package mlp import ( "math/rand" "git.fromouter.space/mcg/draft" ) /* (This data was taken from the MLP:CCG wikia at mlpccg.fandom.com and confirmed by people at the MLP:CCG Discord) Distribution rates for packs is usually 8 commons, 3 uncommons and 1 rare. No Fixed or Promo cards can be found in packs. UR distribution depends on set: - PR has 1/13 chance of UR replacing a common - CN->AD has 1/11 chance of UR replacing a common - EO->FF has 1/3 chance of SR/UR replacing a common SR are twice as common as UR, so that's one more thing to keep in mind. Lastly, RR can replace another common in the ratio of ~1/2 every 6 boxes, depending on set. Specifically, this is the RR ratio for each set: - EO->HM: 1/108 - MT->FF: 1/216 */ // PackSchema returns the pack schema from a booster box for a specific set func (set *Set) PackSchema() draft.PackSchema { // Return blank schemas for invalid sets if set.ID == SetRockNRave || set.ID == SetCelestialSolstice { return draft.PackSchema{} } var rr []draft.AlternateProvider var srur []draft.AlternateProvider // Check for RR chances switch set.ID { case SetEquestrialOdysseys, SetHighMagic: rr = []draft.AlternateProvider{ { Probability: 1.0 / 108.0, Provider: set.ProviderByRarity(RarityRoyalRare), }, } case SetMarksInTime, SetDefendersOfEquestria, SetSeaquestriaBeyond, SetFriendsForever: rr = []draft.AlternateProvider{ { Probability: 1.0 / 216.0, Provider: set.ProviderByRarity(RarityRoyalRare), }, } } // Check for SR/UR chances switch set.ID { case SetPremiere: srur = []draft.AlternateProvider{ { Probability: 1.0 / 13.0, Provider: set.ProviderByRarity(RarityUltraRare), }, } case SetCanterlotNights, SetCrystalGames, SetAbsoluteDiscord: srur = []draft.AlternateProvider{ { Probability: 1.0 / 11.0, Provider: set.ProviderByRarity(RarityUltraRare), }, } default: srur = []draft.AlternateProvider{ { Probability: (1.0 / 9.0) * 2.0, Provider: set.ProviderByRarity(RaritySuperRare), }, { Probability: 1.0 / 9.0, Provider: set.ProviderByRarity(RarityUltraRare), }, } } return draft.PackSchema{ Slots: []draft.PackSlot{ // Fixed common slots {Amount: 6, Provider: set.ProviderByRarity(RarityCommon)}, // Common slot that can be replaced by RR {Amount: 1, Provider: set.ProviderByRarity(RarityCommon), Alternate: rr}, // Common slot that can be replaced by SR/UR {Amount: 1, Provider: set.ProviderByRarity(RarityCommon), Alternate: srur}, // Fixed rare and uncommon slots {Amount: 1, Provider: set.ProviderByRarity(RarityRare)}, {Amount: 3, Provider: set.ProviderByRarity(RarityUncommon)}, }, } } // ProviderByRarity returns a provider for a given rarity level from a given set func (set *Set) ProviderByRarity(rarity Rarity) draft.CardProvider { var collection []draft.Card // RR flow is super easy, just pick one from our hardcoded list if rarity == RarityRoyalRare { rr, ok := royalRares[set.ID] // If asking for RR from a set that doesn't have one, exit early if !ok { return nil } collection = rr } else { for _, card := range set.CardList { if set.CardData[card.ID].Rarity == rarity { collection = append(collection, card) } } } return func(n int) []draft.Card { out := make([]draft.Card, n) for n := range out { // Pick a RR at random idx := rand.Intn(len(collection)) out[n] = collection[idx] } return out } }