implement tekker variances
This commit is contained in:
@@ -129,3 +129,82 @@ WeaponRandomSet::get_favored_grind_range(size_t index) const {
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return &this->r.pget<RangeTableEntry>(
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this->offsets->favored_grind_range_table + sizeof(RangeTableEntry) * index);
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}
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TekkerAdjustmentSet::TekkerAdjustmentSet(std::shared_ptr<const std::string> data)
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: data(data),
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r(*data) {
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this->offsets = &this->r.pget<Offsets>(this->r.pget_u32b(this->r.size() - 0x10));
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}
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const ProbabilityTable<uint8_t, 100>& TekkerAdjustmentSet::get_table(
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std::array<ProbabilityTable<uint8_t, 100>, 10>& tables_default,
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std::array<ProbabilityTable<uint8_t, 100>, 10>& tables_favored,
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uint32_t offset_and_count_offset,
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bool favored,
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uint8_t section_id) const {
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if (section_id >= 10) {
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throw runtime_error("invalid section ID");
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}
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ProbabilityTable<uint8_t, 100>& table = favored ? tables_favored[section_id] : tables_default[section_id];
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if (table.count == 0) {
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uint32_t offset = r.pget_u32b(offset_and_count_offset);
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uint32_t count_per_section_id = r.pget_u32b(offset_and_count_offset + 4);
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auto* entries = &r.pget<DeltaProbabilityEntry>(offset, sizeof(DeltaProbabilityEntry) * count_per_section_id * 10);
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for (size_t z = count_per_section_id * section_id; z < count_per_section_id * (section_id + 1); z++) {
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size_t count = favored ? entries[z].count_favored : entries[z].count_default;
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for (size_t w = 0; w < count; w++) {
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table.push(entries[z].delta_index);
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}
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}
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}
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return table;
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}
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const ProbabilityTable<uint8_t, 100>& TekkerAdjustmentSet::get_special_upgrade_prob_table(uint8_t section_id, bool favored) const {
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return this->get_table(
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this->special_upgrade_prob_tables_default,
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this->special_upgrade_prob_tables_favored,
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this->offsets->special_upgrade_prob_table_offset,
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favored, section_id);
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}
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const ProbabilityTable<uint8_t, 100>& TekkerAdjustmentSet::get_grind_delta_prob_table(uint8_t section_id, bool favored) const {
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return this->get_table(
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this->grind_delta_prob_tables_default,
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this->grind_delta_prob_tables_favored,
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this->offsets->grind_delta_prob_table_offset,
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favored, section_id);
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}
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const ProbabilityTable<uint8_t, 100>& TekkerAdjustmentSet::get_bonus_delta_prob_table(uint8_t section_id, bool favored) const {
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return this->get_table(
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this->bonus_delta_prob_tables_default,
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this->bonus_delta_prob_tables_favored,
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this->offsets->bonus_delta_prob_table_offset,
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favored, section_id);
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}
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int8_t TekkerAdjustmentSet::get_luck(uint32_t start_offset, uint8_t delta_index) const {
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StringReader sub_r = r.sub(start_offset);
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while (!sub_r.eof()) {
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const auto& entry = sub_r.get<LuckTableEntry>();
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if (entry.delta_index == 0xFF) {
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return 0;
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} else if (entry.delta_index == delta_index) {
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return entry.luck;
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}
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}
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return 0;
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}
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int8_t TekkerAdjustmentSet::get_luck_for_special_upgrade(uint8_t delta_index) const {
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return this->get_luck(this->offsets->special_upgrade_luck_table_offset, delta_index);
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}
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int8_t TekkerAdjustmentSet::get_luck_for_grind_delta(uint8_t delta_index) const {
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return this->get_luck(this->offsets->grind_delta_luck_table_offset, delta_index);
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}
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int8_t TekkerAdjustmentSet::get_luck_for_bonus_delta(uint8_t delta_index) const {
