summaryrefslogblamecommitdiffstats
path: root/src/Enchantments.cpp
blob: 34270b2f33f61756fb3ab6406702f6cec18fadce (plain) (tree)
1
2
3
4
5
6
7
8
9






                                                                                                          
                       
                        






















                                                                                                            











                                                                                                                                             




















                                                                                                                   

                                                         
                 

                                                                                                                 
                 

                                                    
                 

                                                                                                                       









                                  
                                 
 
                                     





 














                                                                                                                             
                                                               















                                                                          
                                                                       










































                                                                                                                    
                           












                                                                    
                                                            













                                                                

                                                            
           








                                                    
                                                                 






























                                                                                      
                                                                                                                               



                                              
                                                                             
                 
                                                                                           
                 
                                                                                  
                 
                                                                                           
                 
                                                                                  
                 
                                                                                           
                 
                                                                                 
                 
                                                                                           


                        
                                                                             
                 
                                                                                      
                 
                                                                                  
                 
                                                                                      
                 
                                                                                  
                 
                                                                                      
                 
                                                                                 
                 
                                                                                      


                                     
                                                                             
                 
                                                                                                 
                 
                                                                                  
                 
                                                                                                 
                 
                                                                                  
                 
                                                                                                 
                 
                                                                                 
                 
                                                                                                 


                            
                                                                             
                 
                                                                                          
                 
                                                                                 
                 
                                                                                          


                              
                                                                             
                 
                                                                                           
                 
                                                                                  
                 
                                                                                           


                          
                                                                             
                 
                                                                                        
                 
                                                                                  
                 
                                                                                        
                 
                                                                                  
                 
                                                                                        





                                                  
                                                                             
                 
                                                                                            
                 
                                                                                  
                 
                                                                                            
                 
                                                                                  
                 
                                                                                            
                 
                                                                                 
                 
                                                                                            


                             
                                                                             
                 
                                                                                          


                          
                                                                             
                 
                                                                                        
                 
                                                                                  
                 
                                                                                        
                 
                                                                                  
                 
                                                                                        





                                                   
                                                                             
                 
                                                                                            
                 
                                                                                  
                 
                                                                                            
                 
                                                                                  
                 
                                                                                            
                 
                                                                                 
                 
                                                                                            


                                  
                                                                             
                 
                                                                                               
                 
                                                                                  
                 
                                                                                               
                 
                                                                                  
                 
                                                                                               
                 
                                                                                  
                 
                                                                                               


                                   
                                                                             
                 
                                                                                                
                 
                                                                                  
                 
                                                                                                
                 
                                                                                  
                 
                                                                                                
                 
                                                                                 
                 
                                                                                                


                                        
                                                                             
                 
                                                                                                     
                 
                                                                                  
                 
                                                                                                     
                 
                                                                                 
                 
                                                                                                     
                 
                                                                                 
                 
                                                                                                     


                         
                                                                              
                 
                                                                                       
                 
                                                                                  
                 
                                                                                       
                 
                                                                                  
                 
                                                                                       





                                                       
                                                                                     
                         
                                                                                                    
                         
                                                                                          
                         
                                                                                                    
                         
                                                                                          
                         
                                                                                                    


                                        
                                                                                    
                         
                                                                                                     





                                                           
                                                                                     
                         
                                                                                                       
                         
                                                                                          
                         
                                                                                                       
                         
                                                                                          
                         
                                                                                                       
                         
                                                                                         
                         
                                                                                                       
                         













                                                                                                     





                                          
                                                                             
                 
                                                                                       
                 
                                                                                  
                 
                                                                                       
                 
                                                                                  
                 
                                                                                       
                 
                                                                                 
                 
                                                                                       


                        
                                                                             
                 
                                                                                      
                 
                                                                                  
                 
                                                                                      


                                     
                                                                             
                 

                                                                                         





                                                  
                                                                             
                 

                                                                                             
                 
                                                                                  
                 

                                                                                             
                 
                                                                                  
                 

                                                                                             




                                           
                                   

                            
                                                                             
                 
                                                                                           
                 
                                                                                  
                 
                                                                                           
                 
                                                                                  
                 
                                                                                           
                 
                                                                                 
                 
                                                                                           


                        
                                                                             
                 
                                                                                      
                 
                                                                                  
                 
                                                                                      
                 
                                                                                  
                 
                                                                                      
                 
                                                                                 
                 
                                                                                      


                                     
                                                                             
                 
                                                                                                 
                 
                                                                                  
                 
                                                                                                 
                 
                                                                                  
                 
                                                                                                 
                 
                                                                                 
                 
                                                                                                 


                            
                                                                             
                 
                                                                                          
                 
                                                                                 
                 
                                                                                          


                              
                                                                             
                 
                                                                                           
                 
                                                                                  
                 
                                                                                           


                          
                                                                             
                 
                                                                                        
                 
                                                                                  
                 
                                                                                        
                 
                                                                                  
                 
                                                                                        


                             
                                                                             
                 
                                                                                            
                 
                                                                                  
                 
                                                                                            
                 
                                                                                  
                 
                                                                                            
