use GC logic for BB nonrare item drop generation and shops

This commit is contained in:
Martin Michelsen
2023-03-07 23:16:42 -08:00
parent 6cdbc3e8e0
commit 838e53a91e
36 changed files with 4577 additions and 2270 deletions
-25
View File
@@ -11,28 +11,3 @@
void player_use_item(std::shared_ptr<Client> c, size_t item_index);
struct CommonItemData {
std::vector<uint32_t> enemy_item_categories;
std::vector<uint32_t> box_item_categories;
std::vector<std::vector<uint8_t>> unit_types;
CommonItemData(
std::vector<uint32_t>&& enemy_item_categories,
std::vector<uint32_t>&& box_item_categories,
std::vector<std::vector<uint8_t>>&& unit_types);
};
struct CommonItemCreator {
std::shared_ptr<const CommonItemData> data;
std::shared_ptr<std::mt19937> random;
CommonItemCreator(
std::shared_ptr<const CommonItemData> data,
std::shared_ptr<std::mt19937> random);
int32_t decide_item_type(bool is_box) const;
ItemData create_drop_item(bool is_box, Episode episode, uint8_t difficulty,
uint8_t area, uint8_t section_id) const;
ItemData create_shop_item(uint8_t difficulty, uint8_t shop_type) const;
};