#include "ItemCreator.hh" #include #include #include "EnemyType.hh" #include "Loggers.hh" // Note: There are clearly better ways of doing this, but this implementation closely follows what the original code in // the client does. template struct ProbabilityTable { ItemT items[MaxCount]; size_t count; ProbabilityTable() : count(0) {} ProbabilityTable(const std::vector>& table) : ProbabilityTable() { for (const auto& entry : table) { for (size_t y = 0; y < entry.weight; y++) { this->push(entry.value); } } } template ProbabilityTable(const std::array, 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"); } this->items[this->count++] = item; } ItemT pop() { if (this->count == 0) { throw std::runtime_error("pop from empty probability table"); } return this->items[--this->count]; } void shuffle(std::shared_ptr rand_crypt) { for (size_t z = 1; z < this->count; z++) { size_t other_z = rand_crypt->next() % (z + 1); ItemT t = this->items[z]; this->items[z] = this->items[other_z]; this->items[other_z] = t; } } ItemT sample(std::shared_ptr rand_crypt) const { if (this->count == 0) { throw std::runtime_error("sample from empty probability table"); } else if (this->count == 1) { return this->items[0]; } else { return this->items[rand_crypt->next() % this->count]; } } }; ItemCreator::ItemCreator( std::shared_ptr common_item_set, std::shared_ptr rare_item_set, std::shared_ptr armor_random_set, std::shared_ptr tool_random_set, std::shared_ptr weapon_random_set, std::shared_ptr tekker_adjustment_set, std::shared_ptr item_parameter_table, std::shared_ptr stack_limits, GameMode mode, Difficulty difficulty, uint8_t section_id, std::shared_ptr rand_crypt, std::shared_ptr restrictions) : log(std::format("[ItemCreator:{}/{}/{}/{}] ", phosg::name_for_enum(stack_limits->version), abbreviation_for_mode(mode), abbreviation_for_difficulty(difficulty), section_id), lobby_log.min_level), logic_version(stack_limits->version), is_legacy_replay(false), stack_limits(stack_limits), mode(mode), difficulty(difficulty), section_id(section_id), rare_item_set(rare_item_set), armor_random_set(armor_random_set), tool_random_set(tool_random_set), weapon_random_set(weapon_random_set), tekker_adjustment_set(tekker_adjustment_set), item_parameter_table(item_parameter_table), common_item_set(common_item_set), restrictions(restrictions), rand_crypt(rand_crypt) { this->generate_unit_stars_tables(); } void ItemCreator::set_section_id(uint8_t new_section_id) { if (this->section_id != new_section_id) { this->section_id = new_section_id; this->log.prefix = std::format("[ItemCreator:{}/{}/{}/{}] ", phosg::name_for_enum(stack_limits->version), abbreviation_for_mode(mode), abbreviation_for_difficulty(difficulty), this->section_id); } } bool ItemCreator::are_rare_drops_allowed() const { // Note: The client has an additional check here, which appears to be a subtle anti-cheating measure. There is a flag // on the client, initially zero, which is set to 1 when certain unexpected item-related things happen (for example, // a player possessing a mag with a level above 200, or a stack of consumables with an amount above the stack size // limit). When the flag is set, this function returns false, which prevents all rare item drops. newserv // intentionally does not implement this flag. return (this->mode != GameMode::CHALLENGE); } uint8_t ItemCreator::table_index_for_area(uint8_t area) const { if (this->restrictions && (this->restrictions->box_drop_area != 0)) { return this->restrictions->box_drop_area - 1; } static constexpr std::array data = { // Episode 1 0xFF, // 00 => Pioneer 2 (no drops) 0x00, // 01 => Forest 1 0x01, // 02 => Forest 2 0x02, // 03 => Cave 1 0x03, // 04 => Cave 2 0x04, // 05 => Cave 3 0x05, // 06 => Mine 1 0x06, // 07 => Mine 2 0x07, // 08 => Ruins 1 0x08, // 09 => Ruins 2 0x09, // 0A => Ruins 3 0x02, // 0B => Dragon -> Cave 1 0x05, // 0C => De Rol Le -> Mine 1 0x07, // 0D => Vol Opt -> Ruins 1 0x09, // 0E => Dark Falz -> Ruins 3 0xFF, // 0F => Lobby (no drops) 0x09, // 10 => Palace -> Ruins 3 0x09, // 11 => Spaceship -> Ruins 3 // Episode 2 0xFF, // 12 => Lab (no drops) 0x00, // 13 => VR Temple Alpha 0x01, // 14 => VR Temple Beta 0x02, // 15 => VR Spaceship Alpha 0x03, // 16 => VR Spaceship Beta 0x07, // 17 => Central Control Area -> Seaside 0x04, // 18 => Jungle North 0x05, // 19 => Jungle South 0x06, // 1A => Mountain 0x07, // 1B => Seaside 0x08, // 1C => Seabed Upper 0x09, // 1D => Seabed Lower 0x08, // 1E => Gal Gryphon -> Seabed Upper 0x09, // 1F => Olga Flow -> Seabed Lower 0x02, // 20 => Barba Ray -> VR Spaceship Alpha 0x04, // 21 => Gol Dragon -> Jungle North 0x07, // 22 => Seaside Night -> Seaside 0x09, // 23 => Tower -> Seabed Lower // Episode 4 0x01, // 24 => Crater East 0x02, // 25 => Crater West 0x03, // 26 => Crater South 0x04, // 27 => Crater North 0x05, // 28 => Crater Interior 0x06, // 29 => Subterranean Desert 1 0x07, // 2A => Subterranean Desert 2 0x08, // 2B => Subterranean Desert 3 0x09, // 2C => Saint-Milion 0xFF, // 2D => Pioneer 2 (no drops) 0xFF, // 2E => Test area (no drops) }; if (area >= data.size() || data[area] == 0xFF) { throw std::runtime_error("invalid area number"); } return data[area]; } ItemCreator::DropResult ItemCreator::on_box_item_drop(uint8_t area, bool force_rare) { try { uint8_t table_index = this->table_index_for_area(area); this->log.info_f("Box drop checks for area {:02X} (table index {:02X})", area, table_index); DropResult res; res.item = this->check_rare_specs_and_create_rare_box_item(area, force_rare); if (!res.item.empty()) { res.is_from_rare_table = true; } else { uint8_t item_class = this->get_rand_from_weighted_tables_2d_vertical( this->pt(area)->box_item_class_prob_table, table_index); this->log.info_f("Item class is {:02X}", item_class); switch (item_class) { case 0: // Weapon res.item.data1[0] = 0; break; case 1: // Armor res.item.data1[0] = 1; res.item.data1[1] = 1; break; case 2: // Shield res.item.data1[0] = 1; res.item.data1[1] = 2; break; case 3: // Unit res.item.data1[0] = 1; res.item.data1[1] = 3; break; case 4: // Tool res.item.data1[0] = 3; break; case 5: // Meseta res.item.data1[0] = 4; break; case 6: // Nothing break; default: throw std::logic_error("this should be impossible"); } if (item_class < 6) { this->generate_common_item_variances(res.item, area); } } return res; } catch (const std::exception& e) { this->log.error_f("Exception in item creation: {}", e.what()); return DropResult(); } } ItemCreator::DropResult ItemCreator::on_monster_item_drop(EnemyType enemy_type, uint8_t area, bool force_rare) { try { // Note: The original implementation has a bounds check for enemy_type here, because it uses rt_index instead // if (enemy_type >= NUM_RT_INDEXES_V4) { // this->log.warning_f("Invalid enemy type: {:X}", enemy_type); // return DropResult(); // } this->log.info_f("Enemy type: {}", phosg::name_for_enum(enemy_type)); auto pt = this->pt(area); uint8_t type_drop_prob = 0; try { type_drop_prob = pt->enemy_type_drop_probs.at(enemy_type); } catch (const std::out_of_range&) { this->log.info_f("No drop probability is set for this enemy type"); return DropResult(); } if (!force_rare) { uint8_t drop_sample = this->rand_int(100); if (drop_sample >= type_drop_prob) { this->log.info_f("Drop not chosen ({} >= {})", drop_sample, type_drop_prob); return DropResult(); } else { this->log.info_f("Drop chosen ({} < {})", drop_sample, type_drop_prob); } } DropResult res; res.item = this->check_rare_spec_and_create_rare_enemy_item(enemy_type, area, force_rare); if (!res.item.empty()) { res.is_from_rare_table = true; } else { uint8_t item_class_determinant = this->should_allow_meseta_drops() ? this->rand_int(3) : (this->rand_int(2) + 1); uint8_t item_class; switch (item_class_determinant) { case 0: item_class = 5; break; case 1: item_class = 4; break; case 2: try { item_class = pt->enemy_type_item_classes.at(enemy_type); } catch (const std::out_of_range&) { this->log.info_f("Item class is not set for this enemy type"); item_class = 0xFF; } break; default: throw std::logic_error("invalid item class determinant"); } this->log.info_f( "Rare drop not chosen; item class determinant is {}; item class is {}", item_class_determinant, item_class); switch (item_class) { case 0: // Weapon res.item.data1[0] = 0x00; break; case 1: // Armor res.item.data1w[0] = 0x0101; break; case 2: // Shield res.item.data1w[0] = 0x0201; break; case 3: // Unit res.item.data1w[0] = 0x0301; break; case 4: // Tool res.item.data1[0] = 0x03; break; case 5: // Meseta res.item.data1[0] = 0x04; try { res.item.data2d = this->choose_meseta_amount(pt->enemy_type_meseta_ranges.at(enemy_type)) & 0xFFFF; } catch (const std::out_of_range&) { this->log.info_f("Meseta range is not set for this enemy type"); return DropResult(); } break; default: return res; } if (res.item.data1[0] != 0x04) { this->generate_common_item_variances(res.item, area); } } return res; } catch (const std::exception& e) { this->log.error_f("Exception in item creation: {}", e.what()); return DropResult(); } } ItemData ItemCreator::check_rare_specs_and_create_rare_item( const std::vector& specs, uint8_t area, bool force_rare) { if (specs.empty()) { return ItemData(); } // This logic differs from the original client logic. This logic "stacks" all rare rates into a single probability // space, whereas the original client logic chooses a new random number for each rare spec that it checks. The // stacking logic makes the order of specs irrelevant, whereas the original client logic means that later specs are // actually more rare than they should be. In the original client, this only matters for boxes, because enemies could // not have multiple specs. Also, the original code uses 0xFFFFFFFF as the maximum here; we use 0x100000000 instead, // which makes all rare items SLIGHTLY more rare. int64_t det = force_rare ? 0 : this->rand_int(0x100000000); if (this->is_legacy_replay) { // For some old tests, we waste a few replay values because they used the old (non-stacked) logic. New tests should // not use this codepath. for (size_t z = 1; z < specs.size(); z++) { this->rand_int(0x100000000); } } this->log.info_f("{} specs to check with det={:08X}", specs.size(), det); for (const auto& spec : specs) { if (this->log.should_log(phosg::LogLevel::L_INFO)) { this->log.info_f("Checking spec {:08X} => {} with det={:08X}", spec.probability, spec.data.hex(), det); } det -= spec.probability; if (det < 0) { return this->create_rare_item(spec.data, area); } } return ItemData(); } ItemData ItemCreator::check_rare_specs_and_create_rare_box_item(uint8_t area, bool force_rare) { if (!this->are_rare_drops_allowed()) { return ItemData(); } uint8_t table_index = this->table_index_for_area(area); Episode episode = episode_for_area(area); auto specs = this->rare_item_set->get_box_specs(this->mode, episode, this->difficulty, this->section_id, table_index); return this->check_rare_specs_and_create_rare_item(specs, area, force_rare); } uint32_t ItemCreator::rand_int(uint64_t max) { return this->rand_crypt->next() % max; } float ItemCreator::rand_float_0_1_from_crypt() { // This lacks some precision, but matches the original implementation. return (static_cast(this->rand_crypt->next() >> 16) / 65536.0); } uint32_t ItemCreator::choose_meseta_amount(const CommonItemSet::Table::Range& range) { // Note: The original code returns 0xFF here if either limit is equal to 0xFF (despite them being 16-bit integers!) uint16_t ret; if (range.min == range.max) { ret = range.min; } else if (range.max < range.min) { ret = this->rand_int((range.min - range.max) + 1) + range.max; } else { ret = this->rand_int((range.max - range.min) + 1) + range.min; } this->log.info_f("Chose {} Meseta from range [{}, {}]", ret, range.min, range.max); return ret; } bool ItemCreator::should_allow_meseta_drops() const { return (this->mode != GameMode::CHALLENGE); } ItemData ItemCreator::check_rare_spec_and_create_rare_enemy_item(EnemyType enemy_type, uint8_t area, bool force_rare) { // Note: The original implementation has a bounds check for enemy_type here, since it uses rt_index instead. // if ((enemy_type <= 0) || (enemy_type >= NUM_RT_INDEXES_V4)) return ItemData{}; if (!this->are_rare_drops_allowed()) { return ItemData{}; } // Note: In the original implementation, enemies can only have one possible rare drop. In our implementation, they // can have multiple rare drops if JSONRareItemSet is used (the other RareItemSet implementations never return // multiple