                 
                                                                                 
                 
                                                                                            


                             
                                                                             
                 
                                                                                          


                          
                                                                             
                 
                                                                                        
                 
                                                                                  
                 
                                                                                        
                 
                                                                                  
                 
                                                                                        


                             
                                                                             
                 
                                                                                            
                 
                                                                                  
                 
                                                                                            
                 
                                                                                  
                 
                                                                                            
                 
                                                                                 
                 
                                                                                            


                                  
                                                                             
                 
                                                                                               
                 
                                                                                  
                 
                                                                                               
                 
                                                                                  
                 
                                                                                               
                 
                                                                                  
                 
                                                                                               


                                   
                                                                             
                 
                                                                                                
                 
                                                                                  
                 
                                                                                                
                 
                                                                                  
                 
                                                                                                
                 
                                                                                 
                 
                                                                                                


                                        
                                                                             
                 
                                                                                                     
                 
                                                                                  
                 
                                                                                                     
                 
                                                                                 
                 
                                                                                                     
                 
                                                                                 
                 
                                                                                                     


                         
                                                                              
                 
                                                                                       
                 
                                                                                  
                 
                                                                                       
                 
                                                                                  
                 
                                                                                       


                              
                                                                             
                 
                                                                                            
                 
                                                                                  
                 
                                                                                            
                 
                                                                                  
                 
                                                                                            


                                
                                                                            
                 
                                                                                             


                               
                                                                             
                 
                                                                                               
                 
                                                                                  
                 
                                                                                               
                 
                                                                                  
                 
                                                                                               
                 
                                                                                 
                 
                                                                                               


                        
                                                                             
                 
                                                                                       
                 
                                                                                  
                 
                                                                                       
                 
                                                                                  
                 
                                                                                       
                 
                                                                                 
                 
                                                                                       


                        
                                                                             
                 
                                                                                      
                 
                                                                                  
                 
                                                                                      


                                     
                                                                             
                 

                                                                                         


                                           
                                                                             
                 

                                                                                             
                 
                                                                                  
                 

                                                                                             
                 
                                                                                  
                 

                                                                                             
                 


                     
                                                                     
         
                                                                                   
         
                                                                          
         
                                                                                   
         
                                                                         
         
                                                                                   






         
                                                                                                                                                            
 




                                                                  
                                                      





 
                                                                                                                  
 
                                                                                                           
         
                                                                       
                 
                                                 








                              
                                                                                                                                  
 
                                                                                                           


                                                          
                                                 










                                                                                                                                 
                                                                           
         


                                                                                                           
         
                                                                                    
         


                                                                                                           
         
                                                                                     
         


                                                                                                           
         
                                                                                          
         


                                                                                                      

         
                                                                               
         

                                                                                                       
         
                                                                           
         

                                                                                                       
         
                                                                                      
         

                                                                                                
         
                                                                               
         
                                                                                              
         
                                                                             
         
                                                                                                






         
                                                                                                   

                           







                                                                                                           
         




                                                    
         
 






                               
                                                                                                                  
 
                                                
                           
                                                       
         
                                                   
         
 






                                                                                        
                             
                                                                            
                                                       
         
                                                     
                                      
                 
                                                          

                 
 
                                                                                            
                               




 
// Enchantments.cpp

// Implements the cEnchantments class representing a storage for item enchantments and stored-enchantments

#include "Globals.h"
#include "Enchantments.h"
#include "WorldStorage/FastNBT.h"
#include "FastRandom.h"
#include "Noise/Noise.h"





cEnchantments::cEnchantments(void)
{
	// Nothing needed yet, but the constructor needs to be declared and impemented in order to be usable
}





cEnchantments::cEnchantments(const AString & a_StringSpec)
{
	AddFromString(a_StringSpec);
}





void cEnchantments::Add(const cEnchantments & a_Other)
{
	for (cEnchantments::cMap::const_iterator itr = a_Other.m_Enchantments.begin(), end = a_Other.m_Enchantments.end(); itr != end; ++itr)
	{
		SetLevel(itr->first, itr->second);
	}  // for itr - a_Other.m_Enchantments[]
}





void cEnchantments::AddFromString(const AString & a_StringSpec)
{
	// Add enchantments in the stringspec; if a specified enchantment already exists, overwrites it
	
	// Split the StringSpec into separate declarations, each in the form "id=lvl":
	AStringVector Decls = StringSplit(a_StringSpec, ";");
	for (AStringVector::const_iterator itr = Decls.begin(), end = Decls.end(); itr != end; ++itr)
	{
		// Split each declaration into the id and lvl part:
		if (itr->empty())
		{
			// The decl is empty (may happen if there's an extra semicolon at the end), ignore silently
			continue;
		}
		AStringVector Split = StringSplitAndTrim(*itr, "=");
		if (Split.size() != 2)
		{
			// Malformed decl
			LOG("%s: Malformed enchantment decl: \"%s\", skipping.", __FUNCTION__, itr->c_str());
			continue;
		}
		int id = StringToEnchantmentID(Split[0]);
		if (id < 0)
		{
			LOG("%s: Failed to parse enchantment \"%s\", skipping.", __FUNCTION__, Split[0].c_str());
			continue;
		}
		unsigned int lvl;
		if (!StringToInteger(Split[1], lvl))
		{
			// Level failed to parse
			LOG("%s: Failed to parse enchantment level \"%s\", skipping.", __FUNCTION__, Split[1].c_str());
			continue;
		}
		SetLevel(id, lvl);
	}  // for itr - Decls[]
}





