convert shop random sets to JSON

This commit is contained in:
Martin Michelsen
2026-06-06 07:43:06 -07:00
parent efe7401d7b
commit 708d2a9fb0
25 changed files with 6020 additions and 435 deletions
+60 -202
View File
@@ -15,6 +15,23 @@ struct ProbabilityTable {
ProbabilityTable() : count(0) {}
ProbabilityTable(const std::vector<ShopRandomSetBase::IntPairT<ItemT>>& table) : ProbabilityTable() {
for (const auto& entry : table) {
for (size_t y = 0; y < entry.weight; y++) {
this->push(entry.value);
}
}
}
template <size_t Count>
ProbabilityTable(const std::array<ShopRandomSetBase::IntPairT<ItemT>, Count>& table) : ProbabilityTable() {
for (const auto& entry : table) {
for (size_t y = 0; y < entry.weight; y++) {
this->push(entry.value);
}
}
}
void push(ItemT item) {
if (this->count == MaxCount) {
throw std::runtime_error("push to full probability table");
@@ -52,9 +69,9 @@ struct ProbabilityTable {
ItemCreator::ItemCreator(
std::shared_ptr<const CommonItemSet> common_item_set,
std::shared_ptr<const RareItemSet> rare_item_set,
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 ArmorShopRandomSet> armor_random_set,
std::shared_ptr<const ToolShopRandomSet> tool_random_set,
std::shared_ptr<const WeaponShopRandomSet> weapon_random_set,
std::shared_ptr<const TekkerAdjustmentSet> tekker_adjustment_set,
std::shared_ptr<const ItemParameterTable> item_parameter_table,
std::shared_ptr<const ItemData::StackLimits> stack_limits,
@@ -1080,13 +1097,7 @@ void ItemCreator::generate_armor_shop_armors(std::vector<ItemData>& shop, Episod
}
size_t table_index = this->get_table_index_for_armor_shop(player_level);
ProbabilityTable<uint8_t, 100> pt;
auto src_table = this->armor_random_set->get_armor_table(table_index);
for (size_t z = 0; z < src_table.second; z++) {
for (size_t y = 0; y < src_table.first[z].weight; y++) {
pt.push(src_table.first[z].value);
}
}
ProbabilityTable<uint8_t, 100> pt{this->armor_random_set->armor_table.at(table_index)};
pt.shuffle(this->rand_crypt);
for (size_t items_generated = 0; items_generated < num_items;) {
@@ -1124,13 +1135,7 @@ void ItemCreator::generate_armor_shop_shields(std::vector<ItemData>& shop, size_
}
size_t table_index = this->get_table_index_for_armor_shop(player_level);
ProbabilityTable<uint8_t, 100> pt;
auto src_table = this->armor_random_set->get_shield_table(table_index);
for (size_t z = 0; z < src_table.second; z++) {
for (size_t y = 0; y < src_table.first[z].weight; y++) {
pt.push(src_table.first[z].value);
}
}
ProbabilityTable<uint8_t, 100> pt{this->armor_random_set->shield_table.at(table_index)};
pt.shuffle(this->rand_crypt);
for (size_t items_generated = 0; items_generated < num_items;) {
@@ -1167,13 +1172,7 @@ void ItemCreator::generate_armor_shop_units(std::vector<ItemData>& shop, size_t
}
size_t table_index = this->get_table_index_for_armor_shop(player_level);
ProbabilityTable<uint8_t, 100> pt;
auto src_table = this->armor_random_set->get_unit_table(table_index);
for (size_t z = 0; z < src_table.second; z++) {
for (size_t y = 0; y < src_table.first[z].weight; y++) {
pt.push(src_table.first[z].value);
}
}
ProbabilityTable<uint8_t, 100> pt{this->armor_random_set->unit_table.at(table_index)};
pt.shuffle(this->rand_crypt);
for (size_t items_generated = 0; items_generated < num_items;) {
@@ -1211,10 +1210,6 @@ size_t ItemCreator::get_table_index_for_tool_shop(size_t player_level) {
}
}
static const std::vector<std::pair<uint8_t, uint8_t>> tool_item_defs{
