Skip to main content

Hoardomatic Code: Hoard Class

I've decided to start making available the code I've written for my treasure generator in a leisurely fashion. I won't be posting the XML files containing the data (that'd basically be posting the contents of DF8), but I will be putting up some sample files to demonstrate how the raw data is shaped.

This code is very rough, having been composed...let's say, organically, rather than according to a well thought-out plan and good programming principles. It contains much which is incomplete or inefficient. However, it ultimately gives me lists of useful treasures, which is more or less as far as I'm inclined to take things without it turning into something tediously like my day job. However, it may help those who want to pursue something similar.

Briefly, then, I've assembled a mess of Java code to represent bunches of items. The intended entry point is a Hoard object. A hoard contains a bunch of items, which in turn has a number of simple properties (base weight, base cost, name, etc.) and more complex properties representing lists of enchantments, lists of decorative embellishments, and containers, which are themselves items. Going from the top down, I'm starting with the Hoard class.

Hoard


ArrayList<Item> items: A list of items
Double remaining_val: Portion of the hoard's value not made up in items.

The hoard is a pretty simple construct containing a batch of items. The main usage I've implemented for it is a constructor which takes a Double value indicating the desired value of the hoard. Given that, it sets an approximate threshold for the maximum value of the items and randomly adds items to the list until it passes that value. I left some wiggle room in the value of the items so that the hoard-generator wouldn't get itself into an excessively long loop trying to find an item of just the right value to round out the desired total value of the hoard. There's a secondary constructor which takes a target value, a list of required attributes and a list of forbidden attributes. It acts much like the first constructor, but it tests prospective items by making sure they have an attribute on the required list and don't have any attributes on the forbidden list. This is the way to get, say, "the contents of the armory" (by requiring weapons and armor) or "the contents of the giant adventurer-eater's stomach" (by forbidding organic items).

Beyond that, the Hoard class just has a few functions bundling up the total value (necessary to check running progress) and concatenating descriptions of its component items. Here's the code:


package hoardomatic;

import java.text.DecimalFormat;
import java.text.NumberFormat;
import java.util.ArrayList;

public class Hoard {

    private ArrayList<Item> items = new ArrayList<Item>(); // item attributes
    private Double remaining_val = 0.0;
   
    public Hoard() {
        // TODO Auto-generated constructor stub
    }
   
    public void setRemaining(Double inval){
        remaining_val = inval;
    }
   
    public Hoard(Double max_value){
       
        Double ceiling_val = max_value * .9;
        while(getHoardValue() < ceiling_val){
            Item test_item = new Item();
            if ((test_item.getFinalCost() + getHoardValue()) < max_value ){
                items.add(test_item);
            }
        }
        remaining_val = max_value - getHoardValue();
    }
   
   
    public void addItem (Item the_item){
        items.add(the_item);
    }
   
    public Hoard(Double max_value, ArrayList<String> req_list, ArrayList<String> forb_list){
       
        Double ceiling_val = max_value * .9;
        while(getHoardValue() < ceiling_val){
            Item test_item = new Item();
            boolean do_add = false;
            if ((test_item.getFinalCost() + getHoardValue()) < max_value ){
                // required attributes
                if (req_list.size() < 1){
                    do_add = true;
                }
               
                for(int a = 0; a < req_list.size() ; a++){
                    if (test_item.isAttribute(req_list.get(a))){
                        do_add = true;
                    }
                   
                    if (req_list.get(a).contentEquals("Shiny")){
                        if (test_item.isAttribute("Jewelry") | test_item.isAttribute("Iron") | test_item.isAttribute("Steel") | test_item.getGems().size() > 0 ){
                            do_add = true;
                        }
                    }
                   
                    if (req_list.get(a).contentEquals("Enchanted")){
                        if (test_item.getEnchantments().length() > 0 ){
                            do_add = true;
                        }
                    }
                }
               
                // forbidden attributes
                for(int b = 0; b < forb_list.size() ; b++){
                    if (test_item.isAttribute(forb_list.get(b))){
                        do_add = false;
                    }
                   
                    if (forb_list.get(b).contentEquals("Shiny")){
                        if (test_item.isAttribute("Jewelry") | test_item.isAttribute("Iron") | test_item.isAttribute("Steel") | test_item.getGems().size() > 0 ){
                            do_add = false;
                        }
                    }
                   
                    if (forb_list.get(b).contentEquals("Enchanted")){
                        if (test_item.getEnchantments().length() > 0 ){
                            do_add = false;
                        }
                    }
                }
            }

            if(do_add){
                items.add(test_item);
            }
           
        }
        remaining_val = max_value - getHoardValue();
    }

   
    public String hoardReport(){
        String full_report = "";
       
        for (Item iLine : items) {
            full_report = full_report + iLine.report() + "\n" ;
        }
       
        NumberFormat fmt = NumberFormat.getCurrencyInstance();
        full_report = full_report + fmt.format(remaining_val) + " in coins.";
       
        return full_report;
       
    }
   
   
    public Double getHoardValue(){
       
        Double total_val = 0.0;
       
        if(items.size() > 0){
            for (Item iLine : items) {
                total_val = total_val + iLine.getFinalCost();
            }
        }
        return total_val;
    }

}



Comments

Popular posts from this blog

Panel Discussion Addendum

I was late to Douglas Cole's panel discussion of SJ Games staff and frequent contributors to Pyramid magazine, so I missed a lot of the questions asked directly to the authors, and technical issues prevented me from answering some others once I got there. These, then, are some things I might have said, had I been able:

Douglas: How well does that mission statement resonate with you guys? Do you like to write crazy stuff? Do you like to get out there with expansions on existing material? How do you tie what you’re writing to either the themes Steven has suggested or what’s in your heart.

I like to write a range of stuff; how I do it varies. I get an idea and go where that takes me. On one end, there's the pure historicals. In things like "A Brief History of the Thieves' Guild," it's mostly ideas and background information. Maybe I mention a skill or advantage to give it a fig-leaf of GURPS, but that's about it. At the other end, there are the crunch-heavy,…

CW Listicle Notes

Turns out I've got rather a lot to say about a rather short piece. Specifically, the Car Wars vignette in Pyramid #89. It's all in general pursuit of world-building, but there's probably as much world-building going on in this one as all of my previous vignettes put together. Four out of the five locations make glancing reference to notable aspects of the world of the new Car Wars, so there are some significant bits of history and culture to tease out there. The fifth...well, that was mostly just me amusing myself.

There's also a certain amount of--pardon the expression--reality in there. In figuring out where to put the various arenas, I looked at a lot of maps, lists of roadside attractions, locations of current sports venues, and other such materials. Each place has a definite location in the real world, sometimes to the point of using existing buildings. Here's where everything came from:

Big Swede Arena: Parking garage at the Emeryville Ikea. We went there a fe…

The Occasional Dungeon: Overview

In order to get some more GURPS out there and play with some maps, I started toying with something. I've worked up a large map ("ground level" is below; I may need to poke around with image hosting to keep enough maps at the proper scales) of a dungeon complex. From time to time, I'll post magnified excerpts from the map with details in GURPS terms, with specific reference to Dungeon Fantasy (that is, mostly stocked with things from GURPS Dungeon Fantasy 8: Treasure Tables and the Dungeon Fantasy Monsters volumes, but occasional pointers elsewhere). They may prove useful to somebody somewhere under some odd set of circumstances.


This dungeon is set in a fairly steep, rocky hill. The natural caves underneath it have long been home to a variety of creatures, natural and otherwise, but pretty much all horrible. There's also a large natural cavern accessible through a very large opening at the top of the hill where the surface caved in. It has been home to a number …