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Enchanting table shows detail on hover. Enchanting is deterministic. (#4937)

* Use lapis for enchanting, subtract correct number of levels, ClientHandle now selects from pregenerated list.

Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
This commit is contained in:
KingCol13
2020-10-02 00:33:32 +03:00
committed by GitHub
parent be841b4769
commit 8947147c25
13 changed files with 219 additions and 115 deletions

View File

@@ -429,7 +429,7 @@ int cItem::GetEnchantability()
bool cItem::EnchantByXPLevels(int a_NumXPLevels)
bool cItem::EnchantByXPLevels(int a_NumXPLevels, MTRand & a_Random)
{
if (!cItem::IsEnchantable(m_ItemType))
{
@@ -442,9 +442,8 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
return false;
}
auto & Random = GetRandomProvider();
int ModifiedEnchantmentLevel = a_NumXPLevels + Random.RandInt(Enchantability / 4) + Random.RandInt(Enchantability / 4) + 1;
float RandomBonus = 1.0F + (Random.RandReal() + Random.RandReal() - 1.0F) * 0.15F;
int ModifiedEnchantmentLevel = a_NumXPLevels + a_Random.RandInt(Enchantability / 4) + a_Random.RandInt(Enchantability / 4) + 1;
float RandomBonus = 1.0F + (a_Random.RandReal() + a_Random.RandReal() - 1.0F) * 0.15F;
int FinalEnchantmentLevel = static_cast<int>(ModifiedEnchantmentLevel * RandomBonus + 0.5F);
cWeightedEnchantments Enchantments;
@@ -455,7 +454,7 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
m_ItemType = E_ITEM_ENCHANTED_BOOK;
}
cEnchantments Enchantment1 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments);
cEnchantments Enchantment1 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments, a_Random);
m_Enchantments.AddFromString(Enchantment1.ToString());
cEnchantments::RemoveEnchantmentWeightFromVector(Enchantments, Enchantment1);
@@ -465,12 +464,12 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
// Next Enchantment (Second)
float NewEnchantmentLevel = a_NumXPLevels / 2.0f;
float SecondEnchantmentChance = (NewEnchantmentLevel + 1) / 50.0f;
if (Enchantments.empty() || !Random.RandBool(SecondEnchantmentChance))
if (Enchantments.empty() || !a_Random.RandBool(SecondEnchantmentChance))
{
return true;
}
cEnchantments Enchantment2 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments);
cEnchantments Enchantment2 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments, a_Random);
m_Enchantments.AddFromString(Enchantment2.ToString());
cEnchantments::RemoveEnchantmentWeightFromVector(Enchantments, Enchantment2);
@@ -480,12 +479,12 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
// Next Enchantment (Third)
NewEnchantmentLevel = NewEnchantmentLevel / 2.0f;
float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50.0f;
if (Enchantments.empty() || !Random.RandBool(ThirdEnchantmentChance))
if (Enchantments.empty() || !a_Random.RandBool(ThirdEnchantmentChance))
{
return true;
}
cEnchantments Enchantment3 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments);
cEnchantments Enchantment3 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments, a_Random);
m_Enchantments.AddFromString(Enchantment3.ToString());
cEnchantments::RemoveEnchantmentWeightFromVector(Enchantments, Enchantment3);
@@ -495,11 +494,11 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
// Next Enchantment (Fourth)
NewEnchantmentLevel = NewEnchantmentLevel / 2.0f;
float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50.0f;
if (Enchantments.empty() || !Random.RandBool(FourthEnchantmentChance))
if (Enchantments.empty() || !a_Random.RandBool(FourthEnchantmentChance))
{
return true;
}
cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments);
cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments, a_Random);
m_Enchantments.AddFromString(Enchantment4.ToString());
return true;