Improve enemy loot generation

This commit is contained in:
2022-09-02 22:10:00 +02:00
parent 181061eb64
commit c967562498
2 changed files with 67 additions and 33 deletions

View File

@@ -1,7 +1,5 @@
package com.bartlomiejpluta.demo.entity;
import DB.EnemyDropDAO;
import DB.dao;
import com.bartlomiejpluta.base.api.ai.AI;
import com.bartlomiejpluta.base.api.ai.NPC;
import com.bartlomiejpluta.base.api.context.ContextHolder;
@@ -9,13 +7,12 @@ import com.bartlomiejpluta.base.api.move.MoveEvent;
import com.bartlomiejpluta.base.lib.ai.NoopAI;
import com.bartlomiejpluta.base.lib.animation.AnimationRunner;
import com.bartlomiejpluta.base.lib.animation.SimpleAnimationRunner;
import com.bartlomiejpluta.base.lib.db.Relop;
import com.bartlomiejpluta.base.util.random.DiceRoller;
import com.bartlomiejpluta.demo.ai.*;
import com.bartlomiejpluta.demo.event.EnemyDiedEvent;
import com.bartlomiejpluta.demo.runner.DemoRunner;
import com.bartlomiejpluta.demo.util.LootGenerator;
import com.bartlomiejpluta.demo.world.item.Item;
import com.bartlomiejpluta.demo.world.junk.Junk;
import com.bartlomiejpluta.demo.world.weapon.Ammunition;
import com.bartlomiejpluta.demo.world.weapon.MeleeWeapon;
import com.bartlomiejpluta.demo.world.weapon.RangedWeapon;
@@ -24,8 +21,6 @@ import lombok.NonNull;
import java.util.Random;
import static com.bartlomiejpluta.demo.util.ListUtil.randomIntSequence;
public class Enemy extends Creature implements NPC {
public static final int MAX_LOOT = 4 * 4;
@@ -99,35 +94,9 @@ public class Enemy extends Creature implements NPC {
context.playSound(A.sounds.get(template.getDieSound()).uid);
context.fireEvent(new EnemyDiedEvent(this));
drawLoot();
LootGenerator.generate(template.getId(), loot);
}
private void drawLoot() {
var def = dao.enemy_drop.query()
.where(EnemyDropDAO.Column.ENEMY, Relop.EQ, template.getId())
.orderBy("rand()")
.find();
var indexesIterator = randomIntSequence(0, loot.length).iterator();
for (var d : def) {
if (!indexesIterator.hasNext()) {
break;
}
var index = indexesIterator.next();
var split = d.getItem().split(":");
loot[index] = switch (split[0]) {
case "melee_weapon" -> new MeleeWeapon(split[1]);
case "ranged_weapon" -> new RangedWeapon(split[1]);
case "ammo" -> new Ammunition(split[1], DiceRoller.roll(d.getAmount()));
case "junk" -> new Junk(split[1]);
default -> throw new IllegalArgumentException("Unsupported item type");
};
}
}
public Enemy followAndAttack(Creature target, int range) {
var ai = new SimpleEnemyAI(this, target, range);

View File

@@ -0,0 +1,65 @@
package com.bartlomiejpluta.demo.util;
import DB.EnemyDropDAO;
import DB.dao;
import com.bartlomiejpluta.base.lib.db.Relop;
import com.bartlomiejpluta.demo.world.item.Item;
import com.bartlomiejpluta.demo.world.item.ItemStack;
import com.bartlomiejpluta.demo.world.junk.Junk;
import com.bartlomiejpluta.demo.world.potion.Medicament;
import com.bartlomiejpluta.demo.world.weapon.Ammunition;
import com.bartlomiejpluta.demo.world.weapon.MeleeWeapon;
import com.bartlomiejpluta.demo.world.weapon.RangedWeapon;
import lombok.NonNull;
import java.util.Map;
import java.util.Random;
import java.util.function.BiFunction;
import java.util.function.Function;
import static com.bartlomiejpluta.base.util.random.DiceRoller.roll;
import static com.bartlomiejpluta.demo.util.ListUtil.randomIntSequence;
public class LootGenerator {
private static final Random rand = new Random();
private static final Map<String, Function<String, Item>> itemGenerators = Map.of(
"melee", MeleeWeapon::new,
"ranged", RangedWeapon::new,
"junk", Junk::new
);
private static final Map<String, BiFunction<String, Integer, ItemStack>> stackableGenerator = Map.of(
"ammo", Ammunition::new,
"med", Medicament::new
);
public static void generate(@NonNull String enemy, @NonNull Item[] loot) {
var def = dao.enemy_drop.query()
.where(EnemyDropDAO.Column.ENEMY, Relop.EQ, enemy)
.orderBy("rand()")
.find();
var index = randomIntSequence(0, loot.length).iterator();
for (var template : def) {
var parts = template.getItem().split(":");
var item = itemGenerators.get(parts[0]);
if (item != null) {
for (int i = 0; i < roll(template.getAmount()) && index.hasNext(); ++i) {
if (rand.nextFloat() <= template.getChance()) {
loot[index.next()] = item.apply(parts[1]);
}
}
continue;
}
var stack = stackableGenerator.get(parts[0]);
if (stack != null && index.hasNext()) {
if (rand.nextFloat() <= template.getChance()) {
loot[index.next()] = stack.apply(parts[1], roll(template.getAmount()));
}
}
}
}
}