260 lines
6.3 KiB
Rust
260 lines
6.3 KiB
Rust
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use std::collections::HashMap;
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use std::fs::File;
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use std::io::Read;
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use std::path::PathBuf;
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use serde::Deserialize;
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use rand::{Rng, SeedableRng};
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use rand::distributions::{WeightedIndex, Distribution};
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use rand::seq::{SliceRandom, IteratorRandom};
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use crate::entity::character::SectionID;
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use crate::ship::room::Difficulty;
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use crate::entity::item::armor::ArmorType;
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use crate::entity::item::shield::ShieldType;
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use crate::entity::item::unit::UnitType;
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enum ShopArmor {
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Frame(ArmorType, usize),
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Barrier(ShieldType),
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Unit(UnitType),
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}
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#[derive(Debug, Deserialize, Clone)]
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struct FrameTierItem {
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item: ArmorType,
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probability: usize,
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}
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#[derive(Debug, Deserialize, Clone)]
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struct FrameTier {
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level: usize,
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item: Vec<FrameTierItem>,
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}
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#[derive(Debug, Deserialize)]
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struct SlotRate {
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slot: usize,
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probability: usize,
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}
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#[derive(Debug, Deserialize)]
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struct FrameTable {
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frame: Vec<FrameTier>,
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slot_rate: Vec<SlotRate>,
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}
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#[derive(Debug, Deserialize, Clone)]
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struct BarrierTierItem {
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item: ShieldType,
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probability: usize,
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}
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#[derive(Debug, Deserialize, Clone)]
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struct BarrierTier {
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level: usize,
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item: Vec<BarrierTierItem>,
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}
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#[derive(Debug, Deserialize)]
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struct BarrierTable {
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barrier: Vec<BarrierTier>,
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}
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#[derive(Debug, Deserialize, Clone)]
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struct UnitTierItem {
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item: UnitType,
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probability: usize,
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}
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#[derive(Debug, Deserialize, Clone)]
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struct UnitTier {
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level: usize,
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item: Vec<UnitTierItem>,
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}
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#[derive(Debug, Deserialize)]
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struct UnitTable {
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unit: Vec<UnitTier>,
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}
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fn load_frame_table() -> FrameTable {
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let path = PathBuf::from("data/shops/frame.toml");
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let mut f = File::open(path).unwrap();
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let mut s = String::new();
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f.read_to_string(&mut s).unwrap();
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let table: FrameTable = toml::from_str(s.as_str()).unwrap();
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table
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}
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fn load_barrier_table() -> BarrierTable {
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let path = PathBuf::from("data/shops/barrier.toml");
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let mut f = File::open(path).unwrap();
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let mut s = String::new();
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f.read_to_string(&mut s).unwrap();
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let table: BarrierTable = toml::from_str(s.as_str()).unwrap();
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table
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}
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fn load_unit_table() -> UnitTable {
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let path = PathBuf::from("data/shops/unit.toml");
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let mut f = File::open(path).unwrap();
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let mut s = String::new();
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f.read_to_string(&mut s).unwrap();
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let table: UnitTable = toml::from_str(s.as_str()).unwrap();
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table
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}
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fn number_of_frames_to_generate(character_level: usize) -> usize {
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if character_level <= 10 {
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4
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}
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else if character_level <= 25 {
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6
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}
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else if character_level <= 42 {
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7
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}
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else {
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8
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}
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}
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fn number_of_barriers_to_generate(character_level: usize) -> usize {
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if character_level <= 10 {
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4
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}
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else if character_level <= 25 {
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5
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}
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else if character_level <= 42 {
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6
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}
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else {
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7
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}
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}
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fn number_of_units_to_generate(character_level: usize) -> usize {
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if character_level <= 10 {
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0
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}
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else if character_level <= 25 {
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3
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}
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else if character_level <= 42 {
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5
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}
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else {
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6
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}
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}
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#[derive(Debug)]
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struct ArmorShop<R: Rng + SeedableRng> {
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frame: FrameTable,
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barrier: BarrierTable,
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unit: UnitTable,
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rng: R,
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}
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impl<R: Rng + SeedableRng> ArmorShop<R> {
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pub fn new() -> ArmorShop<R> {
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ArmorShop {
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frame: load_frame_table(),
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barrier: load_barrier_table(),
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unit: load_unit_table(),
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rng: R::from_entropy(),
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}
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}
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fn generate_frame_list(&mut self, character_level: usize) -> Vec<ShopArmor> {
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let tier = self.frame.frame.iter()
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.filter(|t| t.level <= character_level)
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.last()
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.cloned()
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.unwrap();
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let frame_choice = WeightedIndex::new(tier.item.iter().map(|f| f.probability)).unwrap();
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let slot_choice = WeightedIndex::new(self.frame.slot_rate.iter().map(|sr| sr.probability)).unwrap();
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(0..number_of_frames_to_generate(character_level))
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.map(|_| {
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let frame_detail = tier.item.get(frame_choice.sample(&mut self.rng)).unwrap();
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let slot = self.frame.slot_rate.get(slot_choice.sample(&mut self.rng)).unwrap();
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ShopArmor::Frame(frame_detail.item, slot.slot)
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})
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.collect()
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}
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fn generate_barrier_list(&mut self, character_level: usize) -> Vec<ShopArmor> {
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let tier = self.barrier.barrier.iter()
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.filter(|t| t.level <= character_level)
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.last()
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.cloned()
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.unwrap();
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let barrier_choice = WeightedIndex::new(tier.item.iter().map(|b| b.probability)).unwrap();
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(0..number_of_barriers_to_generate(character_level))
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.map(|_| {
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let barrier_detail = tier.item.get(barrier_choice.sample(&mut self.rng)).unwrap();
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ShopArmor::Barrier(barrier_detail.item)
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})
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.collect()
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}
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fn generate_unit_list(&mut self, character_level: usize) -> Vec<ShopArmor> {
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self.unit.unit.iter()
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.filter(|t| t.level <= character_level)
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.last()
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.cloned()
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.map(|tier| {
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let unit_choice = WeightedIndex::new(tier.item.iter().map(|u| u.probability)).unwrap();
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(0..number_of_units_to_generate(character_level))
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.map(|_| {
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let unit_detail = tier.item.get(unit_choice.sample(&mut self.rng)).unwrap();
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ShopArmor::Unit(unit_detail.item)
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})
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.collect()
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})
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.unwrap_or(Vec::new())
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}
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pub fn generate_armor_list(&mut self, character_level: usize) -> Vec<ShopArmor> {
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self.generate_frame_list(character_level).into_iter()
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.chain(self.generate_barrier_list(character_level).into_iter())
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.chain(self.generate_unit_list(character_level).into_iter())
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.collect()
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}
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}
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#[cfg(test)]
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mod test {
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use super::*;
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#[test]
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fn test_loading_tool_shop() {
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ArmorShop::<rand_chacha::ChaCha20Rng>::new();
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}
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#[test]
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fn test_generating_some_armor() {
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let mut fs = ArmorShop::<rand_chacha::ChaCha20Rng>::new();
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for i in 0..200 {
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fs.generate_armor_list(i);
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}
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}
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}
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