size_t cEnchantments::Count(void)
{
	return m_Enchantments.size();
}





AString cEnchantments::ToString(void) const
{
	// Serialize all the enchantments into a string
	AString res;
	for (cEnchantments::cMap::const_iterator itr = m_Enchantments.begin(), end = m_Enchantments.end(); itr != end; ++itr)
	{
		AppendPrintf(res, "%d=%d;", itr->first, itr->second);
	}  // for itr - m_Enchantments[]
	return res;
}





unsigned int cEnchantments::GetLevel(int a_EnchantmentID) const
{
	// Return the level for the specified enchantment; 0 if not stored
	cMap::const_iterator itr = m_Enchantments.find(a_EnchantmentID);
	if (itr != m_Enchantments.end())
	{
		return itr->second;
	}

	// Not stored, return zero
	return 0;
}





void cEnchantments::SetLevel(int a_EnchantmentID, unsigned int a_Level)
{
	// Sets the level for the specified enchantment, adding it if not stored before or removing it if level <= 0
	if (a_Level == 0)
	{
		// Delete enchantment, if present:
		cMap::iterator itr = m_Enchantments.find(a_EnchantmentID);
		if (itr != m_Enchantments.end())
		{
			m_Enchantments.erase(itr);
		}
	}
	else
	{
		// Add / overwrite enchantment
		m_Enchantments[a_EnchantmentID] = a_Level;
	}
}






void cEnchantments::Clear(void)
{
	m_Enchantments.clear();
}





bool cEnchantments::IsEmpty(void) const
{
	return m_Enchantments.empty();
}





int cEnchantments::StringToEnchantmentID(const AString & a_EnchantmentName)
{
	static const struct
	{
		int m_Value;
		const char * m_Name;
	} EnchantmentNames[] =
	{
		{ enchProtection,           "Protection"},
		{ enchFireProtection,       "FireProtection"},
		{ enchFeatherFalling,       "FeatherFalling"},
		{ enchBlastProtection,      "BlastProtection"},
		{ enchProjectileProtection, "ProjectileProtection"},
		{ enchRespiration,          "Respiration"},
		{ enchAquaAffinity,         "AquaAffinity"},
		{ enchThorns,               "Thorns"},
		{ enchDepthStrider,         "DepthStrider"},
		{ enchSharpness,            "Sharpness"},
		{ enchSmite,                "Smite"},
		{ enchBaneOfArthropods,     "BaneOfArthropods"},
		{ enchKnockback,            "Knockback"},
		{ enchFireAspect,           "FireAspect"},
		{ enchLooting,              "Looting"},
		{ enchEfficiency,           "Efficiency"},
		{ enchSilkTouch,            "SilkTouch"},
		{ enchUnbreaking,           "Unbreaking"},
		{ enchFortune,              "Fortune"},
		{ enchPower,                "Power"},
		{ enchPunch,                "Punch"},
		{ enchFlame,                "Flame"},
		{ enchInfinity,             "Infinity"},
		{ enchLuckOfTheSea,         "LuckOfTheSea"},
		{ enchLure,                 "Lure"},
	} ;

	// First try to parse as a number:
	int id = atoi(a_EnchantmentName.c_str());
	if ((id != 0) || (a_EnchantmentName == "0"))
	{
		return id;
	}

	// It wasn't a number, do a lookup:
	for (size_t i = 0; i < ARRAYCOUNT(EnchantmentNames); i++)
	{
		if (NoCaseCompare(EnchantmentNames[i].m_Name, a_EnchantmentName) == 0)
		{
			return EnchantmentNames[i].m_Value;
		}
	}  // for i - EnchantmentNames[]
	return -1;
}





bool cEnchantments::operator ==(const cEnchantments & a_Other) const
{
	return m_Enchantments == a_Other.m_Enchantments;
}





bool cEnchantments::operator !=(const cEnchantments & a_Other) const
{
	return m_Enchantments != a_Other.m_Enchantments;
}





void cEnchantments::AddItemEnchantmentWeights(cWeightedEnchantments & a_Enchantments, short a_ItemType, int a_EnchantmentLevel)
{
	if (ItemCategory::IsSword(a_ItemType))
	{
		// Sharpness
		if ((a_EnchantmentLevel >= 34) && (a_EnchantmentLevel <= 54))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchSharpness, 4);
		}
		else if ((a_EnchantmentLevel >= 23) && (a_EnchantmentLevel <= 43))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchSharpness, 3);
		}
		else if ((a_EnchantmentLevel >= 12) && (a_EnchantmentLevel <= 32))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchSharpness, 2);
		}
		else if ((a_EnchantmentLevel >= 1) && (a_EnchantmentLevel <= 21))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchSharpness, 1);
		}

