Build 0.20.7.0

This commit is contained in:
Markus Isberg
2022-11-18 18:13:38 +02:00
parent 8c8fd865c5
commit ecb6d40b4b
111 changed files with 1346 additions and 701 deletions
@@ -1,6 +1,7 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
@@ -9,14 +10,6 @@ namespace Barotrauma.Items.Components
{
public const int MaxQuality = 3;
public static readonly float[] QualityCommonnesses = new float[]
{
0.8f,
0.15f,
0.045f,
0.005f,
};
public enum StatType
{
Condition,
@@ -81,5 +74,29 @@ namespace Barotrauma.Items.Components
if (!statValues.ContainsKey(statType)) { return 0.0f; }
return statValues[statType] * qualityLevel;
}
/// <summary>
/// Get a random quality for an item spawning in some sub, taking into account the type of the submarine and the difficulty of the current level
/// (high-quality items become more common as difficulty increases)
/// </summary>
public static int GetSpawnedItemQuality(Submarine submarine, Level level, Rand.RandSync randSync = Rand.RandSync.ServerAndClient)
{
if (submarine?.Info == null || level == null || submarine.Info.Type == SubmarineType.Player) { return 0; }
float difficultyFactor = MathHelper.Clamp(level.Difficulty, 0.0f, 1.0f);
return ToolBox.SelectWeightedRandom(Enumerable.Range(0, MaxQuality + 1), q => GetCommonness(q, difficultyFactor), randSync);
static float GetCommonness(int quality, float difficultyFactor)
{
return quality switch
{
0 => 1,
1 => MathHelper.Lerp(0.0f, 1f, difficultyFactor),
2 => MathHelper.Lerp(0.0f, 1f, Math.Max(difficultyFactor-0.15f, 0f)), //15 difficulty transition to next biome - unlock Excellent loot
3 => MathHelper.Lerp(0.0f, 1f, Math.Max(difficultyFactor-0.35f, 0f)), //35 difficulty transition to next biome - unlock Masterwork loot
_ => 0.0f,
};
}
}
}
}