{0x00, 0x00}, {0x00, 0x01}, {0x00, 0x02}, {0x01, 0x00}, {0x01, 0x01}, {0x01, 0x02}, {0x06, 0x00}, {0x06, 0x01},
{0x03, 0x00}, {0x04, 0x00}, {0x05, 0x00}, {0x07, 0x00}, {0x08, 0x00}, {0x09, 0x00}, {0x0A, 0x00}, {0xFF, 0xFF}};
void ItemCreator::generate_common_tool_shop_recovery_items(std::vector<ItemData>& shop, size_t player_level) {
size_t table_index;
if (player_level < 11) {
@@ -1231,17 +1226,15 @@ void ItemCreator::generate_common_tool_shop_recovery_items(std::vector<ItemData>
table_index = 5;
}
auto table = this->tool_random_set->get_common_recovery_table(table_index);
for (size_t z = 0; z < table.second; z++) {
uint8_t type = table.first[z];
if (type == 0x0F) {
for (const auto& entry : this->tool_random_set->common_recovery_table.at(table_index)) {
if (entry == 0x0F) {
continue;
}
auto& item = shop.emplace_back();
item.data1[0] = 3;
item.data1[1] = tool_item_defs[type].first;
item.data1[2] = tool_item_defs[type].second;
item.data1[1] = ToolShopRandomSet::item_defs[entry].first;
item.data1[2] = ToolShopRandomSet::item_defs[entry].second;
}
}
@@ -1251,15 +1244,8 @@ void ItemCreator::generate_rare_tool_shop_recovery_items(std::vector<ItemData>&
}
static constexpr size_t num_items = 2;
ProbabilityTable<uint8_t, 100> pt;
size_t table_index = this->get_table_index_for_tool_shop(player_level);
auto table = this->tool_random_set->get_rare_recovery_table(table_index);
for (size_t z = 0; z < table.second; z++) {
const auto& e = table.first[z];
for (size_t y = 0; y < e.weight; y++) {
pt.push(e.value);
}
}
ProbabilityTable<uint8_t, 100> pt{this->tool_random_set->rare_recovery_table.at(table_index)};
pt.shuffle(this->rand_crypt);
size_t effective_num_items = num_items;
@@ -1273,8 +1259,8 @@ void ItemCreator::generate_rare_tool_shop_recovery_items(std::vector<ItemData>&
} else {
ItemData item;
item.data1[0] = 3;
item.data1[1] = tool_item_defs[type].first;
item.data1[2] = tool_item_defs[type].second;
item.data1[1] = ToolShopRandomSet::item_defs[type].first;
item.data1[2] = ToolShopRandomSet::item_defs[type].second;
if (this->shop_does_not_contain_duplicate_item_by_data1_0_1_2(shop, item)) {
shop.emplace_back(std::move(item));
items_generated++;
@@ -1294,28 +1280,16 @@ void ItemCreator::generate_tool_shop_tech_disks(std::vector<ItemData>& shop, siz
}
size_t table_index = this->get_table_index_for_tool_shop(player_level);
auto table = this->tool_random_set->get_tech_disk_table(table_index);
ProbabilityTable<uint8_t, 100> pt;
for (size_t z = 0; z < table.second; z++) {
const auto& e = table.first[z];
for (size_t y = 0; y < e.weight; y++) {
pt.push(e.value);
}
}
ProbabilityTable<uint8_t, 100> pt{this->tool_random_set->tech_disk_table.at(table_index)};
pt.shuffle(this->rand_crypt);
static const std::array<uint8_t, 0x13> tech_num_map = {
0x00, 0x03, 0x06, 0x0F, 0x10, 0x0D, 0x0A, 0x0B, 0x0C, 0x01, 0x04, 0x07,
0x0E, 0x11, 0x02, 0x05, 0x08, 0x09, 0x12};
size_t items_generated = 0;
while (items_generated < num_items) {
uint8_t tech_num_index = pt.pop();
ItemData item;
item.data1[0] = 3;
item.data1[1] = 2;
item.data1[4] = tech_num_map.at(tech_num_index);
item.data1[4] = ToolShopRandomSet::tech_num_map.at(tech_num_index);
this->choose_tech_disk_level_for_tool_shop(item, player_level, tech_num_index);
if (this->shop_does_not_contain_duplicate_tech_disk(shop, item)) {
shop.emplace_back(std::move(item));
@@ -1326,22 +1300,22 @@ void ItemCreator::generate_tool_shop_tech_disks(std::vector<ItemData>& shop, siz