		// Smite
		if ((a_EnchantmentLevel >= 29) && (a_EnchantmentLevel <= 49))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchSmite, 4);
		}
		else if ((a_EnchantmentLevel >= 21) && (a_EnchantmentLevel <= 41))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchSmite, 3);
		}
		else if ((a_EnchantmentLevel >= 13) && (a_EnchantmentLevel <= 33))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchSmite, 2);
		}
		else if ((a_EnchantmentLevel >= 5) && (a_EnchantmentLevel <= 25))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchSmite, 1);
		}

		// Bane of Arthropods
		if ((a_EnchantmentLevel >= 29) && (a_EnchantmentLevel <= 49))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchBaneOfArthropods, 4);
		}
		else if ((a_EnchantmentLevel >= 21) && (a_EnchantmentLevel <= 41))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchBaneOfArthropods, 3);
		}
		else if ((a_EnchantmentLevel >= 13) && (a_EnchantmentLevel <= 33))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchBaneOfArthropods, 2);
		}
		else if ((a_EnchantmentLevel >= 5) && (a_EnchantmentLevel <= 25))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchBaneOfArthropods, 1);
		}

		// Knockback
		if ((a_EnchantmentLevel >= 25) && (a_EnchantmentLevel <= 75))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchKnockback, 2);
		}
		else if ((a_EnchantmentLevel >= 5) && (a_EnchantmentLevel <= 55))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchKnockback, 1);
		}

		// Fire Aspect
		if ((a_EnchantmentLevel >= 30) && (a_EnchantmentLevel <= 80))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchFireAspect, 2);
		}
		else if ((a_EnchantmentLevel >= 10) && (a_EnchantmentLevel <= 60))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchFireAspect, 1);
		}

		// Looting
		if ((a_EnchantmentLevel >= 33) && (a_EnchantmentLevel <= 83))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchLooting, 3);
		}
		else if ((a_EnchantmentLevel >= 24) && (a_EnchantmentLevel <= 74))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchLooting, 2);
		}
		else if ((a_EnchantmentLevel >= 15) && (a_EnchantmentLevel <= 65))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchLooting, 1);
		}
	}

	else if (ItemCategory::IsTool(a_ItemType))
	{
		// Efficiency
		if ((a_EnchantmentLevel >= 31) && (a_EnchantmentLevel <= 81))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchEfficiency, 4);
		}
		else if ((a_EnchantmentLevel >= 21) && (a_EnchantmentLevel <= 71))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchEfficiency, 3);
		}
		else if ((a_EnchantmentLevel >= 11) && (a_EnchantmentLevel <= 61))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchEfficiency, 2);
		}
		else if ((a_EnchantmentLevel >= 1) && (a_EnchantmentLevel <= 51))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchEfficiency, 1);
		}

		// Silk Touch
		if ((a_EnchantmentLevel >= 15) && (a_EnchantmentLevel <= 65))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchSilkTouch, 1);
		}

		// Fortune
		if ((a_EnchantmentLevel >= 33) && (a_EnchantmentLevel <= 83))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchFortune, 3);
		}
		else if ((a_EnchantmentLevel >= 24) && (a_EnchantmentLevel <= 74))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchFortune, 2);
		}
		else if ((a_EnchantmentLevel >= 15) && (a_EnchantmentLevel <= 65))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchFortune, 1);
		}
	}

	else if (ItemCategory::IsArmor(a_ItemType))
	{
		// Protection
		if ((a_EnchantmentLevel >= 34) && (a_EnchantmentLevel <= 54))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchProtection, 4);
		}
		else if ((a_EnchantmentLevel >= 23) && (a_EnchantmentLevel <= 43))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchProtection, 3);
		}
		else if ((a_EnchantmentLevel >= 12) && (a_EnchantmentLevel <= 32))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchProtection, 2);
		}
		else if ((a_EnchantmentLevel >= 1) && (a_EnchantmentLevel <= 21))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchProtection, 1);
		}

		// Fire Protection
		if ((a_EnchantmentLevel >= 34) && (a_EnchantmentLevel <= 46))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchFireProtection, 4);
		}
		else if ((a_EnchantmentLevel >= 26) && (a_EnchantmentLevel <= 38))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchFireProtection, 3);
		}
		else if ((a_EnchantmentLevel >= 18) && (a_EnchantmentLevel <= 30))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchFireProtection, 2);
		}
		else if ((a_EnchantmentLevel >= 10) && (a_EnchantmentLevel <= 22))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchFireProtection, 1);
		}

		// Blast Protection
		if ((a_EnchantmentLevel >= 29) && (a_EnchantmentLevel <= 41))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchBlastProtection, 4);
		}
		else if ((a_EnchantmentLevel >= 21) && (a_EnchantmentLevel <= 33))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchBlastProtection, 3);
		}
		else if ((a_EnchantmentLevel >= 13) && (a_EnchantmentLevel <= 25))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchBlastProtection, 2);
		}
		else if ((a_EnchantmentLevel >= 5) && (a_EnchantmentLevel <= 17))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchBlastProtection, 1);
		}