drops for an enemy type). Episode episode = episode_for_area(area); auto specs = this->rare_item_set->get_enemy_specs( this->mode, episode, this->difficulty, this->section_id, enemy_type); return this->check_rare_specs_and_create_rare_item(specs, area, force_rare); } ItemData ItemCreator::create_rare_item(const ItemData& drop_item, uint8_t area) { ItemData item = drop_item; if (item.can_be_encoded_in_rel_rare_table()) { switch (item.data1[0]) { case 0: if (this->pt(area)->has_rare_bonus_value_prob_table) { this->generate_rare_weapon_bonuses(item, episode_for_area(area), this->rand_int(10)); } else { this->generate_common_weapon_bonuses(item, area); } this->set_item_unidentified_flag_if_not_challenge(item); break; case 1: this->generate_common_armor_slots_and_bonuses(item, episode_for_area(area)); break; case 2: this->generate_common_mag_variances(item); break; case 3: this->clear_tool_item_if_invalid(item); this->set_tool_item_amount_to_1(item); break; case 4: break; default: throw std::logic_error("invalid item class"); } this->set_item_kill_count_if_unsealable(item); } this->clear_item_if_restricted(item); return item; } void ItemCreator::generate_rare_weapon_bonuses(ItemData& item, Episode episode, uint32_t table_index) { if (item.data1[0] != 0) { return; } auto pt = this->pt(episode); if (!pt->has_rare_bonus_value_prob_table) { throw std::logic_error("generate_rare_weapon_bonuses called for common item table without rare bonus value probability table"); } for (size_t z = 0; z < 6; z += 2) { uint8_t bonus_type = this->get_rand_from_weighted_tables_2d_vertical(pt->bonus_type_prob_table, table_index); int16_t bonus_value = this->get_rand_from_weighted_tables_2d_vertical(pt->bonus_value_prob_table, 5); item.data1[z + 6] = bonus_type; item.data1[z + 7] = bonus_value * 5 - 10; // Note: The original code has a special case here, which divides item.data1[z + 7] by 5 and multiplies it by 5 // again if bonus_type is 5 (Hit). Why this is done is unclear, because item.data1[z + 7] must already be a // multiple of 5. } this->deduplicate_weapon_bonuses(item); } void ItemCreator::generate_common_weapon_bonuses(ItemData& item, uint8_t area) { if (item.data1[0] != 0) { return; } auto pt = this->pt(area); uint8_t table_index = this->table_index_for_area(area); for (size_t row = 0; row < 3; row++) { uint8_t spec = pt->nonrare_bonus_prob_spec.at(row).at(table_index); if (spec == 0xFF) { this->log.info_f("Bonus {} is forbidden", row); } else { item.data1[(row * 2) + 6] = this->get_rand_from_weighted_tables_2d_vertical(pt->bonus_type_prob_table, table_index); int16_t amount = this->get_rand_from_weighted_tables_2d_vertical(pt->bonus_value_prob_table, spec); item.data1[(row * 2) + 7] = amount * 5 - 10; this->log.info_f("Bonus {} generated as {:02X} {:02X} from table index {:02X} and spec {:02X}", row, item.data1[(row * 2) + 6], item.data1[(row * 2) + 7], table_index, spec); } // Note: The original code has a special case here, which divides item.data1[z + 7] by 5 and multiplies it by 5 // again if bonus_type is 5 (Hit). Why this is done is unclear, because item.data1[z + 7] must already be a // multiple of 5. } this->deduplicate_weapon_bonuses(item); } void ItemCreator::deduplicate_weapon_bonuses(ItemData& item) const { for (size_t x = 0; x < 6; x += 2) { for (size_t y = 0; y < x; y += 2) { if (item.data1[y + 6] == 0x00) { item.data1[x + 6] = 0x00; } else if (item.data1[x + 6] == item.data1[y + 6]) { item.data1[x + 6] = 0x00; } } if (item.data1[x + 6] == 0x00) { item.data1[x + 7] = 0x00; } } } void ItemCreator::set_item_kill_count_if_unsealable(ItemData& item) const { if (this->item_parameter_table->is_unsealable_item(item)) { this->log.info_f("Item is unsealable; setting kill count to zero"); item.set_kill_count(0); } } void ItemCreator::set_item_unidentified_flag_if_not_challenge(ItemData& item) const { if (this->mode == GameMode::CHALLENGE) { return; } if (item.data1[0] != 0x00) { return; } // On V1, V3, and V4, all rare weapons and weapons with specials are untekked when created; on V2, only rares that // are not in the standard item classes are untekked when created. bool is_rare = this->item_parameter_table->is_item_rare(item); bool use_v2_logic = is_v2(this->logic_version) && (this->logic_version != Version::GC_NTE); if (use_v2_logic ? (is_rare ? (item.data1[1] > 0x0C) : (item.data1[4] != 0)) : (is_rare || (item.data1[4] != 0))) { item.data1[4] |= 0x80; } } void ItemCreator::set_tool_item_amount_to_1(ItemData& item) const { if (item.data1[0] == 0x03) { item.set_tool_item_amount(*this->stack_limits, 1); } } void ItemCreator::clear_tool_item_if_invalid(ItemData& item) { if ((item.data1[1] == 0x02) && ((item.data1[2] > 0x1D) || (item.data1[4] > 0x12))) { item.clear(); } } void ItemCreator::clear_item_if_restricted(ItemData& item) const { if (this->item_parameter_table->is_item_rare(item) && !this->are_rare_drops_allowed()) { this->log.info_f("Restricted: item is rare, but rares not allowed"); item.clear(); return; } if (this->mode == GameMode::CHALLENGE) { // Forbid HP/TP-restoring units and meseta in challenge mode. PSO GC doesn't check for 0x61 or 0x62 here since // those items (HP/Resurrection and TP/Resurrection) only exist on BB. if (item.data1[0] == 1) { if ((item.data1[1] == 3) && (((item.data1[2] >= 0x33) && (item.data1[2] <= 0x38)) || (item.data1[2] == 0x61) || (item.data1[2] == 0x62))) { this->log.info_f("Restricted: restore units not allowed in Challenge mode"); item.clear(); return; } } else if (item.data1[0] == 4) { this->log.info_f("Restricted: meseta not allowed in Challenge mode"); item.clear(); return; } } if (this->restrictions) { switch (item.data1[0]) { case 0: case 1: switch (this->restrictions->weapon_and_armor_mode) { case BattleRules::WeaponAndArmorMode::ALLOW: case BattleRules::WeaponAndArmorMode::CLEAR_AND_ALLOW: break; case BattleRules::WeaponAndArmorMode::FORBID_RARES: if (this->item_parameter_table->is_item_rare(item)) { this->log.info_f("Restricted: rare weapons and armors not allowed"); item.clear(); } break; case BattleRules::WeaponAndArmorMode::FORBID_ALL: this->log.info_f("Restricted: weapons and armors not allowed"); item.clear(); break; default: throw std::logic_error("invalid weapon and