void ItemCreator::choose_tech_disk_level_for_tool_shop(ItemData& item, size_t player_level, uint8_t tech_num_index) {
size_t table_index = this->get_table_index_for_tool_shop(player_level);
auto table = this->tool_random_set->get_tech_disk_level_table(table_index);
if (tech_num_index >= table.second) {
auto table = this->tool_random_set->tech_disk_level_table.at(table_index);
if (tech_num_index >= table.size()) {
throw std::runtime_error("technique number out of range");
}
const auto& e = table.first[tech_num_index];
const auto& e = table[tech_num_index];
switch (e.mode) {
case ToolRandomSet::TechDiskLevelEntry::Mode::LEVEL_1:
case ToolShopRandomSet::TechDiskLevelEntry::Mode::LEVEL_1:
item.data1[2] = 0;
break;
case ToolRandomSet::TechDiskLevelEntry::Mode::PLAYER_LEVEL_DIVISOR:
case ToolShopRandomSet::TechDiskLevelEntry::Mode::PLAYER_LEVEL_DIVISOR:
item.data1[2] = std::clamp<ssize_t>(
(std::min<size_t>(player_level, 99) / e.player_level_divisor_or_min_level) - 1, 0, 14);
break;
case ToolRandomSet::TechDiskLevelEntry::Mode::RANDOM_IN_RANGE: {
// Note: This logic does not give a uniform distribution - if the minimumlevel is not zero (level 1), then the
case ToolShopRandomSet::TechDiskLevelEntry::Mode::RANDOM_IN_RANGE: {
// Note: This logic does not give a uniform distribution - if the minimum level is not zero (level 1), then the
// minimum level is more likely than all the other levels. This behavior matches the client's logic, though it's
// unclear if this nonuniformity was intentional.
int16_t min_level = std::max<int16_t>(e.player_level_divisor_or_min_level - 1, 0);
@@ -1394,119 +1368,25 @@ std::vector<ItemData> ItemCreator::generate_weapon_shop_contents(size_t player_l
}
}
ProbabilityTable<uint8_t, 100> pt;
auto table = this->weapon_random_set->get_weapon_type_table(table_index);
for (size_t z = 0; z < table.second; z++) {
const auto& e = table.first[z];
for (size_t y = 0; y < e.weight; y++) {
pt.push(e.value);
}
}
ProbabilityTable<uint8_t, 100> pt{this->weapon_random_set->weapon_type_weight_tables.at(table_index).at(section_id)};
pt.shuffle(this->rand_crypt);
std::vector<ItemData> shop;
while (shop.size() < num_items) {
ItemData item;
const std::pair<uint8_t, uint8_t>* def;
uint8_t which = pt.pop();
if (which == 0x39) {
static const std::vector<std::pair<uint8_t, uint8_t>> defs{
{0x28, 0x00}, {0x2A, 0x00}, {0x2B, 0x00}, {0x35, 0x00}, {0x52, 0x00}, {0x48, 0x00}, {0x64, 0x00},
{0x59, 0x00}, {0x8A, 0x00}, {0x99, 0x00}};
const auto& def = defs.at(this->section_id);
item.data1[0] = 0;
item.data1[1] = def.first;
item.data1[2] = def.second;
def = &WeaponShopRandomSet::type_defs_39.at(this->section_id);
} else if (which == 0x3A) {
static const std::vector<std::pair<uint8_t, uint8_t>> defs{
{0x99, 0x00}, {0x64, 0x00}, {0x8A, 0x00}, {0x28, 0x00}, {0x59, 0x00}, {0x2B, 0x00}, {0x52, 0x00},
{0x2A, 0x00}, {0x48, 0x00}, {0x35, 0x00}};
const auto& def = defs.at(this->section_id);
item.data1[0] = 0;
item.data1[1] = def.first;
item.data1[2] = def.second;
def = &WeaponShopRandomSet::type_defs_3A.at(this->section_id);
} else {
static const std::vector<std::pair<uint8_t, uint8_t>> defs({
/* 00 */ {0x01, 0x00},
/* 01 */ {0x01, 0x01},
/* 02 */ {0x01, 0x02},
/* 03 */ {0x01, 0x03},
/* 04 */ {0x01, 0x04},
/* 05 */ {0x03, 0x00},
/* 06 */ {0x03, 0x01},
/* 07 */ {0x03, 0x02},
/* 08 */ {0x03, 0x03},
/* 09 */ {0x03, 0x04},
/* 0A */ {0x02, 0x00},
/* 0B */ {0x02, 0x01},
/* 0C */ {0x02, 0x02},
/* 0D */ {0x02, 0x03},