		// Projectile Protection
		if ((a_EnchantmentLevel >= 21) && (a_EnchantmentLevel <= 36))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchProjectileProtection, 4);
		}
		else if ((a_EnchantmentLevel >= 15) && (a_EnchantmentLevel <= 30))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchProjectileProtection, 3);
		}
		else if ((a_EnchantmentLevel >= 9) && (a_EnchantmentLevel <= 24))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchProjectileProtection, 2);
		}
		else if ((a_EnchantmentLevel >= 3) && (a_EnchantmentLevel <= 18))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchProjectileProtection, 1);
		}

		// Thorns
		if ((a_EnchantmentLevel >= 50) && (a_EnchantmentLevel <= 100))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchThorns, 3);
		}
		else if ((a_EnchantmentLevel >= 30) && (a_EnchantmentLevel <= 80))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchThorns, 2);
		}
		else if ((a_EnchantmentLevel >= 10) && (a_EnchantmentLevel <= 60))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchThorns, 1);
		}


		if (ItemCategory::IsHelmet(a_ItemType))
		{
			// Respiration
			if ((a_EnchantmentLevel >= 30) && (a_EnchantmentLevel <= 60))
			{
				AddEnchantmentWeightToVector(a_Enchantments, 2, enchRespiration, 3);
			}
			else if ((a_EnchantmentLevel >= 20) && (a_EnchantmentLevel <= 50))
			{
				AddEnchantmentWeightToVector(a_Enchantments, 2, enchRespiration, 2);
			}
			else if ((a_EnchantmentLevel >= 10) && (a_EnchantmentLevel <= 40))
			{
				AddEnchantmentWeightToVector(a_Enchantments, 2, enchRespiration, 1);
			}

			// Aqua Affinity
			if ((a_EnchantmentLevel >= 1) && (a_EnchantmentLevel <= 41))
			{
				AddEnchantmentWeightToVector(a_Enchantments, 2, enchAquaAffinity, 1);
			}
		}

		else if (ItemCategory::IsBoots(a_ItemType))
		{
			// Feather Fall
			if ((a_EnchantmentLevel >= 23) && (a_EnchantmentLevel <= 33))
			{
				AddEnchantmentWeightToVector(a_Enchantments, 5, enchFeatherFalling, 4);
			}
			else if ((a_EnchantmentLevel >= 17) && (a_EnchantmentLevel <= 27))
			{
				AddEnchantmentWeightToVector(a_Enchantments, 5, enchFeatherFalling, 3);
			}
			else if ((a_EnchantmentLevel >= 11) && (a_EnchantmentLevel <= 21))
			{
				AddEnchantmentWeightToVector(a_Enchantments, 5, enchFeatherFalling, 2);
			}
			else if ((a_EnchantmentLevel >= 5) && (a_EnchantmentLevel <= 15))
			{
				AddEnchantmentWeightToVector(a_Enchantments, 5, enchFeatherFalling, 1);
			}
			
			// Depth Strider
			if ((a_EnchantmentLevel >= 30) && (a_EnchantmentLevel <= 45))
			{
				AddEnchantmentWeightToVector(a_Enchantments, 2, enchDepthStrider, 3);
			}
			else if ((a_EnchantmentLevel >= 20) && (a_EnchantmentLevel <= 35))
			{
				AddEnchantmentWeightToVector(a_Enchantments, 2, enchDepthStrider, 2);
			}
			else if ((a_EnchantmentLevel >= 10) && (a_EnchantmentLevel <= 25))
			{
				AddEnchantmentWeightToVector(a_Enchantments, 2, enchDepthStrider, 1);
			}
		}
	}

	else if (a_ItemType == E_ITEM_BOW)
	{
		// Power
		if ((a_EnchantmentLevel >= 31) && (a_EnchantmentLevel <= 46))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchPower, 4);
		}
		else if ((a_EnchantmentLevel >= 21) && (a_EnchantmentLevel <= 36))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchPower, 3);
		}
		else if ((a_EnchantmentLevel >= 11) && (a_EnchantmentLevel <= 26))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchPower, 2);
		}
		else if ((a_EnchantmentLevel >= 1) && (a_EnchantmentLevel <= 16))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchPower, 1);
		}

		// Punch
		if ((a_EnchantmentLevel >= 32) && (a_EnchantmentLevel <= 57))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchPunch, 2);
		}
		else if ((a_EnchantmentLevel >= 12) && (a_EnchantmentLevel <= 37))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchPunch, 1);
		}

