Browse Source

Removed pre-Booty roll from Loot Drops.

Renamed methods for clarity.
master
MagicBot 1 year ago
parent
commit
5e01fe97ac
  1. 16
      src/engine/gameManager/LootManager.java

16
src/engine/gameManager/LootManager.java

@ -107,7 +107,7 @@ public enum LootManager {
private static void RunBootySet(ArrayList<BootySetEntry> entries, Mob mob, float multiplier, boolean inHotzone, boolean fromDeath) { private static void RunBootySet(ArrayList<BootySetEntry> entries, Mob mob, float multiplier, boolean inHotzone, boolean fromDeath) {
if (fromDeath) if (fromDeath)
DropEquipment(mob, multiplier); GenerateEquipmentDrop(mob, multiplier);
else { else {
for (BootySetEntry bse : entries) { for (BootySetEntry bse : entries) {
switch (bse.bootyType) { switch (bse.bootyType) {
@ -118,13 +118,13 @@ public enum LootManager {
//always run base table loot drop //always run base table loot drop
GenerateLootDrop(mob, bse.lootTable, bse.dropChance, multiplier, false); //generate normal loot drop GenerateLootDrop(mob, bse.lootTable, bse.dropChance, multiplier, false); //generate normal loot drop
if (inHotzone)
//run another iteration for the hotzone table if in hotzone //run another iteration for the hotzone table if in hotzone
if (inHotzone)
if (generalItemTables.containsKey(bse.lootTable + 1)) if (generalItemTables.containsKey(bse.lootTable + 1))
GenerateLootDrop(mob, bse.lootTable + 1, bse.dropChance, multiplier, true); //generate loot drop from hotzone table GenerateLootDrop(mob, bse.lootTable + 1, bse.dropChance, multiplier, true); //generate loot drop from hotzone table
break; break;
case "ITEM": case "ITEM":
GenerateItemLootDrop(mob, bse, multiplier); GenerateInventoryDrop(mob, bse, multiplier);
break; break;
} }
} }
@ -314,12 +314,6 @@ public enum LootManager {
public static void GenerateLootDrop(Mob mob, int tableID, float dropChance, float multiplier, Boolean inHotzone) { public static void GenerateLootDrop(Mob mob, int tableID, float dropChance, float multiplier, Boolean inHotzone) {
try { try {
int chanceRoll = ThreadLocalRandom.current().nextInt(99) + 1;
//early exit, failed to hit minimum chance roll
if (chanceRoll > dropChance * multiplier)
return;
MobLoot toAdd = getGenTableItem(tableID, mob, inHotzone); MobLoot toAdd = getGenTableItem(tableID, mob, inHotzone);
@ -332,7 +326,7 @@ public enum LootManager {
} }
} }
public static void DropEquipment(Mob mob, float multiplier) { public static void GenerateEquipmentDrop(Mob mob, float multiplier) {
//do equipment here //do equipment here
@ -357,7 +351,7 @@ public enum LootManager {
} }
} }
public static void GenerateItemLootDrop(Mob mob, BootySetEntry bse, float multiplier) { public static void GenerateInventoryDrop(Mob mob, BootySetEntry bse, float multiplier) {
int chanceRoll = ThreadLocalRandom.current().nextInt(99) + 1; int chanceRoll = ThreadLocalRandom.current().nextInt(99) + 1;

Loading…
Cancel
Save