armor mode"); } break; case 2: if (this->restrictions->mag_mode == BattleRules::MagMode::FORBID_ALL) { this->log.info_f("Restricted: mags not allowed"); item.clear(); } break; case 3: if (this->restrictions->tool_mode == BattleRules::ToolMode::FORBID_ALL) { this->log.info_f("Restricted: tools not allowed"); item.clear(); } else if (item.data1[1] == 2) { switch (this->restrictions->tech_disk_mode) { case BattleRules::TechDiskMode::ALLOW: break; case BattleRules::TechDiskMode::FORBID_ALL: this->log.info_f("Restricted: tech disks not allowed"); item.clear(); break; case BattleRules::TechDiskMode::LIMIT_LEVEL: this->log.info_f("Restricted: tech disk level limited to {}", static_cast(this->restrictions->max_tech_level + 1)); if (this->restrictions->max_tech_level == 0) { item.data1[2] = 0; } else { item.data1[2] %= this->restrictions->max_tech_level; } break; default: throw std::logic_error("invalid tech disk mode"); } } else if ((item.data1[1] == 9) && this->restrictions->forbid_scape_dolls) { this->log.info_f("Restricted: scape dolls not allowed"); item.clear(); } break; case 4: if (this->restrictions->meseta_mode == BattleRules::MesetaMode::FORBID_ALL) { this->log.info_f("Restricted: meseta not allowed"); item.clear(); } break; default: throw std::logic_error("invalid item"); } } } void ItemCreator::generate_common_item_variances(ItemData& item, uint8_t area) { switch (item.data1[0]) { case 0: this->generate_common_weapon_variances(item, area); break; case 1: if (item.data1[1] == 3) { float f1 = 1.0 + this->pt(area)->unit_max_stars_table.at(this->table_index_for_area(area)); float f2 = this->rand_float_0_1_from_crypt(); uint8_t stars = static_cast(f1 * f2) & 0xFF; this->log.info_f("Unit stars: {:g} * {:g} = {}", f1, f2, stars); this->generate_common_unit_variances(stars, item); if (item.data1[2] == 0xFF) { this->log.info_f("Unit subtype not valid; clearing item"); item.clear(); } } else { this->generate_common_armor_or_shield_type_and_variances(item, area); } break; case 2: this->generate_common_mag_variances(item); break; case 3: this->generate_common_tool_variances(item, area); break; case 4: { const auto& range = this->pt(area)->box_meseta_ranges.at(this->table_index_for_area(area)); item.data2d = this->choose_meseta_amount(range) & 0xFFFF; break; } default: // Note: The original code does the following here: // item.clear(); // item.data1[0] = 0x05; throw std::logic_error("invalid item class"); } this->clear_item_if_restricted(item); this->set_item_kill_count_if_unsealable(item); } void ItemCreator::generate_common_armor_or_shield_type_and_variances(ItemData& item, uint8_t area) { this->generate_common_armor_slots_and_bonuses(item, episode_for_area(area)); auto pt = this->pt(area); uint8_t table_index = this->table_index_for_area(area); uint8_t type = this->get_rand_from_weighted_tables_1d(pt->armor_shield_type_index_prob_table); item.data1[2] = table_index + type + pt->armor_or_shield_type_bias; if (item.data1[2] < 3) { item.data1[2] = 0; } else { item.data1[2] -= 3; } this->log.info_f("Armor/shield type: max({:02X} + {:02X} + {:02X} - 3, 0) = {:02X}", table_index, type, pt->armor_or_shield_type_bias, item.data1[2]); } void ItemCreator::generate_common_armor_slots_and_bonuses(ItemData& item, Episode episode) { if ((item.data1[0] != 0x01) || (item.data1[1] < 1) || (item.data1[1] > 2)) { return; } if (item.data1[1] == 1) { this->generate_common_armor_slot_count(item, episode); } const auto& def = this->item_parameter_table->get_armor_or_shield(item.data1[1], item.data1[2]); item.set_armor_or_shield_defense_bonus(def.dfp_range * this->rand_float_0_1_from_crypt()); item.set_common_armor_evasion_bonus(def.evp_range * this->rand_float_0_1_from_crypt()); } void ItemCreator::generate_common_armor_slot_count(ItemData& item, Episode episode) { item.data1[5] = this->get_rand_from_weighted_tables_1d(this->pt(episode)->armor_slot_count_prob_table); } void ItemCreator::generate_common_tool_variances(ItemData& item, uint8_t area) { item.clear(); auto pt = this->pt(area); uint8_t table_index = this->table_index_for_area(area); uint8_t tool_class = this->get_rand_from_weighted_tables_2d_vertical(pt->tool_class_prob_table, table_index); if ((!is_v1_or_v2(this->logic_version) || (this->logic_version == Version::GC_NTE)) && (tool_class == 0x1A)) { tool_class = 0x73; } this->log.info_f("Generating tool with class {:02X}", tool_class); // Note: This block was originally a separate function called generate_common_tool_type { // It appears that when Sega deleted Hit Material in v3, they never deleted it from the ItemPT entries, so // sometimes ItemCreator tries to generate it. The original implementation just generates no item when that // happens, so we do the same here. try { auto data = this->item_parameter_table->find_tool_by_id(tool_class); item.data1[0] = 0x03; item.data1[1] = data.first; item.data1[2] = data.second; } catch (const std::out_of_range&) { this->log.info_f("Tool class is missing; skipping item generation"); return; } } if (item.data1[1] == 0x02) { // Tech disk item.data1[4] = this->get_rand_from_weighted_tables_2d_vertical(pt->technique_index_prob_table, table_index); item.data1[2] = this->generate_tech_disk_level(item.data1[4], area); this->clear_tool_item_if_invalid(item); } this->set_tool_item_amount_to_1(item); } uint8_t ItemCreator::generate_tech_disk_level(uint32_t tech_num, uint8_t area) { const auto& range = this->pt(area)->technique_level_ranges.at(tech_num).at(this->table_index_for_area(area)); if (((range.min == 0xFF) || (range.max == 0xFF)) || (range.max < range.min)) { return 0xFF; } else if (range.min != range.max) { return this->rand_int((range.max - range.min) + 1) + range.min; } return range.min; } void ItemCreator::generate_common_mag_variances(ItemData& item) { if (item.data1[0] == 0x02) { item.data1[1] = 0x00; item.assign_mag_stats(ItemMagStats()); // The original code (on PSO GC) assigns the mag color as 0x0E. We assign a random color instead. if (is_pre_v1(this->logic_version)) { item.data2[3] = 0x00; } else if (is_v1_or_v2(this->logic_version)) { item.data2[3] = this->rand_crypt->next() % 0x0E; } else { item.data2[3] = this->rand_crypt->next() % 0x12; } } } void