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return this->get_luck(this->offsets->bonus_delta_luck_offset, delta_index);
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}
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@@ -396,3 +396,153 @@ private:
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const Offsets* offsets;
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};
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class TekkerAdjustmentSet {
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public:
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// This class parses and accesses data from JudgeItem.rel
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TekkerAdjustmentSet(std::shared_ptr<const std::string> data);
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const ProbabilityTable<uint8_t, 100>& get_special_upgrade_prob_table(uint8_t section_id, bool favored) const;
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const ProbabilityTable<uint8_t, 100>& get_grind_delta_prob_table(uint8_t section_id, bool favored) const;
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const ProbabilityTable<uint8_t, 100>& get_bonus_delta_prob_table(uint8_t section_id, bool favored) const;
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int8_t get_luck_for_special_upgrade(uint8_t delta_index) const;
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int8_t get_luck_for_grind_delta(uint8_t delta_index) const;
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int8_t get_luck_for_bonus_delta(uint8_t delta_index) const;
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private:
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const ProbabilityTable<uint8_t, 100>& get_table(
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std::array<ProbabilityTable<uint8_t, 100>, 10>& tables_default,
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std::array<ProbabilityTable<uint8_t, 100>, 10>& tables_favored,
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uint32_t offset_and_count_offset,
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bool favored,
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uint8_t section_id) const;
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int8_t get_luck(uint32_t start_offset, uint8_t delta_index) const;
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std::shared_ptr<const string> data;
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StringReader r;
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struct DeltaProbabilityEntry {
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uint8_t delta_index;
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uint8_t count_default;
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uint8_t count_favored;
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} __attribute__((packed));
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struct LuckTableEntry {
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uint8_t delta_index;
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int8_t luck;
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} __attribute__((packed));
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struct Offsets {
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// Each section ID's favored weapon class has different probabilities than
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// those used for all other weapons. The tables are labeled with (D) for the
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// default values and (F) for the favored-class values.
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// Note that the favored bonuses for Redria are all zero; these values are
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// unused because Redria does not have a favored weapon type. Curiously,
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// Yellowboze also does not have a favored weapon type, but the values for
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// Yellowboze are not all zero.
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// This table specifies how likely a special is to be upgraded or
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// downgraded by one level.
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// In PSO GC, the special upgrade table is:
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// Viridia => (D) +1=10%, 0=60%, -1=30%
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// Viridia => (F) +1=25%, 0=50%, -1=25%
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// Greennill => (D) +1=25%, 0=65%, -1=10%
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// Greennill => (F) +1=40%, 0=55%, -1=5%
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// Skyly => (D) +1=15%, 0=70%, -1=15%
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// Skyly => (F) +1=30%, 0=60%, -1=10%
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// Bluefull => (D) +1=10%, 0=60%, -1=30%
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// Bluefull => (F) +1=25%, 0=50%, -1=25%
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// Purplenum => (D) +1=25%, 0=65%, -1=10%
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// Purplenum => (F) +1=40%, 0=55%, -1=5%
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// Pinkal => (D) +1=15%, 0=70%, -1=15%
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// Pinkal => (F) +1=30%, 0=60%, -1=10%
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// Redria => (D) +1=20%, 0=60%, -1=20%
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// Redria => (F) +1=0%, 0=0%, -1=0%
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// Oran => (D) +1=15%, 0=70%, -1=15%
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// Oran => (F) +1=30%, 0=60%, -1=10%
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// Yellowboze => (D) +1=25%, 0=65%, -1=10%
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// Yellowboze => (F) +1=40%, 0=55%, -1=5%
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// Whitill => (D) +1=10%, 0=60%, -1=30%
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// Whitill => (F) +1=25%, 0=50%, -1=25%
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be_uint32_t special_upgrade_prob_table_offset; // [{c, o -> (DeltaProbabilityEntry)[10][c]})
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// This table specifies how likely a weapon's grind is to be upgraded or
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// downgraded, and by how much. The final grind value is clamped to the
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// range between 0 and the weapon's maximum grind from ItemPMT, inclusive.
