I am trying to make a game where you can upgrade a specific item of yours. The quality of the new item is going to be random and based on something like this:
10% worse - 35% better then current item level = 55% chance
36% better to 90% better then current item level = 35% chance
91% better to 200% better then current item level = 5% chance
201% better to 500% better then current item level = 2.5% chance
500% better to 2000% better then current item level = 2.5% chance
How would I go about making it so a random number that is generated would have a, for example, 55% chance of being only 35% better? I had a crack and came up with this (ignore the % numbers, I was just using this one for testing).
let randomNumber = Int(arc4random_uniform(1000))
if randomNumber <= 700 {
println("hey")
var newLevel = (Double(Double(randomNumber) / 700.00) + 0.1) * Double(pickDamage)
} else if randomNumber <= 800 && randomNumber > 700 {
var newLevel = (Double(Double(randomNumber) / 700.00) + 1.00) * Double(pickDamage)
} else if randomNumber <= 1000 && randomNumber > 950 {
var newLevel = (Double(Double(randomNumber) / 700.00) + 2.00) * Double(pickDamage)
}
But this isn't really doing it the way I want.
Why not use the Swift switch statement combined with pattern matching:
// create a random percent, with a precision of one decimal place
func randomPercent() -> Double {
return Double(arc4random() % 1000) / 10.0;
}
let randomNumber = randomPercent()
switch(randomNumber) {
case 0..<55:
println("10% worse - 35% better then current item level")
case 55..<90:
println("36% better to 90% better then current item level")
case 90..<95:
println("91% better to 200% better then current item level")
case 95..<97.5:
println("201% better to 500% better then current item level")
default:
println("500% better to 2000% better then current item level")
}
This makes the logic very clear.
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