ItemCreator::generate_common_weapon_variances(ItemData& item, uint8_t area) { item.clear(); item.data1[0] = 0x00; auto pt = this->pt(area); uint8_t table_index = this->table_index_for_area(area); parray weapon_type_prob_table; weapon_type_prob_table[0] = 0; memmove(weapon_type_prob_table.data() + 1, pt->base_weapon_type_prob_table.data(), 0x0C); for (size_t z = 1; z < 13; z++) { // Technically this should be `if (... < 0)`, but whatever if ((table_index + pt->subtype_base_table.at(z - 1)) & 0x80) { weapon_type_prob_table[z] = 0; } } this->log.info_f("Subtype table: {:02X} {:02X} {:02X} {:02X} {:02X} {:02X} {:02X} {:02X} {:02X} {:02X} {:02X} {:02X} {:02X}", weapon_type_prob_table[0], weapon_type_prob_table[1], weapon_type_prob_table[2], weapon_type_prob_table[3], weapon_type_prob_table[4], weapon_type_prob_table[5], weapon_type_prob_table[6], weapon_type_prob_table[7], weapon_type_prob_table[8], weapon_type_prob_table[9], weapon_type_prob_table[10], weapon_type_prob_table[11], weapon_type_prob_table[12]); item.data1[1] = this->get_rand_from_weighted_tables_1d(weapon_type_prob_table); if (item.data1[1] == 0) { this->log.info_f("00 chosen from subtype table; skipping item"); item.clear(); } else { int8_t subtype_base = pt->subtype_base_table.at(item.data1[1] - 1); uint8_t area_length = pt->subtype_area_length_table.at(item.data1[1] - 1); this->log.info_f("Subtype table yielded {:02X}; subtype base is {} with area length {}", item.data1[1], subtype_base, area_length); if (subtype_base < 0) { item.data1[2] = (table_index + subtype_base) / area_length; this->log.info_f("Resulting subtype: ({:02X} + {:02X}) / {:02X} = {:02X}", table_index, subtype_base, area_length, item.data1[2]); this->generate_common_weapon_grind(item, area, (table_index + subtype_base) - (item.data1[2] * area_length)); } else { item.data1[2] = subtype_base + (table_index / area_length); this->log.info_f("Resulting subtype: {:02X} + ({:02X} / {:02X}) = {:02X}", subtype_base, table_index, area_length, item.data1[2]); this->generate_common_weapon_grind(item, area, table_index - (table_index / area_length) * area_length); } this->generate_common_weapon_bonuses(item, area); this->generate_common_weapon_special(item, area); this->set_item_unidentified_flag_if_not_challenge(item); } } void ItemCreator::generate_common_weapon_grind(ItemData& item, uint8_t area, uint8_t offset_within_subtype_range) { if (item.data1[0] == 0) { uint8_t offset = std::clamp(offset_within_subtype_range, 0, 3); item.data1[3] = this->get_rand_from_weighted_tables_2d_vertical(this->pt(area)->grind_prob_table, offset); this->log.info_f("Generated grind {:02X} from offset within subtype range {:02X}", item.data1[3], offset_within_subtype_range); } } void ItemCreator::generate_common_weapon_special(ItemData& item, uint8_t area) { auto pt = this->pt(area); uint8_t table_index = this->table_index_for_area(area); if (item.data1[0] != 0) { return; } if (this->item_parameter_table->is_item_rare(item)) { this->log.info_f("Item is rare; skipping special generation"); return; } uint8_t special_mult = pt->special_mult.at(table_index); if (special_mult == 0) { this->log.info_f("Special multiplier is zero for table index {:02X}; skipping special generation", table_index); return; } uint8_t det = this->rand_int(100); uint8_t prob = pt->special_percent.at(table_index); if (det >= prob) { this->log.info_f("Special not chosen ({:02X} > {:02X})", det, prob); return; } item.data1[4] = this->choose_weapon_special(special_mult * this->rand_float_0_1_from_crypt()); } uint8_t ItemCreator::choose_weapon_special(uint8_t det) { if (det >= 4) { this->log.info_f("Special not chosen (det {:02X} >= 4)", det); return 0; } static const uint8_t maxes[4] = {8, 10, 11, 11}; uint8_t det2 = this->rand_int(maxes[det]); this->log.info_f("Choosing special with det {:02X} and det2 {:02X}", det, det2); size_t index = 0; for (size_t z = 1; z < this->item_parameter_table->num_specials(); z++) { if (det + 1 == this->item_parameter_table->get_special_stars(z)) { if (index == det2) { this->log.info_f("Chose special {:02X}", z); return z; } else { index++; } } } this->log.info_f("No special was eligible"); return 0; } void ItemCreator::generate_unit_stars_tables() { // Note: This part of the function was originally in a different function, since it had another callsite. Unlike the // original code, we generate these tables only once at construction time, so we've inlined the function here. size_t star_base_index; uint8_t num_units; switch (this->logic_version) { case Version::PC_PATCH: case Version::BB_PATCH: case Version::GC_EP3_NTE: case Version::GC_EP3: throw std::logic_error("ItemCreator cannot be created for Episode 3 games"); case Version::DC_NTE: star_base_index = 0x124; num_units = 0x43; break; case Version::DC_11_2000: case Version::DC_V1: star_base_index = 0x128; num_units = 0x44; break; case Version::DC_V2: case Version::PC_NTE: case Version::PC_V2: star_base_index = 0x1D1; num_units = 0x44; break; case Version::GC_NTE: star_base_index = 0x251; num_units = 0x47; break; case Version::GC_V3: case Version::XB_V3: star_base_index = 0x2AF; num_units = 0x48; break; case Version::BB_V4: star_base_index = 0x37D; num_units = 0x64; break; default: throw std::logic_error("invalid game version"); } for (auto& vec : this->unit_results_by_star_count) { vec.clear(); } for (uint8_t z = 0; z < num_units; z++) { uint8_t stars = this->item_parameter_table->get_item_stars(z + star_base_index); if (z < 0x10) { // Units 00-0F can have modifiers; others can't this->unit_results_by_star_count.at(stars - 1).emplace_back(UnitResult{z, -2}); this->unit_results_by_star_count.at(stars - 1).emplace_back(UnitResult{z, -1}); this->unit_results_by_star_count.at(stars + 1).emplace_back(UnitResult{z, 1}); this->unit_results_by_star_count.at(stars + 1).emplace_back(UnitResult{z, 2}); } this->unit_results_by_star_count.at(stars).emplace_back(UnitResult{z, 0}); } } void ItemCreator::generate_common_unit_variances(uint8_t stars, ItemData& item) { if (stars >= 0x0D) { return; } item.clear(); const auto& results = this->unit_results_by_star_count.at(stars); if (results.empty()) { this->log.info_f("There are no available units with {} stars", stars); return; } const auto& result = (results.size() == 1) ? results[0] : results[this->rand_int(results.size())]; item.data1[0] = 0x01; item.data1[1] = 0x03; item.data1[2] = result.unit; if (result.modifier) { const auto& def = this->item_parameter_table->get_unit(result.unit); item.set_unit_bonus(def.modifier_amount * result.modifier); } this->log.info_f("Generated unit {:02X} with modifier {}, from {} choices with {} stars", result.unit, result.modifier, results.size(), stars); } // Returns a weighted random result, indicating the chosen position in the weighted table. For example, an input table // of 40 40 40 40 would be equally likely to return 0, 1, 2, or 3. An input table of 40 40 80 would return 2 50% of the // time, and 0 or 1 each 25% of the time. template IntT ItemCreator::get_rand_from_weighted_tables(const IntT* tables, size_t offset, size_t num_values, size_t stride) { uint64_t rand_max = 0; for (size_t x = 0; x != num_values; x++) { rand_max += tables[x * stride + offset]; } if (rand_max == 0) { throw std::runtime_error("weighted table is empty"); } uint32_t x = this->rand_int(rand_max); for (size_t z = 0; z < num_values; z++) { IntT table_value = tables[z * stride + offset]; if (x < table_value) { return z; } x -= table_value; } throw std::logic_error("selector was not less than rand_max"); } template IntT ItemCreator::get_rand_from_weighted_tables_1d(const parray& tables) { return ItemCreator::get_rand_from_weighted_tables(tables.data(), 0, X, 1); } template IntT ItemCreator::get_rand_from_weighted_tables_2d_vertical(const parray, Y>& tables, size_t offset) { return ItemCreator::get_rand_from_weighted_tables(tables[0].data(), offset, Y, X); } std::vector ItemCreator::generate_armor_shop_contents(Episode episode, size_t player_level) { std::vector shop; this->generate_armor_shop_armors(shop, episode, player_level); this->generate_armor_shop_shields(shop, player_level); this->generate_armor_shop_units(shop, player_level); return shop; } size_t ItemCreator::get_table_index_for_armor_shop( size_t player_level) { if (player_level < 11) { return 0; } else if (player_level < 26) { return 1; } else if (player_level < 43) { return 2; } else if (player_level < 61) { return 3; } else { return 4; } } bool ItemCreator::shop_does_not_contain_duplicate_armor( const std::vector& shop, const ItemData& item) { for (const auto& shop_item : shop) { if ((shop_item.data1[0] == item.data1[0]) && (shop_item.data1[1] == item.data1[1]) && (shop_item.data1[2] == item.data1[2]) && (shop_item.data1[5] == item.data1[5])) { return false; } } return true; } bool ItemCreator::shop_does_not_contain_duplicate_tech_disk( const std::vector& shop, const ItemData& item) { for (const auto& shop_item : shop) { if ((shop_item.data1[0] == item.data1[0]) && (shop_item.data1[1] == item.data1[1]) && (shop_item.data1[2] == item.data1[2]) && (shop_item.data1[4] == item.data1[4])) { return false; } } return true; } bool ItemCreator::shop_does_not_contain_duplicate_or_too_many_similar_weapons( const std::vector& shop, const ItemData& item) { size_t similar_items = 0; for (const auto& shop_item : shop) { // Disallow exact matches if (shop_item == item) { return false; } if ((shop_item.data1[0] == item.data1[0]) && (shop_item.data1[1] == item.data1[1])) { similar_items++; if (similar_items >= 2) { return false; } } } return true; } bool ItemCreator::shop_does_not_contain_duplicate_item_by_data1_0_1_2( const std::vector& shop, const ItemData& item) { for (const auto& shop_item : shop) { if ((shop_item.data1[0] == item.data1[0]) && (shop_item.data1[1] == item.data1[1]) && (shop_item.data1[2] == item.data1[2])) { return false; } } return true; } void ItemCreator::generate_armor_shop_armors(std::vector& shop, Episode episode, size_t player_level) { size_t num_items; if (player_level < 11) { num_items = 4; } else if (player_level < 26) { num_items = 6; } else { // Note: The original code has another case here that can result in 8 items, but that overflows BB's shop item // list command, so we omit it here. num_items = 7; } size_t table_index = this->get_table_index_for_armor_shop(player_level); ProbabilityTable 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;) { ItemData item; item.data1[0] = 1; item.data1[1] = 1; item.data1[2] = pt.pop(); if ((this->difficulty == Difficulty::ULTIMATE) && (player_level > 99)) { if (player_level > 150) { item.data1[2] += 3; } else if (player_level >= 100) { item.data1[2] += 2; } } this->generate_common_armor_slot_count(item, episode); if (this->shop_does_not_contain_duplicate_armor(shop, item)) { shop.emplace_back(std::move(item)); items_generated++; } } } void ItemCreator::generate_armor_shop_shields(std::vector& shop, size_t player_level) { size_t num_items; if (player_level < 11) { num_items = 4; } else if (player_level < 26) { num_items = 5; } else if (player_level < 42) { num_items = 6; } else { num_items = 7; } size_t table_index = this->get_table_index_for_armor_shop(player_level); ProbabilityTable 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;) { ItemData item; item.data1[0] = 1; item.data1[1] = 2; item.data1[2] = pt.pop(); if ((this->difficulty == Difficulty::ULTIMATE) && (player_level > 99)) { if (player_level > 150) { item.data1[2] += 3; } else if (player_level >= 100) { item.data1[2] += 2; } } if (this->shop_does_not_contain_duplicate_item_by_data1_0_1_2(shop, item)) { shop.emplace_back(std::move(item)); items_generated++; } } } void ItemCreator::generate_armor_shop_units(std::vector& shop, size_t player_level) { size_t num_items; if (player_level < 11) { return; // num_items = 0 } else if (player_level < 26) { num_items = 3; } else if (player_level < 43) { num_items = 5; } else { num_items = 6; } size_t table_index = this->get_table_index_for_armor_shop(player_level); ProbabilityTable 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;) { ItemData item; item.data1[0] = 1; item.data1[1] = 3; item.data1[2] = pt.pop(); if (this->shop_does_not_contain_duplicate_item_by_data1_0_1_2(shop, item)) { shop.emplace_back(std::move(item)); items_generated++; } } } std::vector ItemCreator::generate_tool_shop_contents(size_t player_level) { std::vector