/* 0E */ {0x02, 0x04},
/* 0F */ {0x05, 0x00},
/* 10 */ {0x05, 0x01},
/* 11 */ {0x05, 0x02},
/* 12 */ {0x05, 0x03},
/* 13 */ {0x05, 0x04},
/* 14 */ {0x04, 0x00},
/* 15 */ {0x04, 0x01},
/* 16 */ {0x04, 0x02},
/* 17 */ {0x04, 0x03},
/* 18 */ {0x04, 0x04},
/* 19 */ {0x06, 0x00},
/* 1A */ {0x06, 0x01},
/* 1B */ {0x06, 0x02},
/* 1C */ {0x06, 0x03},
/* 1D */ {0x06, 0x04},
/* 1E */ {0x07, 0x00},
/* 1F */ {0x07, 0x01},
/* 20 */ {0x07, 0x02},
/* 21 */ {0x07, 0x03},
/* 22 */ {0x07, 0x04},
/* 23 */ {0x08, 0x00},
/* 24 */ {0x08, 0x01},
/* 25 */ {0x08, 0x02},
/* 26 */ {0x08, 0x03},
/* 27 */ {0x08, 0x04},
/* 28 */ {0x09, 0x00},
/* 29 */ {0x09, 0x01},
/* 2A */ {0x09, 0x02},
/* 2B */ {0x09, 0x03},
/* 2C */ {0x09, 0x04},
/* 2D */ {0x0A, 0x00},
/* 2E */ {0x0A, 0x01},
/* 2F */ {0x0A, 0x02},
/* 30 */ {0x0A, 0x03},
/* 31 */ {0x0B, 0x00},
/* 32 */ {0x0B, 0x01},
/* 33 */ {0x0B, 0x02},
/* 34 */ {0x0B, 0x03},
/* 35 */ {0x0C, 0x00},
/* 36 */ {0x0C, 0x01},
/* 37 */ {0x0C, 0x02},
/* 38 */ {0x0C, 0x03},
/* 39 */ {0xFF, 0xFF}, // Special-cased above
/* 3A */ {0xFF, 0xFF}, // Special-cased above
/* 3B */ {0x01, 0x05},
/* 3C */ {0x02, 0x05},
/* 3D */ {0x06, 0x05},
/* 3E */ {0x08, 0x05},
/* 3F */ {0x0A, 0x04},
/* 40 */ {0x0C, 0x04},
/* 41 */ {0x0B, 0x04},
/* 42 */ {0x01, 0x06},
/* 43 */ {0x03, 0x05},
/* 44 */ {0x07, 0x05},
/* 45 */ {0x0A, 0x05},
/* 46 */ {0x0C, 0x05},
/* 47 */ {0x0B, 0x05},
});
const auto& def = defs.at(which);
item.data1[0] = 0;
item.data1[1] = def.first;
item.data1[2] = def.second;
def = &WeaponShopRandomSet::type_defs.at(which);
}
item.data1[0] = 0;
item.data1[1] = def->first;
item.data1[2] = def->second;
this->generate_weapon_shop_item_grind(item, player_level);
this->generate_weapon_shop_item_special(item, player_level);
@@ -1542,16 +1422,15 @@ void ItemCreator::generate_weapon_shop_item_grind(ItemData& item, size_t player_
uint8_t favored_weapon = TekkerAdjustmentSet::favored_weapon_type_for_section_id(this->section_id);
bool is_favored = (favored_weapon != 0xFF) && (item.data1[1] == favored_weapon);
const auto* range = is_favored
? this->weapon_random_set->get_favored_grind_range(table_index)
: this->weapon_random_set->get_standard_grind_range(table_index);
const auto& range = is_favored
? this->weapon_random_set->favored_grind_range_table.at(table_index)
: this->weapon_random_set->default_grind_range_table.at(table_index);
const auto& weapon_def = this->item_parameter_table->get_weapon(item.data1[1], item.data1[2]);
item.data1[3] = std::clamp<uint8_t>(this->rand_int(range->max + 1), range->min, weapon_def.max_grind);
item.data1[3] = std::clamp<uint8_t>(this->rand_int(range.max + 1), range.min, weapon_def.max_grind);
}
void ItemCreator::generate_weapon_shop_item_special(ItemData& item, size_t player_level) {
ProbabilityTable<uint8_t, 100> pt;
size_t table_index;
if (player_level < 11) {
@@ -1572,13 +1451,8 @@ void ItemCreator::generate_weapon_shop_item_special(ItemData& item, size_t playe
table_index = 7;
}
const auto* table = this->weapon_random_set->get_special_mode_table(table_index);
for (size_t z = 0; z < table->size(); z++) {
const auto& e = table->at(z);
for (size_t y = 0; y < e.weight; y++) {
pt.push(e.value);
}
}
ProbabilityTable<uint32_t, 100> pt{this->weapon_random_set->special_mode_table.at(table_index)};
pt.shuffle(this->rand_crypt);
// Note: The original code shuffles pt and then pops a single value from it. For simplicity, we just sample a single
// value instead.