		// Flame and Infinity
		if ((a_EnchantmentLevel >= 20) && (a_EnchantmentLevel <= 50))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchFlame, 1);
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchInfinity, 1);
		}
	}

	else if (a_ItemType == E_ITEM_FISHING_ROD)
	{
		// Luck of the Sea and Lure
		if ((a_EnchantmentLevel >= 33) && (a_EnchantmentLevel <= 83))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchLuckOfTheSea, 3);
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchLure, 3);
		}
		else if ((a_EnchantmentLevel >= 24) && (a_EnchantmentLevel <= 74))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchLuckOfTheSea, 2);
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchLure, 2);
		}
		else if ((a_EnchantmentLevel >= 15) && (a_EnchantmentLevel <= 65))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchLuckOfTheSea, 1);
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchLure, 1);
		}
	}

	else if (a_ItemType == E_ITEM_BOOK)
	{
		// All Enchantments

		// Sharpness
		if ((a_EnchantmentLevel >= 34) && (a_EnchantmentLevel <= 54))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchSharpness, 4);
		}
		else if ((a_EnchantmentLevel >= 23) && (a_EnchantmentLevel <= 43))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchSharpness, 3);
		}
		else if ((a_EnchantmentLevel >= 12) && (a_EnchantmentLevel <= 32))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchSharpness, 2);
		}
		else if ((a_EnchantmentLevel >= 1) && (a_EnchantmentLevel <= 21))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchSharpness, 1);
		}

		// Smite
		if ((a_EnchantmentLevel >= 29) && (a_EnchantmentLevel <= 49))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchSmite, 4);
		}
		else if ((a_EnchantmentLevel >= 21) && (a_EnchantmentLevel <= 41))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchSmite, 3);
		}
		else if ((a_EnchantmentLevel >= 13) && (a_EnchantmentLevel <= 33))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchSmite, 2);
		}
		else if ((a_EnchantmentLevel >= 5) && (a_EnchantmentLevel <= 25))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchSmite, 1);
		}

		// Bane of Arthropods
		if ((a_EnchantmentLevel >= 29) && (a_EnchantmentLevel <= 49))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchBaneOfArthropods, 4);
		}
		else if ((a_EnchantmentLevel >= 21) && (a_EnchantmentLevel <= 41))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchBaneOfArthropods, 3);
		}
		else if ((a_EnchantmentLevel >= 13) && (a_EnchantmentLevel <= 33))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchBaneOfArthropods, 2);
		}
		else if ((a_EnchantmentLevel >= 5) && (a_EnchantmentLevel <= 25))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchBaneOfArthropods, 1);
		}

		// Knockback
		if ((a_EnchantmentLevel >= 25) && (a_EnchantmentLevel <= 75))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchKnockback, 2);
		}
		else if ((a_EnchantmentLevel >= 5) && (a_EnchantmentLevel <= 55))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchKnockback, 1);
		}

		// Fire Aspect
		if ((a_EnchantmentLevel >= 30) && (a_EnchantmentLevel <= 80))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchFireAspect, 2);
		}
		else if ((a_EnchantmentLevel >= 10) && (a_EnchantmentLevel <= 60))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchFireAspect, 1);
		}

		// Looting
		if ((a_EnchantmentLevel >= 33) && (a_EnchantmentLevel <= 83))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchLooting, 3);
		}
		else if ((a_EnchantmentLevel >= 24) && (a_EnchantmentLevel <= 74))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchLooting, 2);
		}
		else if ((a_EnchantmentLevel >= 15) && (a_EnchantmentLevel <= 65))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchLooting, 1);
		}

		// Efficiency
		if ((a_EnchantmentLevel >= 31) && (a_EnchantmentLevel <= 81))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchEfficiency, 4);
		}
		else if ((a_EnchantmentLevel >= 21) && (a_EnchantmentLevel <= 71))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchEfficiency, 3);
		}
		else if ((a_EnchantmentLevel >= 11) && (a_EnchantmentLevel <= 61))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchEfficiency, 2);
		}
		else if ((a_EnchantmentLevel >= 1) && (a_EnchantmentLevel <= 51))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchEfficiency, 1);
		}

		// Silk Touch
		if ((a_EnchantmentLevel >= 15) && (a_EnchantmentLevel <= 65))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchSilkTouch, 1);
		}

		// Fortune
		if ((a_EnchantmentLevel >= 33) && (a_EnchantmentLevel <= 83))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchFortune, 3);
		}
		else if ((a_EnchantmentLevel >= 24) && (a_EnchantmentLevel <= 74))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchFortune, 2);
		}
		else if ((a_EnchantmentLevel >= 15) && (a_EnchantmentLevel <= 65))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchFortune, 1);
		}

		// Protection
		if ((a_EnchantmentLevel >= 34) && (a_EnchantmentLevel <= 54))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchProtection, 4);
		}
		else if ((a_EnchantmentLevel >= 23) && (a_EnchantmentLevel <= 43))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchProtection, 3);
		}
		else if ((a_EnchantmentLevel >= 12) && (a_EnchantmentLevel <= 32))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchProtection, 2);
		}
		else if ((a_EnchantmentLevel >= 1) && (a_EnchantmentLevel <= 21))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchProtection, 1);
		}

		// Fire Protection
		if ((a_EnchantmentLevel >= 34) && (a_EnchantmentLevel <= 46))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchFireProtection, 4);
		}
		else if ((a_EnchantmentLevel >= 26) && (a_EnchantmentLevel <= 38))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchFireProtection, 3);
		}
		else if ((a_EnchantmentLevel >= 18) && (a_EnchantmentLevel <= 30))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchFireProtection, 2);
		}
		else if ((a_EnchantmentLevel >= 10) && (a_EnchantmentLevel <= 22))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchFireProtection, 1);
		}

