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- using System;
- using System.Collections.Generic;
- using VoidwalkerEngine.Framework.Logic;
- namespace VoidwalkerEngine.Framework.Algorithms
- {
- public partial class LootGenerator
- {
- public string GetCrudeItemPrefix(GameItemType itemType)
- {
- List<string> prefixes;
- switch (itemType)
- {
- case GameItemType.Bow:
- case GameItemType.Staff:
- case GameItemType.Wand:
- prefixes = new List<string>() {
- "Cracked", "Crude", "Broken", "Bowed"
- };
- break;
- case GameItemType.Dagger:
- case GameItemType.Fist:
- case GameItemType.OneHandedAxe:
- case GameItemType.OneHandedMace:
- case GameItemType.OneHandedSword:
- case GameItemType.TwoHandedAxe:
- case GameItemType.TwoHandedMace:
- case GameItemType.TwoHandedSword:
- prefixes = new List<string>()
- {
- "Cracked", "Crude", "Broken", "Battered"
- };
- break;
- case GameItemType.LightHeadwear:
- case GameItemType.LightChestwear:
- case GameItemType.LightHandwear:
- case GameItemType.LightFootwear:
- prefixes = new List<string>()
- {
- "Tattered", "Torn", "Crude", "Ripped", "Flayed"
- };
- break;
- case GameItemType.MediumHeadwear:
- case GameItemType.MediumChestwear:
- case GameItemType.MediumHandwear:
- case GameItemType.MediumFootwear:
- prefixes = new List<string>()
- {
- "Split", "Tattered", "Torn", "Crude",
- };
- break;
- case GameItemType.HeavyHeadwear:
- case GameItemType.HeavyChestwear:
- case GameItemType.HeavyHandwear:
- case GameItemType.HeavyFootwear:
- case GameItemType.Shield:
- prefixes = new List<string>()
- {
- "Dented", "Battered", "Cracked", "Broken", "Bashed", "Ruined", "Crude", "Pierced", "Split", "Fractured"
- };
- break;
- case GameItemType.Phylactery:
- prefixes = new List<string>()
- {
- "Defaced", "Broken", "Cracked", "Ruined"
- };
- break;
- case GameItemType.Tome:
- prefixes = new List<string>()
- {
- "Burnt", "Charred", "Eroded", "Torn", "Battered", "Ruined"
- };
- break;
- case GameItemType.Quiver:
- case GameItemType.Instrument:
- prefixes = new List<string>()
- {
- "Broken", "Cracked", "Ruined", "Crude", "Split"
- };
- break;
- case GameItemType.Amulet:
- case GameItemType.Ring:
- prefixes = new List<string>()
- {
- "Marred", "Cracked", "Broken", "Shattered", "Ruined", "Smashed", "Tarnished", "Defiled", "Flawed"
- };
- break;
- default:
- throw new Exception("Could not generate Crude Prefix for: " + itemType);
- }
- return _random.Choose(prefixes);
- }
- }
- }
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