@@ -1597,9 +1471,6 @@ void ItemCreator::generate_weapon_shop_item_special(ItemData& item, size_t playe
}
}
static const std::array<int8_t, 20> bonus_values = {
-50, -45, -40, -35, -30, -25, -20, -15, -10, -5, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50};
void ItemCreator::generate_weapon_shop_item_bonus1(ItemData& item, size_t player_level) {
size_t table_index;
if (player_level < 4) {
@@ -1622,14 +1493,8 @@ void ItemCreator::generate_weapon_shop_item_bonus1(ItemData& item, size_t player
table_index = 8;
}
const auto* type_table = this->weapon_random_set->get_bonus_type_table(0, table_index);
ProbabilityTable<uint8_t, 100> pt;
for (size_t z = 0; z < type_table->size(); z++) {
const auto& e = type_table->at(z);
for (size_t y = 0; y < e.weight; y++) {
pt.push(e.value);
}
}
ProbabilityTable<uint32_t, 100> pt{this->weapon_random_set->bonus_type_table1.at(table_index)};
pt.shuffle(this->rand_crypt);
// Note: The original code shuffles pt and then pops a single value from it. For simplicity, we just sample a single
// value instead.
@@ -1637,8 +1502,8 @@ void ItemCreator::generate_weapon_shop_item_bonus1(ItemData& item, size_t player
if (item.data1[6] == 0) {
item.data1[7] = 0;
} else {
const auto* range = this->weapon_random_set->get_bonus_range(0, table_index);
item.data1[7] = bonus_values.at(std::max<size_t>(this->rand_int(range->max + 1), range->min));
const auto& range = this->weapon_random_set->bonus_range_table1.at(table_index);
item.data1[7] = WeaponShopRandomSet::bonus_values.at(std::max<size_t>(this->rand_int(range.max + 1), range.min));
}
}
@@ -1664,14 +1529,7 @@ void ItemCreator::generate_weapon_shop_item_bonus2(ItemData& item, size_t player
table_index = 8;
}
const auto* type_table = this->weapon_random_set->get_bonus_type_table(1, table_index);
ProbabilityTable<uint8_t, 100> pt;
for (size_t z = 0; z < type_table->size(); z++) {
const auto& e = type_table->at(z);
for (size_t y = 0; y < e.weight; y++) {
pt.push(e.value);
}
}
ProbabilityTable<uint32_t, 100> pt{this->weapon_random_set->bonus_type_table2.at(table_index)};
pt.shuffle(this->rand_crypt);
do {
@@ -1681,8 +1539,8 @@ void ItemCreator::generate_weapon_shop_item_bonus2(ItemData& item, size_t player
if (item.data1[8] == 0) {
item.data1[9] = 0;
} else {
const auto* range = this->weapon_random_set->get_bonus_range(1, table_index);
item.data1[9] = bonus_values.at(std::max<size_t>(this->rand_int(range->max + 1), range->min));
const auto& range = this->weapon_random_set->bonus_range_table2.at(table_index);
item.data1[9] = WeaponShopRandomSet::bonus_values.at(std::max<size_t>(this->rand_int(range.max + 1), range.min));
}
}