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- Optimized the generation of basic lands with random art for the quest mode card pool and quest shop.
- Better name for a function to split a value into a predefined number of random groups.
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@@ -69,7 +69,7 @@ public class CardPool extends ItemPool<PaperCard> {
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this.add(cp, amount);
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} else {
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// random art index specified, make sure we get different groups of cards with different art
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int[] artGroups = MyRandom.splitIntoGroups(amount, artCount);
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int[] artGroups = MyRandom.splitIntoRandomGroups(amount, artCount);
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for (int i = 0; i < artGroups.length; i++) {
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PaperCard cp_random = isCommonCard ? StaticData.instance().getCommonCards().tryGetCard(cardName, setCode, i) : StaticData.instance().getVariantCards().tryGetCard(cardName, setCode, i);
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this.add(cp_random, artGroups[i]);
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@@ -56,7 +56,7 @@ public class MyRandom {
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return MyRandom.random;
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}
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public static int[] splitIntoGroups(final int value, final int numGroups) {
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public static int[] splitIntoRandomGroups(final int value, final int numGroups) {
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int[] groups = new int[numGroups];
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for (int i = 0; i < value; i++) {
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@@ -125,10 +125,11 @@ public final class QuestUtilCards {
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}
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for (String landName : MagicColor.Constant.BASIC_LANDS) {
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for (int i=0; i<nBasic; i++) {
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// we have to add lands one at a time here because ItemPool<PaperCard> can't handle art index
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// randomization internally when adding cards in a batch (all cards end up with the same art)
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pool.add(db.getCard(landName, landCode, -1), 1);
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int artCount = db.getArtCount(landName, landCode);
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int artGroups[] = MyRandom.splitIntoRandomGroups(nBasic, artCount);
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for (int i=0; i<artGroups.length; i++) {
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pool.add(db.getCard(landName, landCode, i), artGroups[i]);
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}
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}
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