This mainly moves datamembers around and tries to avoid caching of results of calculations when the calculations are cheap.
148 lines
3.5 KiB
C++
148 lines
3.5 KiB
C++
#include "PrecompiledHeader.h"
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#include "PriceList.h"
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#include "utils.h"
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#include "MTGCard.h"
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int PriceList::randomKey = 0;
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PriceList::PriceList(const char * _filename, MTGAllCards * _collection) :
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collection(_collection)
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{
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filename = _filename;
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std::string contents;
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if (JFileSystem::GetInstance()->readIntoString(filename, contents))
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{
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std::stringstream stream(contents);
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std::string cardid;
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std::string price;
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while (std::getline(stream, cardid))
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{
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std::getline(stream, price);
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prices[atoi(cardid.c_str())] = atoi(price.c_str());
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}
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}
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if (randomKey == 0) randomKey = rand();
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}
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PriceList::~PriceList()
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{
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}
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int PriceList::save()
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{
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std::ofstream file;
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if (JFileSystem::GetInstance()->openForWrite(file, filename))
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{
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char writer[20];
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map<int, int>::iterator it = prices.begin();
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while (it != prices.end())
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{
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sprintf(writer, "%i\n%i\n", (*it).first, (*it).second);
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it++;
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file << writer;
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}
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file.close();
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}
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return 1;
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}
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int PriceList::getPrice(MTGCard * card)
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{
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map<int, int>::iterator it = prices.find(card->getId());
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if (it != prices.end()) return (*it).second;
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char rarity = card->getRarity();
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switch (rarity)
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{
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case Constants::RARITY_M:
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return Constants::PRICE_1M;
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break;
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case Constants::RARITY_S:
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return Constants::PRICE_1S;
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break;
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case Constants::RARITY_R:
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return Constants::PRICE_1R;
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break;
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case Constants::RARITY_U:
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return Constants::PRICE_1U;
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break;
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case Constants::RARITY_C:
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return Constants::PRICE_1C;
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break;
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case Constants::RARITY_L:
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return Constants::PRICE_1L;
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break;
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default:
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return Constants::PRICE_1C;
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break;
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}
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}
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int PriceList::getPrice(int cardId)
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{
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return getPrice(collection->getCardById(cardId));
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}
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int PriceList::setPrice(int cardId, int price)
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{
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prices[cardId] = price;
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return price;
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}
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int PriceList::setPrice(MTGCard * card, int price)
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{
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prices[card->getId()] = price;
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return price;
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}
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int PriceList::getSellPrice(int cardid)
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{
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return getPrice(collection->getCardById(cardid));
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}
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int PriceList::getSellPrice(MTGCard *card)
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{
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return getPrice(card);
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}
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float PriceList::difficultyScalar(float price, int cardid)
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{
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float badluck = (float) (abs(cardid + randomKey) % 201) / 100; //Float between 0 and 2.
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switch (options[Options::ECON_DIFFICULTY].number)
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{
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case Constants::ECON_EASY:
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badluck -= 1.5;
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price /= 2;
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break; //Price from .25x to .75x, .25x more likely.
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case Constants::ECON_NORMAL:
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default:
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badluck /= 2;
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break; //price from 1x to 2x, even probability.
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case Constants::ECON_HARD:
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price *= 1.5;
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break; //price from 1.5x to 3x, 3x being twice as likely.
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case Constants::ECON_LUCK:
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badluck += .25;
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return price * badluck;
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break; //Price from .25x to 2.25x, randomly.
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}
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if (badluck > 1)
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badluck = 1;
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else if (badluck < -1) badluck = -1;
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return (price + price * badluck);
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}
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int PriceList::getPurchasePrice(int cardid)
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{
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float p = difficultyScalar((float) getPrice(cardid), cardid);
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if (p < 2) p = 2; //Prevents "Sell for 0 credits"
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return (int) p;
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}
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int PriceList::getOtherPrice(int amt)
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{
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float p = difficultyScalar((float) amt, 0);
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if (p < 2) p = 2;
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return (int) p;
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}
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