Revamp item spawn behavior
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@@ -1,5 +1,6 @@
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using Godot;
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using Zennysoft.Game.Abstractions;
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using Zennysoft.Ma.Adapter;
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public interface IBaseInventoryItem
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@@ -7,10 +8,15 @@ public interface IBaseInventoryItem
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public string ItemName { get; }
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public string StatDescription { get; }
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public string FlavorText { get; }
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public float SpawnRate { get; }
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public int ThrowDamage { get; }
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public float ThrowSpeed { get; }
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public ItemTag ItemTag { get; }
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public abstract Texture2D GetTexture();
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public float SpawnRate { get; }
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public RarityTag RarityTag { get; }
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public IFloorSpawnTable SpawnsOn { get; }
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}
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@@ -0,0 +1,33 @@
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namespace Zennysoft.Ma.Adapter;
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public enum FloorType
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{
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Overworld,
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Altar,
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Floor01,
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Floor02,
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Floor03,
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Floor04,
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Floor05,
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Floor06,
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Floor07,
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Floor09,
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Floor10,
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Floor11,
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Floor12,
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Floor13,
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Floor14,
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Floor15,
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BossFloorA,
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BossFloorB,
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GoddessOfGuidance,
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TrueGoddessOfGuidance,
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Cellular,
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Grassland,
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Platform,
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River,
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Server,
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FinalFloor,
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BadEnd,
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HeartOfAllThings
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}
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@@ -0,0 +1,12 @@
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using Godot.Collections;
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namespace Zennysoft.Ma.Adapter;
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public enum RarityTag
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{
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Common, // 50%
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Uncommon, // 35%
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Rare, // 14%
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Legendary, // 1%
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NotSpawnable
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}
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