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Add energy generation probabilities to WeaponType.
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@ -256,7 +256,7 @@ public class EnergyManager {
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// - Does the probability for a character reset when switching them out?
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// - Does this really count every individual hit separately?
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// Make sure the avatar's weapon type makes sense.
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// Get the avatar's weapon type.
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WeaponType weaponType = avatar.getAvatar().getAvatarData().getWeaponType();
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// Check if we already have probability data for this avatar. If not, insert it.
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@ -9,7 +9,7 @@ import it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap;
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public enum WeaponType {
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WEAPON_NONE (0),
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WEAPON_SWORD_ONE_HAND (1),
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WEAPON_SWORD_ONE_HAND (1, 10, 5),
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WEAPON_CROSSBOW (2),
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WEAPON_STAFF (3),
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WEAPON_DOUBLE_DAGGER (4),
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@ -18,10 +18,10 @@ public enum WeaponType {
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WEAPON_STICK (7),
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WEAPON_SPEAR (8),
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WEAPON_SHIELD_SMALL (9),
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WEAPON_CATALYST (10),
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WEAPON_CLAYMORE (11),
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WEAPON_BOW (12),
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WEAPON_POLE (13);
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WEAPON_CATALYST (10, 0, 10),
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WEAPON_CLAYMORE (11, 0, 10),
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WEAPON_BOW (12, 0, 5),
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WEAPON_POLE (13, 0, 4);
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private final int value;
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private int energyGainInitialProbability;
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