49 lines
1.6 KiB
Plaintext
49 lines
1.6 KiB
Plaintext
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-- utils to test lootboxes
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create_lootstring = arti_lootboxes.create_lootstring
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build_template = arti_lootboxes.build_template
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process_template = arti_lootboxes.process_template
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str_explode_num = arti_lootboxes.str_explode_num
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-- print out a bunch of templates
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function generate(section)
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templates = util_gen_templates(section)
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for k,v in pairs(templates) do
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loot_str = process_template(v, section)
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printf("Section %s, Iteration %s, template=%s", section, k, create_lootstring(v))
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printf("Lootstring=%s",create_lootstring(loot_str))
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end
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end
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-- -- print out a bunch of populated boxes
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-- function gen_contents(section)
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-- templates = util_gen_templates(section)
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-- for k,v in pairs(templates) do
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-- loot_str = process_template(v)
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-- printf("Section %s, Iteration %s, contents=%s", section, k, create_lootstring(loot_str))
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-- end
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-- end
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function util_gen_templates(box_section)
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templates = {}
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local loot_sec = SYS_GetParam(0, box_section, "contents")
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local min, max = unpack(str_explode_num(SYS_GetParam(0, box_section, "items_range"), ","))
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for i=1,20 do
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local to_roll = math.random(min, max)
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-- bias skews the drop rate for rare stuff up if less items spawn
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local bias = 1 + ( 2 * (max - to_roll) / (max - min) )
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local tbl = {}
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build_template(tbl, loot_sec, to_roll, bias)
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templates[i] = tbl
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end
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return templates
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end
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function on_game_start()
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-- generate("lootbox_1")
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-- generate("lootbox_2")
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-- generate("lootbox_3")
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-- generate("lootbox_4")
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-- generate("lootbox_5")
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-- generate("lootbox_6")
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end
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