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// In PSO GC, the grind delta table is:
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// Viridia => (D) +3=3%, +2=7%, +1=13%, 0=60%, -1=10%, -2=7%, -3=0%
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// Viridia => (F) +3=5%, +2=13%, +1=25%, 0=50%, -1=7%, -2=0%, -3=0%
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// Greennill => (D) +3=0%, +2=5%, +1=10%, 0=70%, -1=10%, -2=5%, -3=0%
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// Greennill => (F) +3=3%, +2=7%, +1=20%, 0=60%, -1=10%, -2=0%, -3=0%
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// Skyly => (D) +3=0%, +2=7%, +1=10%, 0=60%, -1=13%, -2=7%, -3=3%
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// Skyly => (F) +3=3%, +2=12%, +1=20%, 0=50%, -1=10%, -2=5%, -3=0%
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// Bluefull => (D) +3=3%, +2=7%, +1=13%, 0=60%, -1=10%, -2=7%, -3=0%
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// Bluefull => (F) +3=5%, +2=13%, +1=25%, 0=50%, -1=7%, -2=0%, -3=0%
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// Purplenum => (D) +3=0%, +2=5%, +1=10%, 0=70%, -1=10%, -2=5%, -3=0%
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// Purplenum => (F) +3=3%, +2=7%, +1=20%, 0=60%, -1=10%, -2=0%, -3=0%
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// Pinkal => (D) +3=0%, +2=7%, +1=10%, 0=60%, -1=13%, -2=7%, -3=3%
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// Pinkal => (F) +3=3%, +2=12%, +1=20%, 0=50%, -1=10%, -2=5%, -3=0%
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// Redria => (D) +3=0%, +2=7%, +1=10%, 0=60%, -1=13%, -2=7%, -3=3%
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// Redria => (F) +3=0%, +2=0%, +1=0%, 0=0%, -1=0%, -2=0%, -3=0%
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// Oran => (D) +3=0%, +2=7%, +1=10%, 0=60%, -1=13%, -2=7%, -3=3%
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// Oran => (F) +3=3%, +2=12%, +1=20%, 0=50%, -1=10%, -2=5%, -3=0%
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// Yellowboze => (D) +3=0%, +2=5%, +1=10%, 0=70%, -1=10%, -2=5%, -3=0%
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// Yellowboze => (F) +3=3%, +2=7%, +1=20%, 0=60%, -1=10%, -2=0%, -3=0%
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// Whitill => (D) +3=3%, +2=7%, +1=13%, 0=60%, -1=10%, -2=7%, -3=0%
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// Whitill => (F) +3=5%, +2=13%, +1=25%, 0=50%, -1=7%, -2=0%, -3=0%
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be_uint32_t grind_delta_prob_table_offset; // [{c, o -> (DeltaProbabilityEntry)[10][c]})
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// This table specifies how likely a weapon's bonuses are to be upgraded
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// or downgraded, and by how much. The final bonuses are capped above at
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// 100, but there is no lower limit (so negative results are possible).
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// In PSO GC, the bonus delta table is:
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// Viridia => (D) +10=5%, +5=15%, 0=60%, -5=15%, -10=5%
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// Viridia => (F) +10=8%, +5=20%, 0=60%, -5=10%, -10=2%
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// Greennill => (D) +10=5%, +5=10%, 0=50%, -5=25%, -10=10%
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// Greennill => (F) +10=8%, +5=15%, 0=50%, -5=20%, -10=7%
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// Skyly => (D) +10=10%, +5=25%, 0=50%, -5=10%, -10=5%
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// Skyly => (F) +10=13%, +5=30%, 0=50%, -5=5%, -10=2%
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// Bluefull => (D) +10=5%, +5=15%, 0=60%, -5=15%, -10=5%
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// Bluefull => (F) +10=8%, +5=20%, 0=60%, -5=10%, -10=2%
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// Purplenum => (D) +10=5%, +5=10%, 0=50%, -5=25%, -10=10%
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// Purplenum => (F) +10=8%, +5=15%, 0=50%, -5=20%, -10=7%
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// Pinkal => (D) +10=10%, +5=25%, 0=50%, -5=10%, -10=5%
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// Pinkal => (F) +10=13%, +5=30%, 0=50%, -5=5%, -10=2%
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// Redria => (D) +10=10%, +5=25%, 0=50%, -5=10%, -10=5%
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// Redria => (F) +10=0%, +5=0%, 0=0%, -5=0%, -10=0%
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// Oran => (D) +10=10%, +5=25%, 0=50%, -5=10%, -10=5%
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// Oran => (F) +10=13%, +5=30%, 0=50%, -5=5%, -10=2%
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// Yellowboze => (D) +10=5%, +5=10%, 0=50%, -5=25%, -10=10%
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// Yellowboze => (F) +10=8%, +5=15%, 0=50%, -5=20%, -10=7%
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// Whitill => (D) +10=5%, +5=15%, 0=60%, -5=15%, -10=5%
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// Whitill => (F) +10=8%, +5=20%, 0=60%, -5=10%, -10=2%
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be_uint32_t bonus_delta_prob_table_offset; // [{c, o -> (DeltaProbabilityEntry)[10][c]})
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// There is a secondary computation done during weapon adjustment that
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// appears to determine how "good" the resulting weapon is compared to its
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// original state. If the result of this computation is positive, the game
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// plays a jingle when the tekker result is accepted. These tables describe
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// how much each delta affects this value, which we call luck.