		// Blast Protection
		if ((a_EnchantmentLevel >= 29) && (a_EnchantmentLevel <= 41))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchBlastProtection, 4);
		}
		else if ((a_EnchantmentLevel >= 21) && (a_EnchantmentLevel <= 33))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchBlastProtection, 3);
		}
		else if ((a_EnchantmentLevel >= 13) && (a_EnchantmentLevel <= 25))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchBlastProtection, 2);
		}
		else if ((a_EnchantmentLevel >= 5) && (a_EnchantmentLevel <= 17))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchBlastProtection, 1);
		}

		// Projectile Protection
		if ((a_EnchantmentLevel >= 21) && (a_EnchantmentLevel <= 36))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchProjectileProtection, 4);
		}
		else if ((a_EnchantmentLevel >= 15) && (a_EnchantmentLevel <= 30))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchProjectileProtection, 3);
		}
		else if ((a_EnchantmentLevel >= 9) && (a_EnchantmentLevel <= 24))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchProjectileProtection, 2);
		}
		else if ((a_EnchantmentLevel >= 3) && (a_EnchantmentLevel <= 18))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchProjectileProtection, 1);
		}

		// Thorns
		if ((a_EnchantmentLevel >= 50) && (a_EnchantmentLevel <= 100))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchThorns, 3);
		}
		else if ((a_EnchantmentLevel >= 30) && (a_EnchantmentLevel <= 80))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchThorns, 2);
		}
		else if ((a_EnchantmentLevel >= 10) && (a_EnchantmentLevel <= 60))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchThorns, 1);
		}

		// Respiration
		if ((a_EnchantmentLevel >= 30) && (a_EnchantmentLevel <= 60))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchRespiration, 3);
		}
		else if ((a_EnchantmentLevel >= 20) && (a_EnchantmentLevel <= 50))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchRespiration, 2);
		}
		else if ((a_EnchantmentLevel >= 10) && (a_EnchantmentLevel <= 40))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchRespiration, 1);
		}

		// Aqua Affinity
		if ((a_EnchantmentLevel >= 1) && (a_EnchantmentLevel <= 41))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchAquaAffinity, 1);
		}

		// Feather Fall
		if ((a_EnchantmentLevel >= 23) && (a_EnchantmentLevel <= 33))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchFeatherFalling, 4);
		}
		else if ((a_EnchantmentLevel >= 17) && (a_EnchantmentLevel <= 27))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchFeatherFalling, 3);
		}
		else if ((a_EnchantmentLevel >= 11) && (a_EnchantmentLevel <= 21))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchFeatherFalling, 2);
		}
		else if ((a_EnchantmentLevel >= 5) && (a_EnchantmentLevel <= 15))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 5, enchFeatherFalling, 1);
		}

		// Power
		if ((a_EnchantmentLevel >= 31) && (a_EnchantmentLevel <= 46))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchPower, 4);
		}
		else if ((a_EnchantmentLevel >= 21) && (a_EnchantmentLevel <= 36))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchPower, 3);
		}
		else if ((a_EnchantmentLevel >= 11) && (a_EnchantmentLevel <= 26))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchPower, 2);
		}
		else if ((a_EnchantmentLevel >= 1) && (a_EnchantmentLevel <= 16))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 10, enchPower, 1);
		}

		// Punch
		if ((a_EnchantmentLevel >= 32) && (a_EnchantmentLevel <= 57))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchPunch, 2);
		}
		else if ((a_EnchantmentLevel >= 12) && (a_EnchantmentLevel <= 37))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchPunch, 1);
		}

		// Flame and Infinity
		if ((a_EnchantmentLevel >= 20) && (a_EnchantmentLevel <= 50))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 2, enchFlame, 1);
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchInfinity, 1);
		}

		// Luck of the Sea and Lure
		if ((a_EnchantmentLevel >= 33) && (a_EnchantmentLevel <= 83))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchLuckOfTheSea, 3);
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchLure, 3);
		}
		else if ((a_EnchantmentLevel >= 24) && (a_EnchantmentLevel <= 74))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchLuckOfTheSea, 2);
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchLure, 2);
		}
		else if ((a_EnchantmentLevel >= 15) && (a_EnchantmentLevel <= 65))
		{
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchLuckOfTheSea, 1);
			AddEnchantmentWeightToVector(a_Enchantments, 1, enchLure, 1);
		}
	}

