;
}
if (math::random_percent_roll(rarity.chance * chanceBonus))
if (totalWeight <= 0.0f) return INVALID_ID;
auto roll = math::random_roll(totalWeight);
for (auto& id : itemSchema.rarityIDs)
{
auto& rarity = itemSchema.rarities[id];
auto weight = rarity.weight * chanceBonus;
if (weight <= 0.0f) continue;
roll -= weight;
if (roll <= 0.0f)
{
pool = &itemSchema.pools.at(id);
rarity.sound.play();
@@ -40,8 +54,6 @@ namespace game::state::play::item
const resource::xml::Item& itemSchema, const ImVec4& bounds, float rewardChance,
float rewardRollCount, menu::ItemEffectManager::Mode mode)
{
if (!math::random_percent_roll(rewardChance)) return 0;
auto rollCountWhole = std::max(0, (int)std::floor(rewardRollCount));
auto rollCountFraction = std::max(0.0f, rewardRollCount - (float)rollCountWhole);
auto rollCount = rollCountWhole + (math::random_percent_roll(rollCountFraction) ? 1 : 0);
@@ -49,6 +61,8 @@ namespace game::state::play::item
for (int i = 0; i < rollCount; i++)
{
if (!math::random_percent_roll(rewardChance)) continue;
auto itemID = random_item_get(itemSchema);
if (itemID == INVALID_ID) continue;

View File

@@ -222,7 +222,7 @@ namespace game::state::play::menu
{
case MENU:
game_menu_draw(ORBIT);
//game_menu_draw(DUNGEON);
game_menu_draw(DUNGEON);
game_menu_draw(SKILL_CHECK);
break;