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// In PSO GC, the special upgrade luck table is:
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// +1 => +20, 0 => 0, -1 => -20
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be_uint32_t special_upgrade_luck_table_offset; // LuckTableEntry[...]; ending with FF FF
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// In PSO GC, the grind delta luck table is:
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// +3 => +10, +2 => +5, +1 => +3, 0 => 0, -1 => -3, -2 => -5, -3 => -10
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be_uint32_t grind_delta_luck_table_offset; // LuckTableEntry[...]; ending with FF FF
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// In PSO GC, the bonus delta luck table is:
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// +10 => +15, +5 => +8, 0 => 0, -5 => -8, -10 => -15
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be_uint32_t bonus_delta_luck_offset; // LuckTableEntry[...]; ending with FF FF
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} __attribute__((packed));
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const Offsets* offsets;
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mutable std::array<ProbabilityTable<uint8_t, 100>, 10> special_upgrade_prob_tables_default;
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mutable std::array<ProbabilityTable<uint8_t, 100>, 10> special_upgrade_prob_tables_favored;
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mutable std::array<ProbabilityTable<uint8_t, 100>, 10> grind_delta_prob_tables_default;
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mutable std::array<ProbabilityTable<uint8_t, 100>, 10> grind_delta_prob_tables_favored;
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mutable std::array<ProbabilityTable<uint8_t, 100>, 10> bonus_delta_prob_tables_default;
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mutable std::array<ProbabilityTable<uint8_t, 100>, 10> bonus_delta_prob_tables_favored;
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};
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+82
-3
@@ -5,12 +5,16 @@
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using namespace std;
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static const array<uint8_t, 10> favored_weapon_by_section_id = {
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0x09, 0x07, 0x02, 0x04, 0x08, 0x0A, 0xFF, 0x03, 0xFF, 0x05};
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ItemCreator::ItemCreator(
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shared_ptr<const CommonItemSet> common_item_set,
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shared_ptr<const RareItemSet> rare_item_set,
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shared_ptr<const ArmorRandomSet> armor_random_set,
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shared_ptr<const ToolRandomSet> tool_random_set,
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shared_ptr<const WeaponRandomSet> weapon_random_set,
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shared_ptr<const TekkerAdjustmentSet> tekker_adjustment_set,
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shared_ptr<const ItemParameterTable> item_parameter_table,
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Episode episode,
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GameMode mode,
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@@ -28,6 +32,7 @@ ItemCreator::ItemCreator(
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armor_random_set(armor_random_set),
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tool_random_set(tool_random_set),
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weapon_random_set(weapon_random_set),
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tekker_adjustment_set(tekker_adjustment_set),
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item_parameter_table(item_parameter_table),
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pt(&this->common_item_set->get_table(
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this->episode, this->mode, this->difficulty, this->section_id)),
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@@ -1449,9 +1454,6 @@ void ItemCreator::generate_weapon_shop_item_grind(
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table_index = 5;
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}
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static const array<uint8_t, 10> favored_weapon_by_section_id = {
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0x09, 0x07, 0x02, 0x04, 0x08, 0x0A, 0xFF, 0x03, 0xFF, 0x05};
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uint8_t favored_weapon = favored_weapon_by_section_id.at(this->section_id);
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bool is_favored = (favored_weapon != 0xFF) && (item.data1[1] == favored_weapon);
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const auto* range = is_favored
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@@ -1670,3 +1672,80 @@ ItemData ItemCreator::on_specialized_box_item_drop(uint32_t def0, uint32_t def1,
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return item;
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}
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ssize_t ItemCreator::apply_tekker_deltas(ItemData& item, uint8_t section_id) {
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if (item.data1[0] != 0) {
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throw runtime_error("tekker deltas can only be applied to weapons");
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}
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static const array<int8_t, 11> delta_table = {
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-10, -5, -3, -2, -1, 0, 1, 2, 3, 5, 10};
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bool favored = item.data1[1] == favored_weapon_by_section_id[section_id];
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ssize_t luck = 0;
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// Adjust the weapon's special
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{
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const auto& prob_table = this->tekker_adjustment_set->get_special_upgrade_prob_table(section_id, favored);
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uint8_t delta_index = prob_table.sample(this->random_crypt);
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int8_t delta = delta_table.at(delta_index);
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fprintf(stderr, "Special: delta_index=%hhu delta=%hhd\n", delta_index, delta);
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// Note: The original code checks specifically for -1 and +1 here, but the
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// data files only include delta_indexes 4, 5, and 6 (which correspond to -1,
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// 0, and 1) anyway, so we just check for positive and negative numbers
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// instead. When using the original JudgeItem.rel file, the behavior should
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// be the same, but this feels more correct.
