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use std::collections::{HashMap, BTreeMap};
use serde::{Serialize, Deserialize};
use rand::Rng;
use rand::distributions::{WeightedIndex, Distribution};
use rand::seq::SliceRandom;
use entity::character::SectionID;
use entity::item::weapon::{Weapon, WeaponType, Attribute, WeaponAttribute, WeaponSpecial};
use maps::room::{Difficulty, Episode};
use maps::area::MapArea;
use crate::{ItemDropType, load_data_file};
#[derive(Debug, Serialize, Deserialize, Eq, PartialEq, Hash, Copy, Clone, Ord, PartialOrd)]
pub enum WeaponDropType {
Saber,
Sword,
Dagger,
Partisan,
Slicer,
Handgun,
Rifle,
Mechgun,
Shot,
Cane,
Rod,
Wand
}
#[derive(Debug, Serialize, Deserialize, Default, Copy, Clone)]
pub struct WeaponRatio {
rate: u32,
rank: i32,
inc: u32,
}
#[derive(Debug, Serialize, Deserialize, Default, Clone)]
pub struct WeaponRatios {
saber: WeaponRatio,
sword: WeaponRatio,
dagger: WeaponRatio,
partisan: WeaponRatio,
slicer: WeaponRatio,
handgun: WeaponRatio,
rifle: WeaponRatio,
mechgun: WeaponRatio,
shot: WeaponRatio,
cane: WeaponRatio,
rod: WeaponRatio,
wand: WeaponRatio,
}
impl WeaponRatios {
fn new(episode: Episode, difficulty: Difficulty, section_id: SectionID) -> WeaponRatios {
load_data_file(episode, difficulty, section_id, "weapon_rate.toml")
}
}
#[derive(Debug, Serialize, Deserialize)]
struct GrindRates {
grind_rate: [[u32; 9]; 4]
}
impl GrindRates {
fn new(episode: Episode, difficulty: Difficulty, section_id: SectionID) -> GrindRates {
load_data_file(episode, difficulty, section_id, "grind_rate.toml")
}
}
#[derive(Debug, Serialize, Deserialize, Clone, Copy)]
struct AttributeRate {
none: u32,
native: u32,
abeast: u32,
machine: u32,
dark: u32,
hit: u32,
}
#[derive(Debug, Serialize, Deserialize)]
struct AttributeRates {
area1: AttributeRate,
area2: AttributeRate,
area3: AttributeRate,
area4: AttributeRate,
area5: AttributeRate,
area6: AttributeRate,
area7: AttributeRate,
area8: AttributeRate,
area9: AttributeRate,
area10: AttributeRate,
}
impl AttributeRates {
fn get_by_area(&self, map_area: &MapArea) -> AttributeRate {
match map_area.drop_area_value().unwrap() {
0 => self.area1,
1 => self.area2,
2 => self.area3,
3 => self.area4,
4 => self.area5,
5 => self.area6,
6 => self.area7,
7 => self.area8,
8 => self.area9,
_ => self.area10,
}
}
}
#[derive(Debug, Serialize, Deserialize, Copy, Clone)]
struct PercentRate {
p5: u32,
p10: u32,
p15: u32,
p20: u32,
p25: u32,
p30: u32,
p35: u32,
p40: u32,
p45: u32,
p50: u32,
p55: u32,
p60: u32,
p65: u32,
p70: u32,
p75: u32,
p80: u32,
p85: u32,
p90: u32,
}
impl PercentRate {
fn as_array(&self) -> [u32; 18] {
[self.p5, self.p10, self.p15, self.p20, self.p25, self.p30, self.p35, self.p40, self.p45,
self.p50, self.p55, self.p60, self.p65, self.p70, self.p75, self.p80, self.p85, self.p90]
}
}
#[derive(Debug, Serialize, Deserialize, Copy, Clone)]
enum PercentPatternType {
#[serde(rename = "pattern1")]
Pattern1,
#[serde(rename = "pattern2")]
Pattern2,
#[serde(rename = "pattern3")]
Pattern3,
#[serde(rename = "pattern4")]
Pattern4,
#[serde(rename = "pattern5")]
Pattern5,
#[serde(rename = "pattern6")]
Pattern6,
}
#[derive(Debug, Serialize, Deserialize, Copy, Clone)]
struct AttributePercentPattern {
attribute1: Option<PercentPatternType>,
