Files
psopeeps-newserv/src/ItemCreator.hh
T

165 lines
7.1 KiB
C++

#pragma once
#include <memory>
#include "CommonItemSet.hh"
#include "ItemParameterTable.hh"
#include "PSOEncryption.hh"
#include "PlayerSubordinates.hh"
#include "RareItemSet.hh"
#include "StaticGameData.hh"
class ItemCreator {
public:
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 TekkerAdjustmentSet> tekker_adjustment_set,
std::shared_ptr<const ItemParameterTable> item_parameter_table,
GameVersion version,
Episode episode,
GameMode mode,
uint8_t difficulty,
uint8_t section_id,
uint32_t random_seed,
std::shared_ptr<const BattleRules> restrictions = nullptr);
~ItemCreator() = default;
void clear_destroyed_entities();
ItemData on_monster_item_drop(uint16_t entity_id, uint32_t enemy_type, uint8_t area);
ItemData on_box_item_drop(uint16_t entity_id, uint8_t area);
ItemData on_specialized_box_item_drop(uint16_t entity_id, uint32_t def0, uint32_t def1, uint32_t def2);
std::vector<ItemData> generate_armor_shop_contents(size_t player_level);
std::vector<ItemData> generate_tool_shop_contents(size_t player_level);
std::vector<ItemData> generate_weapon_shop_contents(size_t player_level);
// This function adjusts the item in-place, and returns the luck value.
// See the comments in TekkerAdjustmentSet for what this value means.
ssize_t apply_tekker_deltas(ItemData& item, uint8_t section_id);
inline void set_restrictions(std::shared_ptr<const BattleRules> restrictions) {
this->restrictions = restrictions;
}
private:
PrefixedLogger log;
GameVersion version;
Episode episode;
GameMode mode;
uint8_t difficulty;
uint8_t section_id;
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 TekkerAdjustmentSet> tekker_adjustment_set;
std::shared_ptr<const ItemParameterTable> item_parameter_table;
std::shared_ptr<const CommonItemSet::Table> pt;
std::shared_ptr<const BattleRules> restrictions;
std::vector<uint8_t> unit_weights_table1;
parray<int8_t, 0x0D> unit_weights_table2;
// Note: The original implementation uses 17 different random states for some
// reason. We forego that and use only one for simplicity.
PSOV2Encryption random_crypt;
std::unordered_set<uint16_t> destroyed_monsters;
std::unordered_set<uint16_t> destroyed_boxes;
inline bool is_v3() const {
return (this->version != GameVersion::DC) && (this->version != GameVersion::PC);
}
bool are_rare_drops_allowed() const;
uint8_t normalize_area_number(uint8_t area) const;
ItemData on_monster_item_drop_with_norm_area(
uint32_t enemy_type, uint8_t norm_area);
ItemData on_box_item_drop_with_norm_area(uint8_t area_norm);
uint32_t rand_int(uint64_t max);
float rand_float_0_1_from_crypt();
template <size_t NumRanges>
uint32_t choose_meseta_amount(
const parray<CommonItemSet::Table::Range<uint16_t>, NumRanges> ranges,
size_t table_index);
bool should_allow_meseta_drops() const;
ItemData check_rare_spec_and_create_rare_enemy_item(uint32_t enemy_type, uint8_t area_norm);
ItemData check_rare_specs_and_create_rare_box_item(uint8_t area_norm);
ItemData check_rate_and_create_rare_item(const RareItemSet::ExpandedDrop& drop, uint8_t area_norm);
void generate_rare_weapon_bonuses(ItemData& item, uint32_t random_sample);
void deduplicate_weapon_bonuses(ItemData& item) const;
void set_item_kill_count_if_unsealable(ItemData& item) const;
void set_item_unidentified_flag_if_not_challenge(ItemData& item) const;
void set_tool_item_amount_to_1(ItemData& item) const;
void generate_common_item_variances(uint32_t norm_area, ItemData& item);
void generate_common_armor_slots_and_bonuses(ItemData& item);
void generate_common_armor_slot_count(ItemData& item);
void generate_common_armor_or_shield_type_and_variances(
char area_norm, ItemData& item);
void generate_common_tool_variances(uint32_t area_norm, ItemData& item);
uint8_t generate_tech_disk_level(uint32_t tech_num, uint32_t area_norm);
void generate_common_tool_type(uint8_t tool_class, ItemData& item) const;
void generate_common_mag_variances(ItemData& item) const;
void generate_common_weapon_variances(uint8_t area_norm, ItemData& item);
void generate_common_weapon_grind(ItemData& item,
uint8_t offset_within_subtype_range);
void generate_common_weapon_bonuses(ItemData& item, uint8_t area_norm);
void generate_common_weapon_special(ItemData& item, uint8_t area_norm);
uint8_t choose_weapon_special(uint8_t det);
void generate_unit_weights_tables();
void generate_common_unit_variances(uint8_t det, ItemData& item);
void choose_tech_disk_level_for_tool_shop(
ItemData& item, size_t player_level, uint8_t tech_num_index);
static void clear_tool_item_if_invalid(ItemData& item);
void clear_item_if_restricted(ItemData& item) const;
static size_t get_table_index_for_armor_shop(size_t player_level);
static bool shop_does_not_contain_duplicate_armor(
const std::vector<ItemData>& shop, const ItemData& item);
static bool shop_does_not_contain_duplicate_tech_disk(
const std::vector<ItemData>& shop, const ItemData& item);
static bool shop_does_not_contain_duplicate_or_too_many_similar_weapons(
const std::vector<ItemData>& shop, const ItemData& item);
static bool shop_does_not_contain_duplicate_item_by_primary_identifier(
const std::vector<ItemData>& shop, const ItemData& item);
void generate_armor_shop_armors(
std::vector<ItemData>& shop, size_t player_level);
void generate_armor_shop_shields(
std::vector<ItemData>& shop, size_t player_level);
void generate_armor_shop_units(
std::vector<ItemData>& shop, size_t player_level);
static size_t get_table_index_for_tool_shop(size_t player_level);
void generate_common_tool_shop_recovery_items(
std::vector<ItemData>& shop, size_t player_level);
void generate_rare_tool_shop_recovery_items(
std::vector<ItemData>& shop, size_t player_level);
void generate_tool_shop_tech_disks(
std::vector<ItemData>& shop, size_t player_level);
void generate_weapon_shop_item_grind(ItemData& item, size_t player_level);
void generate_weapon_shop_item_special(ItemData& item, size_t player_level);
void generate_weapon_shop_item_bonus1(ItemData& item, size_t player_level);
void generate_weapon_shop_item_bonus2(ItemData& item, size_t player_level);
template <typename IntT>
IntT get_rand_from_weighted_tables(
const IntT* tables, size_t offset, size_t num_values, size_t stride);
template <typename IntT, size_t X>
IntT get_rand_from_weighted_tables_1d(const parray<IntT, X>& tables);
template <typename IntT, size_t X, size_t Y>
IntT get_rand_from_weighted_tables_2d_vertical(
const parray<parray<IntT, X>, Y>& tables, size_t offset);
};