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try {
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uint8_t new_special;
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if (delta < 0) {
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new_special = item.data1[4] - 1;
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} else if (delta > 0) {
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new_special = item.data1[4] + 1;
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} else {
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new_special = item.data1[4];
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}
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if ((new_special != item.data1[4]) &&
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(this->item_parameter_table->get_special(item.data1[4]).type ==
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this->item_parameter_table->get_special(new_special).type)) {
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item.data1[4] = new_special;
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}
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} catch (const runtime_error&) {
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// Invalid special number passed to get_special; just ignore it
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}
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luck += this->tekker_adjustment_set->get_luck_for_special_upgrade(delta_index);
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}
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// Adjust the weapon's grind if it's not rare
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if (!this->item_parameter_table->is_item_rare(item)) {
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const auto& weapon_def = this->item_parameter_table->get_weapon(item.data1[1], item.data1[2]);
|
||||
const auto& prob_table = this->tekker_adjustment_set->get_grind_delta_prob_table(section_id, favored);
|
||||
uint8_t delta_index = prob_table.sample(this->random_crypt);
|
||||
int8_t delta = delta_table.at(delta_index);
|
||||
fprintf(stderr, "Grind: delta_index=%hhu delta=%hhd\n", delta_index, delta);
|
||||
int16_t new_grind = static_cast<int16_t>(item.data1[3]) + static_cast<int16_t>(delta);
|
||||
item.data1[3] = clamp<int16_t>(new_grind, 0, weapon_def.max_grind);
|
||||
luck += this->tekker_adjustment_set->get_luck_for_grind_delta(delta_index);
|
||||
}
|
||||
|
||||
// Adjust the weapon's bonuses
|
||||
{
|
||||
const auto& prob_table = this->tekker_adjustment_set->get_bonus_delta_prob_table(section_id, favored);
|
||||
// Note: The original code really does use the same delta for all three
|
||||
// bonuses.
|
||||
uint8_t delta_index = prob_table.sample(this->random_crypt);
|
||||
int8_t delta = delta_table.at(delta_index);
|
||||
fprintf(stderr, "Bonus: delta_index=%hhu delta=%hhd\n", delta_index, delta);
|
||||
// Note: The original code doesn't check if there's actually a bonus in each
|
||||
// slot before incrementing the values. Presumably there's a check later
|
||||
// that will clear any invalid bonuses, but we don't have such a check, so
|
||||
// we need to check here if each bonus is actually present.
|
||||
for (size_t z = 6; z <= 10; z += 2) {
|
||||
if (item.data1[z] >= 1 && item.data1[z] <= 5) {
|
||||
item.data1[z + 1] = min<int8_t>(item.data1[z + 1] + delta, 100);
|
||||
}
|
||||
}
|
||||
luck += this->tekker_adjustment_set->get_luck_for_bonus_delta(delta_index);
|
||||
}
|
||||
|
||||
return luck;
|
||||
}
|
||||
|
||||
@@ -56,6 +56,7 @@ public:
|
||||
std::shared_ptr<const ArmorRandomSet> armor_random_set,
|
||||
std::shared_ptr<const ToolRandomSet> tool_random_set,
|
||||
std::shared_ptr<const WeaponRandomSet> weapon_random_set,
|
||||
std::shared_ptr<const TekkerAdjustmentSet> tekker_adjustment_set,
|
||||
std::shared_ptr<const ItemParameterTable> item_parameter_table,
|
||||
Episode episode,
|
||||
GameMode mode,
|
||||
@@ -73,6 +74,10 @@ public:
|
||||
std::vector<ItemData> generate_tool_shop_contents(size_t player_level);
|
||||
std::vector<ItemData> generate_weapon_shop_contents(size_t player_level);
|
||||
|
||||
// This function adjusts the item in-place, and returns the luck value.
