Files
Nebula/src/main/java/emu/nebula/data/resources/CharGemSlotControlDef.java
Melledy 26ea746368 Hardcode emblem attribute values
(They were removed from the data files)
2025-11-27 12:00:08 -08:00

107 lines
3.2 KiB
Java

package emu.nebula.data.resources;
import emu.nebula.data.BaseDef;
import emu.nebula.data.GameData;
import emu.nebula.data.ResourceType;
import emu.nebula.util.CustomIntArray;
import emu.nebula.util.Utils;
import emu.nebula.util.WeightedList;
import it.unimi.dsi.fastutil.ints.IntList;
import lombok.Getter;
@Getter
@ResourceType(name = "CharGemSlotControl.json")
public class CharGemSlotControlDef extends BaseDef {
private int Id;
private int Position;
private int MaxAlterNum;
private int UnlockLevel;
private int GeneratenCostQty;
private int RefreshCostQty;
private int LockableNum;
private int LockItemTid;
private int LockItemQty;
// These have to be hardcoded now
private transient int UniqueAttrGroupProb;
private transient int UniqueAttrGroupId;
private transient int[] AttrGroupId;
@Override
public int getId() {
return Id;
}
public IntList generateAttributes() {
return this.generateAttributes(new CustomIntArray());
}
// Check if we should add unique attributes based on the probablity
private boolean shouldAddUniqueAttr() {
int random = Utils.randomRange(1, 10000);
return random <= this.UniqueAttrGroupProb;
}
public IntList generateAttributes(CustomIntArray list) {
// Add unique attributes
if (this.UniqueAttrGroupId > 0 && this.shouldAddUniqueAttr()) {
var group = GameData.getCharGemAttrGroupDataTable().get(this.UniqueAttrGroupId);
int num = group.getRandomUniqueAttrNum();
for (int i = 0; i < num; i++) {
var attributeType = group.getRandomAttributeType(list);
list.add(attributeType.getRandomValue());
}
if (list.getValueCount() >= this.MaxAlterNum) {
return list;
}
}
// Get random attributes
var random = new WeightedList<CharGemAttrGroupDef>();
for (var groupId : this.AttrGroupId) {
var group = GameData.getCharGemAttrGroupDataTable().get(groupId);
if (group == null || group.getWeight() == 0) {
continue;
}
random.add(group.getWeight(), group);
}
// Add up to 4 attributes
while (list.getValueCount() < this.MaxAlterNum) {
var group = random.next();
var attributeType = group.getRandomAttributeType(list);
list.add(attributeType.getRandomValue());
}
// Complete
return list;
}
@Override
public void onLoad() {
// Hard coded values
switch (this.Id) {
case 3:
this.UniqueAttrGroupProb = 3300;
this.UniqueAttrGroupId = 12;
this.AttrGroupId = new int[] {9, 10};
break;
case 2:
this.UniqueAttrGroupProb = 4000;
this.UniqueAttrGroupId = 11;
this.AttrGroupId = new int[] {5, 6, 7, 8};
break;
case 1:
default:
this.AttrGroupId = new int[] {1, 2, 3, 4};
break;
}
}
}