shop; this->generate_common_tool_shop_recovery_items(shop, player_level); this->generate_rare_tool_shop_recovery_items(shop, player_level); this->generate_tool_shop_tech_disks(shop, player_level); sort(shop.begin(), shop.end(), ItemData::compare_for_sort); return shop; } size_t ItemCreator::get_table_index_for_tool_shop(size_t player_level) { if (player_level < 11) { return 0; } else if (player_level < 26) { return 1; } else if (player_level < 43) { return 2; } else if (player_level < 61) { return 3; } else { return 4; } } void ItemCreator::generate_common_tool_shop_recovery_items(std::vector& shop, size_t player_level) { size_t table_index; if (player_level < 11) { table_index = 0; } else if (player_level < 26) { table_index = 1; } else if (player_level < 45) { table_index = 2; } else if (player_level < 61) { table_index = 3; } else if (player_level < 100) { table_index = 4; } else { table_index = 5; } 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] = ToolShopRandomSet::item_defs[entry].first; item.data1[2] = ToolShopRandomSet::item_defs[entry].second; } } void ItemCreator::generate_rare_tool_shop_recovery_items(std::vector& shop, size_t player_level) { if (player_level < 11) { return; } static constexpr size_t num_items = 2; size_t table_index = this->get_table_index_for_tool_shop(player_level); ProbabilityTable pt{this->tool_random_set->rare_recovery_table.at(table_index)}; pt.shuffle(this->rand_crypt); size_t effective_num_items = num_items; size_t items_generated = 0; while (items_generated < effective_num_items) { uint8_t type = pt.pop(); if (type == 0x0F) { if (effective_num_items == num_items) { effective_num_items--; } } else { ItemData item; item.data1[0] = 3; 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++; } } } } void ItemCreator::generate_tool_shop_tech_disks(std::vector& shop, size_t player_level) { size_t num_items; if (player_level < 11) { num_items = 4; } else if (player_level < 43) { num_items = 5; } else { num_items = 7; } size_t table_index = this->get_table_index_for_tool_shop(player_level); ProbabilityTable pt{this->tool_random_set->tech_disk_table.at(table_index)}; pt.shuffle(this->rand_crypt); 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] = 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)); items_generated++; } } } 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->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[tech_num_index]; switch (e.mode) { case ToolShopRandomSet::TechDiskLevelEntry::Mode::LEVEL_1: item.data1[2] = 0; break; case ToolShopRandomSet::TechDiskLevelEntry::Mode::PLAYER_LEVEL_DIVISOR: item.data1[2] = std::clamp( (std::min(player_level, 99) / e.player_level_divisor_or_min_level) - 1, 0, 14); break; 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(e.player_level_divisor_or_min_level - 1, 0); item.data1[2] = std::clamp(this->rand_int(e.max_level), min_level, 14); break; } default: throw std::logic_error("invalid tech disk level mode"); } } std::vector ItemCreator::generate_weapon_shop_contents(size_t player_level) { size_t num_items; if (player_level < 11) { num_items = 10; } else if (player_level < 43) { num_items = 12; } else { num_items = 16; } size_t table_index; if (this->difficulty == Difficulty::ULTIMATE) { if (player_level < 11) { table_index = 0; } else if (player_level < 26) { table_index = 1; } else if (player_level < 43) { table_index = 2; } else if (player_level < 61) { table_index = 3; } else if (player_level < 100) { table_index = 4; } else if (player_level < 151) { table_index = 5; } else { table_index = 6; } } else { if (player_level < 11) { table_index = 0; } else if (player_level < 26) { table_index = 1; } else if (player_level < 43) { table_index = 2; } else if (player_level < 61) { table_index = 3; } else { table_index = 4; } } ProbabilityTable pt{this->weapon_random_set->weapon_type_weight_tables.at(table_index).at(section_id)}; pt.shuffle(this->rand_crypt); std::vector shop; while (shop.size() < num_items) { ItemData item; const std::pair* def; uint8_t which = pt.pop(); if (which == 0x39) { def = &WeaponShopRandomSet::type_defs_39.at(this->section_id); } else if (which == 0x3A) { def = &WeaponShopRandomSet::type_defs_3A.at(this->section_id); } else { 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); this->generate_weapon_shop_item_bonus1(item, player_level); this->generate_weapon_shop_item_bonus2(item, player_level); item.data1[10] = 0; item.data1[11] = 0; if (this->shop_does_not_contain_duplicate_or_too_many_similar_weapons(shop, item)) { shop.emplace_back(std::move(item)); } } sort(shop.begin(), shop.end(), ItemData::compare_for_sort); return shop; } void ItemCreator::generate_weapon_shop_item_grind(ItemData& item, size_t player_level) { size_t table_index; if (player_level < 4) { table_index = 0; } else if (player_level < 11) { table_index = 1; } else if (player_level < 26) { table_index = 2; } else if (player_level < 41) { table_index = 3; } else if (player_level < 56) { table_index = 4; } else { table_index = 5; } 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->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(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) { size_t table_index; if (player_level < 11) { table_index = 0; } else if (player_level < 18) { table_index = 1; } else if (player_level < 26) { table_index = 2; } else if (player_level < 36) { table_index = 3; } else if (player_level < 46) { table_index = 4; } else if (player_level < 61) { table_index = 5; } else if (player_level < 76) { table_index = 6; } else { table_index = 7; } ProbabilityTable 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. switch (pt.sample(this->rand_crypt)) { case 0: item.data1[4] = 0; break; case 1: item.data1[4] = this->choose_weapon_special(0); break; case 2: item.data1[4] = this->choose_weapon_special(1); break; default: throw std::runtime_error("invalid special mode"); } } void ItemCreator::generate_weapon_shop_item_bonus1(ItemData& item, size_t player_level) { size_t table_index; if (player_level < 4) { table_index = 0; } else if (player_level < 11) { table_index = 1; } else if (player_level < 18) { table_index = 2; } else if (player_level < 26) { table_index = 3; } else if (player_level < 36) { table_index = 4; } else if (player_level < 46) { table_index = 5; } else if (player_level < 61) { table_index = 6; } else if (player_level < 76) { table_index = 7; } else { table_index = 8; } ProbabilityTable 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. item.data1[6] = pt.sample(this->rand_crypt); if (item.data1[6] == 0) { item.data1[7] = 0; } else { const auto& range = this->weapon_random_set->bonus_range_table1.at(table_index); item.data1[7] = WeaponShopRandomSet::bonus_values.at(std::max(this->rand_int(range.max + 1), range.min)); } } void ItemCreator::generate_weapon_shop_item_bonus2(ItemData& item, size_t player_level) { size_t table_index; if (player_level < 6) { table_index = 0; } else if (player_level < 11) { table_index = 1; } else if (player_level < 18) { table_index = 2; } else if (player_level < 26) { table_index = 3; } else if (player_level < 36) { table_index = 4; } else if (player_level < 46) { table_index = 5; } else if (player_level < 61) { table_index = 6; } else if (player_level < 76) { table_index = 7; } else { table_index = 8; } ProbabilityTable pt{this->weapon_random_set->bonus_type_table2.at(table_index)}; pt.shuffle(this->rand_crypt); do { item.data1[8] = pt.pop(); } while ((item.data1[8] != 0) && (item.data1[8] == item.data1[6])); if (item.data1[8] == 0) { item.data1[9] = 0; } else { const auto& range = this->weapon_random_set->bonus_range_table2.at(table_index); item.data1[9] = WeaponShopRandomSet::bonus_values.at(std::max(this->rand_int(range.max + 1), range.min)); } } ItemCreator::DropResult ItemCreator::on_specialized_box_item_drop( uint8_t area, float param3, uint32_t param4, uint32_t param5, uint32_t param6) { DropResult res; res.item = this->base_item_for_specialized_box(param4, param5, param6); if (param3 == 0.0f) { uint16_t type = res.item.data1w[0]; res.item.clear(); res.item.data1w[0] = type; this->generate_common_item_variances(res.item, area); } return res; } ItemData ItemCreator::base_item_for_specialized_box(uint32_t param4, uint32_t param5, uint32_t param6) const { ItemData item; item.data1[0] = (param4 >> 0x18) & 0x0F; item.data1[1] = (param4 >> 0x10) + ((item.data1[0] == 0x00) || (item.data1[0] == 0x01)); item.data1[2] = param4 >> 8; switch (item.data1[0]) { case 0x00: item.data1[3] = (param5 >> 0x18) & 0xFF; item.data1[4] = param4 & 0xFF; item.data1[6] = (param5 >> 8) & 0xFF; item.data1[7] = param5 & 0xFF; item.data1[8] = (param6 >> 0x18) & 0xFF; item.data1[9] = (param6 >> 0x10) & 0xFF; item.data1[10] = (param6 >> 8) & 0xFF; item.data1[11] = param6 & 0xFF; break; case 0x01: item.data1[3] = (param5 >> 0x18) & 0xFF; item.data1[4] = (param5 >> 0x10) & 0xFF; item.data1[5] = param4 & 0xFF; break; case 0x02: item.assign_mag_stats(ItemMagStats()); break; case 0x03: if (item.data1[1] == 0x02) { item.data1[4] = param4 & 0xFF; } item.set_tool_item_amount(*this->stack_limits, 1); break; case 0x04: item.data2d = ((param5 >> 0x10) & 0xFFFF) * 10; break; default: throw std::runtime_error("invalid item class"); } return item; } ssize_t ItemCreator::apply_tekker_deltas(ItemData& item, uint8_t section_id) { if (item.data1[0] != 0) { throw std::runtime_error("tekker deltas can only be applied to weapons"); } bool favored = (item.data1[1] == TekkerAdjustmentSet::favored_weapon_type_for_section_id(section_id)); ssize_t luck = 0; this->log.info_f("Applying tekker deltas for {} weapon", favored ? "favored" : "non-favored"); auto sample_prob_table = [this](const TekkerAdjustmentSet::Table& table) -> int8_t { size_t sample = this->rand_crypt->next() % table.total; for (const auto& [k, v] : table.probs) { if (sample < v) { return k; } sample -= v; } throw std::logic_error("Table total is incorrect"); }; // Adjust the weapon's special { int8_t delta = sample_prob_table(favored ? this->tekker_adjustment_set->favored_special_delta_table[section_id] : this->tekker_adjustment_set->default_special_delta_table[section_id]); this->log.info_f("(Special) Delta {} chosen", delta); for (; delta != 0; delta += (delta < 0) - (0 < delta)) { try { // Note: The original code checks specifically for -1 and +1 here and only increments or decrements the special // by 1, and the data files only include delta_indexes 4, 5, and 6 (which correspond to -1, 0, and 1). But we // want to support other levels of delta indexes, so we simply add delta instead. When using the original // JudgeItem.rel file, the behavior should be the same, but this logic feels more correct. uint8_t new_special = item.data1[4] + delta; if (this->item_parameter_table->get_special(item.data1[4]).type == this->item_parameter_table->get_special(new_special).type) { item.data1[4] = new_special; this->log.info_f("(Special) Delta {} applied", delta); break; } else { this->log.info_f("(Special) Delta {} canceled because it would change special category", delta); } } catch (const std::out_of_range&) { // Invalid special number passed to get_special; treat it as if delta == 0 } } luck += this->tekker_adjustment_set->special_luck_table.at(delta); this->log.info_f("(Special) Luck is now {}", luck); } // Adjust the weapon's grind if it's not rare if (!this->item_parameter_table->is_item_rare(item)) { const auto& weapon_def = this->item_parameter_table->get_weapon(item.data1[1], item.data1[2]); int8_t delta = sample_prob_table(favored ? this->tekker_adjustment_set->favored_grind_delta_table[section_id] : this->tekker_adjustment_set->default_grind_delta_table[section_id]); this->log.info_f("(Grind) Delta {} chosen", delta); int16_t new_grind = static_cast(item.data1[3]) + static_cast(delta); item.data1[3] = std::clamp(new_grind, 0, weapon_def.max_grind); luck += this->tekker_adjustment_set->grind_luck_table.at(delta); this->log.info_f("(Grind) Luck is now {}", luck); } else { this->log.info_f("(Grind) Item is rare; skipping grind adjustment"); } // Adjust the weapon's bonuses { int8_t delta = sample_prob_table(favored ? this->tekker_adjustment_set->favored_bonus_delta_table[section_id] : this->tekker_adjustment_set->default_bonus_delta_table[section_id]); this->log.info_f("(Bonuses) Delta {} chosen", 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] = std::min(item.data1[z + 1] + delta, 100); } } luck += this->tekker_adjustment_set->bonus_luck_table.at(delta); this->log.info_f("(Bonuses) Luck is now {}", luck); } return luck; }