|
||||
// See the comments in TekkerAdjustmentSet for what this value means.
|
||||
ssize_t apply_tekker_deltas(ItemData& item, uint8_t section_id);
|
||||
|
||||
private:
|
||||
PrefixedLogger log;
|
||||
Episode episode;
|
||||
@@ -84,6 +89,7 @@ private:
|
||||
std::shared_ptr<const ArmorRandomSet> armor_random_set;
|
||||
std::shared_ptr<const ToolRandomSet> tool_random_set;
|
||||
std::shared_ptr<const WeaponRandomSet> weapon_random_set;
|
||||
std::shared_ptr<const TekkerAdjustmentSet> tekker_adjustment_set;
|
||||
std::shared_ptr<const ItemParameterTable> item_parameter_table;
|
||||
const CommonItemSet::Table<true>* pt;
|
||||
std::shared_ptr<const Restrictions> restrictions;
|
||||
|
||||
@@ -3236,6 +3236,7 @@ shared_ptr<Lobby> create_game_generic(
|
||||
s->armor_random_set,
|
||||
s->tool_random_set,
|
||||
s->weapon_random_sets.at(game->difficulty),
|
||||
s->tekker_adjustment_set,
|
||||
s->item_parameter_table,
|
||||
game->episode,
|
||||
(game->mode == GameMode::SOLO) ? GameMode::NORMAL : game->mode,
|
||||
|
||||
@@ -1643,15 +1643,21 @@ static void on_identify_item_bb(shared_ptr<ServerState>,
|
||||
if (!(l->flags & Lobby::Flag::ITEM_TRACKING_ENABLED)) {
|
||||
throw logic_error("item tracking not enabled in BB game");
|
||||
}
|
||||
if (!l->item_creator.get()) {
|
||||
throw logic_error("received item identify subcommand without item creator present");
|
||||
}
|
||||
|
||||
size_t x = c->game_data.player()->inventory.find_item(cmd.item_id);
|
||||
if (c->game_data.player()->inventory.items[x].data.data1[0] != 0) {
|
||||
return; // Only weapons can be identified
|
||||
}
|
||||
|
||||
c->game_data.player()->disp.stats.meseta -= 100;
|
||||
auto p = c->game_data.player();
|
||||
p->disp.stats.meseta -= 100;
|
||||
c->game_data.identify_result = c->game_data.player()->inventory.items[x];
|
||||
c->game_data.identify_result.data.data1[4] &= 0x7F;
|
||||
l->item_creator->apply_tekker_deltas(
|
||||
c->game_data.identify_result.data, p->disp.visual.section_id);
|
||||
send_item_identify_result(l, c);
|
||||
|
||||
} else {
|
||||
|
||||
@@ -871,6 +871,11 @@ void ServerState::load_item_tables() {
|
||||
this->weapon_random_sets[z].reset(new WeaponRandomSet(weapon_data));
|
||||
}
|
||||
|
||||
config_log.info("Loading tekker adjustment table");
|
||||
shared_ptr<string> tekker_data(new string(load_file(
|
||||
"system/blueburst/JudgeItem_GC.rel")));
|
||||
this->tekker_adjustment_set.reset(new TekkerAdjustmentSet(tekker_data));
|
||||
|
||||
config_log.info("Loading item definition table");
|
||||
shared_ptr<string> pmt_data(new string(prs_decompress(load_file(
|
||||
"system/blueburst/ItemPMT.prs"))));
|
||||
|
||||
@@ -81,6 +81,7 @@ struct ServerState {
|
||||
std::shared_ptr<const ArmorRandomSet> armor_random_set;
|
||||
std::shared_ptr<const ToolRandomSet> tool_random_set;
|
||||
std::array<std::shared_ptr<const WeaponRandomSet>, 4> weapon_random_sets;
|
||||
std::shared_ptr<const TekkerAdjustmentSet> tekker_adjustment_set;
|
||||
std::shared_ptr<const ItemParameterTable> item_parameter_table;
|
||||
std::shared_ptr<const MagEvolutionTable> mag_evolution_table;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user