public static class LootSimulatorRolls a table many times and reports what happened.
Remarks
It runs LootEvaluator, not an approximation of it — which is doc 28 § Loot's actual requirement ("simulated in the editor with the real evaluator") and the reason the evaluator is a library rather than a script. A simulator with its own arithmetic is a second set of odds, and the one a designer balances against is the one that is wrong.
⚠ Consecutive event ids from a first id the caller chose. A simulation is reproducible for the same reason a drop is, so rerunning after an edit shows what the edit did rather than what the weather did.
⚠ A fresh pity store per run. A simulation that inherited a live player's bad luck would report a rate nobody else will ever see.
Fields and properties (1)
public const int DefaultEventsHow many events a preview runs by default.
Methods (1)
public static LootSimulation Run(LootLibrary loot, LootTable table, ItemLibrary? items = null, int events = 10000, ulong firstEventId = 1, LootContext? context = null, ulong player = 1)Rolls a table many times.
Used by (1)
- LootSimulatorTestsVixen.Editor.Gameplay.Loot.Tests