	// Unbreaking
	if ((a_EnchantmentLevel >= 21) && (a_EnchantmentLevel <= 71))
	{
		AddEnchantmentWeightToVector(a_Enchantments, 5, enchUnbreaking, 3);
	}
	else if ((a_EnchantmentLevel >= 13) && (a_EnchantmentLevel <= 63))
	{
		AddEnchantmentWeightToVector(a_Enchantments, 5, enchUnbreaking, 2);
	}
	else if ((a_EnchantmentLevel >= 5) && (a_EnchantmentLevel <= 55))
	{
		AddEnchantmentWeightToVector(a_Enchantments, 5, enchUnbreaking, 1);
	}
}





void cEnchantments::AddEnchantmentWeightToVector(cWeightedEnchantments & a_Enchantments, int a_Weight, int a_EnchantmentID, unsigned int a_EnchantmentLevel)
{
	cWeightedEnchantment weightedenchantment;
	weightedenchantment.m_Weight = a_Weight;
	cEnchantments enchantment;
	enchantment.SetLevel(a_EnchantmentID, a_EnchantmentLevel);
	weightedenchantment.m_Enchantments = enchantment;
	a_Enchantments.push_back(weightedenchantment);
}





void cEnchantments::RemoveEnchantmentWeightFromVector(cWeightedEnchantments & a_Enchantments, int a_EnchantmentID)
{
	for (cWeightedEnchantments::iterator it = a_Enchantments.begin(); it != a_Enchantments.end(); ++it)
	{
		if ((*it).m_Enchantments.GetLevel(a_EnchantmentID) > 0)
		{
			a_Enchantments.erase(it);
			break;
		}
	}
}





void cEnchantments::RemoveEnchantmentWeightFromVector(cWeightedEnchantments & a_Enchantments, const cEnchantments & a_Enchantment)
{
	for (cWeightedEnchantments::iterator it = a_Enchantments.begin(); it != a_Enchantments.end(); ++it)
	{
		if ((*it).m_Enchantments == a_Enchantment)
		{
			a_Enchantments.erase(it);
			break;
		}
	}
}





void cEnchantments::CheckEnchantmentConflictsFromVector(cWeightedEnchantments & a_Enchantments, cEnchantments a_FirstEnchantment)
{
	if (a_FirstEnchantment.GetLevel(cEnchantments::enchProtection) > 0)
	{
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchFireProtection);
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchBlastProtection);
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchProjectileProtection);
	}
	else if (a_FirstEnchantment.GetLevel(cEnchantments::enchFireProtection) > 0)
	{
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchProtection);
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchBlastProtection);
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchProjectileProtection);
	}
	else if (a_FirstEnchantment.GetLevel(cEnchantments::enchBlastProtection) > 0)
	{
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchProtection);
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchFireProtection);
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchProjectileProtection);
	}
	else if (a_FirstEnchantment.GetLevel(cEnchantments::enchProjectileProtection) > 0)
	{
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchProtection);
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchFireProtection);
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchBlastProtection);
	}

	else if (a_FirstEnchantment.GetLevel(cEnchantments::enchSharpness) > 0)
	{
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchSmite);
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchBaneOfArthropods);
	}
	else if (a_FirstEnchantment.GetLevel(cEnchantments::enchSmite) > 0)
	{
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchSharpness);
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchBaneOfArthropods);
	}
	else if (a_FirstEnchantment.GetLevel(cEnchantments::enchBaneOfArthropods) > 0)
	{
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchSharpness);
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchSmite);
	}
	else if (a_FirstEnchantment.GetLevel(cEnchantments::enchSilkTouch) > 0)
	{
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchFortune);
	}
	else if (a_FirstEnchantment.GetLevel(cEnchantments::enchFortune) > 0)
	{
		RemoveEnchantmentWeightFromVector(a_Enchantments, cEnchantments::enchSilkTouch);
	}
}





cEnchantments cEnchantments::GetRandomEnchantmentFromVector(cWeightedEnchantments & a_Enchantments)
{
	cFastRandom Random;

	int AllWeights = 0;
	for (cWeightedEnchantments::iterator it = a_Enchantments.begin(); it != a_Enchantments.end(); ++it)
	{
		AllWeights += (*it).m_Weight;
	}
	int RandomNumber = Random.GenerateRandomInteger(0, AllWeights - 1);
	for (cWeightedEnchantments::iterator it = a_Enchantments.begin(); it != a_Enchantments.end(); ++it)
	{
		RandomNumber -= (*it).m_Weight;
		if (RandomNumber < 0)
		{
			return (*it).m_Enchantments;
		}
	}

	return cEnchantments();
}





cEnchantments cEnchantments::SelectEnchantmentFromVector(const cWeightedEnchantments & a_Enchantments, int a_Seed)
{
	// Sum up all the enchantments' weights:
	int AllWeights = 0;
	for (const auto & Enchantment : a_Enchantments)
	{
		AllWeights += Enchantment.m_Weight;
	}

	// If there's no weight for any of the enchantments, return an empty enchantment
	if (AllWeights <= 0)
	{
		return cEnchantments();
	}

	// Pick a random enchantment:
	cNoise Noise(a_Seed);
	int RandomNumber = Noise.IntNoise1DInt(AllWeights) / 7 % AllWeights;
	for (const auto & Enchantment : a_Enchantments)
	{
		RandomNumber -= Enchantment.m_Weight;
		if (RandomNumber <= 0)
		{
			return Enchantment.m_Enchantments;
		}
	}

	// No enchantment picked, return an empty one (we probably shouldn't ever get here):
	return cEnchantments();
}




hhhhhh