use GC logic for BB nonrare item drop generation and shops
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@@ -11,28 +11,3 @@
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void player_use_item(std::shared_ptr<Client> c, size_t item_index);
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struct CommonItemData {
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std::vector<uint32_t> enemy_item_categories;
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std::vector<uint32_t> box_item_categories;
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std::vector<std::vector<uint8_t>> unit_types;
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CommonItemData(
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std::vector<uint32_t>&& enemy_item_categories,
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std::vector<uint32_t>&& box_item_categories,
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std::vector<std::vector<uint8_t>>&& unit_types);
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};
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struct CommonItemCreator {
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std::shared_ptr<const CommonItemData> data;
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std::shared_ptr<std::mt19937> random;
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CommonItemCreator(
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std::shared_ptr<const CommonItemData> data,
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std::shared_ptr<std::mt19937> random);
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int32_t decide_item_type(bool is_box) const;
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ItemData create_drop_item(bool is_box, Episode episode, uint8_t difficulty,
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uint8_t area, uint8_t section_id) const;
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ItemData create_shop_item(uint8_t difficulty, uint8_t shop_type) const;
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};
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