Resolve runtime factions through typed galaxy projection
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5 changed files with 47 additions and 9 deletions
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@ -137,13 +137,26 @@ public class LoadoutGenerator
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.WeightedRandomElements(ref Random, item =>
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Faction == null ? 1 :
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(item.Manufacturer == Faction.ID ? 1 : Faction.Allegiance.ContainsKey(item.Manufacturer) ? Faction.Allegiance[item.Manufacturer] : 0.0f / // Prioritize items from allied manufacturers
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(Galaxy?.ContainsFaction(item.Manufacturer) ?? false ? Zone?.Distance[Galaxy.HomeZones[ItemManager.GetCatalogEntry<Faction>(item.Manufacturer)]] ?? 1 : 1)) * // Penalize distance to manufacturer headquarters
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ManufacturerDistancePenalty(item.Manufacturer)) * // Penalize distance to manufacturer headquarters
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pow(item.Shape.Coordinates.Length, sizeExponent) / // Prioritize larger items
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pow(item.Price, PriceExponent), // Penalize item price to a controllable degree
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count
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);
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}
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private float ManufacturerDistancePenalty(Guid manufacturer)
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{
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if (Galaxy == null || Zone == null || !Galaxy.ContainsFaction(manufacturer))
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{
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return 1;
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}
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var faction = Galaxy.ResolveFaction(manufacturer);
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return faction != null && Galaxy.HomeZones.TryGetValue(faction, out var homeZone)
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? Zone.Distance[homeZone]
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: 1;
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}
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public T RandomItem<T>(float sizeExponent, Predicate<T> filter = null) where T : EquippableItemData
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{
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return RandomItems(1, sizeExponent, filter).FirstOrDefault();
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