attribute2: Option<PercentPatternType>,
attribute3: Option<PercentPatternType>,
}
#[derive(Debug, Serialize, Deserialize, Copy, Clone)]
struct AreaPercentPatterns {
area1: AttributePercentPattern,
area2: AttributePercentPattern,
area3: AttributePercentPattern,
area4: AttributePercentPattern,
area5: AttributePercentPattern,
area6: AttributePercentPattern,
area7: AttributePercentPattern,
area8: AttributePercentPattern,
area9: AttributePercentPattern,
area10: AttributePercentPattern,
}
impl AreaPercentPatterns {
fn get_by_area(&self, map_area: &MapArea) -> AttributePercentPattern {
match map_area.drop_area_value().unwrap() {
0 => self.area1,
1 => self.area2,
2 => self.area3,
3 => self.area4,
4 => self.area5,
5 => self.area6,
6 => self.area7,
7 => self.area8,
8 => self.area9,
_ => self.area10,
}
}
}
#[derive(Debug, Serialize, Deserialize, Copy, Clone)]
struct PercentRatePatterns {
pattern1: PercentRate,
pattern2: PercentRate,
pattern3: PercentRate,
pattern4: PercentRate,
pattern5: PercentRate,
pattern6: PercentRate,
}
impl PercentRatePatterns {
fn get_by_pattern(&self, pattern: &PercentPatternType) -> PercentRate {
match pattern {
PercentPatternType::Pattern1 => self.pattern1,
PercentPatternType::Pattern2 => self.pattern2,
PercentPatternType::Pattern3 => self.pattern3,
PercentPatternType::Pattern4 => self.pattern4,
PercentPatternType::Pattern5 => self.pattern5,
PercentPatternType::Pattern6 => self.pattern6
}
}
}
pub struct AttributeTable {
attribute_rates: AttributeRates,
percent_rates: PercentRatePatterns,
area_percent_patterns: AreaPercentPatterns,
}
impl AttributeTable {
pub fn new(episode: Episode, difficulty: Difficulty, section_id: SectionID) -> AttributeTable {
// TODO: new these
let attribute_rates: AttributeRates = load_data_file(episode, difficulty, section_id, "attribute_rate.toml");
let percent_rates: PercentRatePatterns = load_data_file(episode, difficulty, section_id, "percent_rate.toml");
let area_percent_patterns: AreaPercentPatterns = load_data_file(episode, difficulty, section_id, "area_percent_pattern.toml");
AttributeTable {
attribute_rates,
percent_rates,
area_percent_patterns,
}
}
fn generate_attribute<R: Rng>(&self, pattern: &PercentPatternType, rates: &AttributeRate, rng: &mut R) -> Option<WeaponAttribute> {
let attribute_weights = WeightedIndex::new([rates.none, rates.native, rates.abeast, rates.machine, rates.dark, rates.hit]).unwrap();
let attr = match attribute_weights.sample(rng) {
0 => return None,
1 => Attribute::Native,
2 => Attribute::ABeast,
3 => Attribute::Machine,
4 => Attribute::Dark,
5 => Attribute::Hit,
_ => panic!()
};
let percents = self.percent_rates.get_by_pattern(pattern);
let value_weights = WeightedIndex::new(percents.as_array()).unwrap();
let value = value_weights.sample(rng);
let percent = ((value + 1) * 5) as i8;
Some(WeaponAttribute {
attr,
value: percent
})
}
fn attributes<R: Rng>(&self, percent_pattern: &AttributePercentPattern, attribute_rate: &AttributeRate, rng: &mut R) -> [Option<WeaponAttribute>; 3] {
let mut percents = vec![
percent_pattern.attribute1.and_then(|pattern_type| {
self.generate_attribute(&pattern_type, attribute_rate, rng)
}),
percent_pattern.attribute2.and_then(|pattern_type| {
self.generate_attribute(&pattern_type, attribute_rate, rng)
}),
