switch to coroutine execution model
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+8
-11
@@ -52,10 +52,7 @@ class SetDataTableBase {
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public:
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virtual ~SetDataTableBase() = default;
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Variations generate_variations(
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Episode episode,
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bool is_solo,
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std::shared_ptr<PSOLFGEncryption> opt_rand_crypt = nullptr) const;
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Variations generate_variations(Episode episode, bool is_solo, std::shared_ptr<RandomGenerator> rand_crypt) const;
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virtual Variations::Entry num_available_variations_for_floor(Episode episode, uint8_t floor) const = 0;
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virtual Variations::Entry num_free_play_variations_for_floor(Episode episode, bool is_solo, uint8_t floor) const = 0;
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@@ -339,7 +336,7 @@ public:
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uint32_t location_indexes_used;
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uint32_t location_entries_base_offset;
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RandomState(uint32_t random_seed);
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explicit RandomState(uint32_t random_seed);
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size_t rand_int_biased(size_t min_v, size_t max_v);
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uint32_t next_location_index();
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void generate_shuffled_location_table(const RandomEnemyLocationsHeader& header, phosg::StringReader r, uint16_t room);
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@@ -389,7 +386,7 @@ public:
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std::shared_ptr<const std::string> enemy_sets_data,
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std::shared_ptr<const std::string> events_data);
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// Constructor for materialize_random_sections
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MapFile(uint32_t random_seed);
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explicit MapFile(uint32_t random_seed);
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~MapFile() = default;
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inline uint64_t source_hash() const {
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@@ -913,25 +910,25 @@ public:
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uint64_t lobby_or_session_id,
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uint8_t difficulty,
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uint8_t event,
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uint32_t random_seed,
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uint32_t random_seed, // For client-matched rare enemies (non-BB)
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std::shared_ptr<const RareEnemyRates> bb_rare_rates,
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std::shared_ptr<PSOLFGEncryption> opt_rand_crypt,
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std::shared_ptr<RandomGenerator> rand_crypt,
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std::vector<std::shared_ptr<const SuperMap>> floor_map_defs);
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// Constructor for quests
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MapState(
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uint64_t lobby_or_session_id,
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uint8_t difficulty,
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uint8_t event,
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uint32_t random_seed,
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uint32_t random_seed, // For client-matched rare enemies (non-BB)
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std::shared_ptr<const RareEnemyRates> bb_rare_rates,
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std::shared_ptr<PSOLFGEncryption> opt_rand_crypt,
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std::shared_ptr<RandomGenerator> rand_crypt,
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std::shared_ptr<const SuperMap> quest_map_def);
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// Constructor for empty maps (used in challenge mode before a quest starts)
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MapState();
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~MapState() = default;
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void index_super_map(const FloorConfig& floor_config, std::shared_ptr<PSOLFGEncryption> opt_rand_crypt);
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void index_super_map(const FloorConfig& floor_config, std::shared_ptr<RandomGenerator> rand_crypt);
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void compute_dynamic_object_base_indexes();
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inline FloorConfig& floor_config(uint8_t floor) {
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