percent_pattern.attribute3.and_then(|pattern_type| {
self.generate_attribute(&pattern_type, attribute_rate, rng)
}),
];
percents.sort_by_key(|p| {
p.as_ref().map(|a| a.attr)
});
percents.dedup_by_key(|p| {
p.as_ref().map(|a| a.attr)
});
percents.iter()
.fold(([None; 3], 0), |(mut acc, index), p| { // one day I'll be able to collece into an array
if p.is_some() {
acc[index] = *p;
(acc, index + 1)
}
else {
(acc, index)
}
}).0
}
fn generate_attributes<R: Rng>(&self, map_area: &MapArea, rng: &mut R) -> [Option<WeaponAttribute>; 3] {
let percent_pattern = self.area_percent_patterns.get_by_area(map_area);
let attribute_rate = self.attribute_rates.get_by_area(map_area);
self.attributes(&percent_pattern, &attribute_rate, rng)
}
pub fn generate_rare_attributes<R: Rng>(&self, map_area: &MapArea, rng: &mut R) -> [Option<WeaponAttribute>; 3] {
let percent_pattern = AttributePercentPattern {
attribute1: Some(PercentPatternType::Pattern6),
attribute2: Some(PercentPatternType::Pattern6),
attribute3: Some(PercentPatternType::Pattern6),
};
let attribute_rate = self.attribute_rates.get_by_area(map_area);
self.attributes(&percent_pattern, &attribute_rate, rng)
}
}
#[derive(Debug, Serialize, Deserialize, Copy, Clone)]
struct SpecialRate {
rank: u32,
rate: u32,
}
#[derive(Debug, Serialize, Deserialize, Copy, Clone)]
struct SpecialRates {
area1: SpecialRate,
area2: SpecialRate,
area3: SpecialRate,
area4: SpecialRate,
area5: SpecialRate,
area6: SpecialRate,
area7: SpecialRate,
area8: SpecialRate,
area9: SpecialRate,
area10: SpecialRate,
}
impl SpecialRates {
fn new(episode: Episode, difficulty: Difficulty, section_id: SectionID) -> SpecialRates {
load_data_file(episode, difficulty, section_id, "weapon_special_rate.toml")
}
fn rate_by_area(&self, map_area: &MapArea) -> SpecialRate {
match map_area.drop_area_value().unwrap() {
0 => self.area1,
1 => self.area2,
2 => self.area3,
3 => self.area4,
4 => self.area5,
5 => self.area6,
6 => self.area7,
7=> self.area8,
8 => self.area9,
_ => self.area10,
}
}
fn random_special_by_rank<R: Rng>(&self, rank: u32, rng: &mut R) -> WeaponSpecial {
let specials = match rank {
1 => vec![WeaponSpecial::Draw, WeaponSpecial::Heart, WeaponSpecial::Ice, WeaponSpecial::Bind, WeaponSpecial::Heat, WeaponSpecial::Shock,
WeaponSpecial::Dim, WeaponSpecial::Panic],
2 => vec![WeaponSpecial::Drain, WeaponSpecial::Mind, WeaponSpecial::Frost, WeaponSpecial::Hold, WeaponSpecial::Fire, WeaponSpecial::Thunder,
WeaponSpecial::Shadow, WeaponSpecial::Riot, WeaponSpecial::Masters, WeaponSpecial::Charge],
3 => vec![WeaponSpecial::Fill, WeaponSpecial::Soul, WeaponSpecial::Freeze, WeaponSpecial::Seize, WeaponSpecial::Flame, WeaponSpecial::Storm,
WeaponSpecial::Dark, WeaponSpecial::Havoc, WeaponSpecial::Lords, WeaponSpecial::Charge, WeaponSpecial::Spirit, WeaponSpecial::Devils],
4 => vec![WeaponSpecial::Gush, WeaponSpecial::Geist, WeaponSpecial::Blizzard, WeaponSpecial::Arrest, WeaponSpecial::Burning, WeaponSpecial::Tempest,
WeaponSpecial::Hell, WeaponSpecial::Chaos, WeaponSpecial::Kings, WeaponSpecial::Charge, WeaponSpecial::Berserk, WeaponSpecial::Demons],
_ => panic!(),
};
*specials.choose(rng).unwrap()
}
fn get_special<R: Rng>(&self, map_area: &MapArea, rng: &mut R) -> Option<WeaponSpecial> {
let rate = self.rate_by_area(map_area);
if rng.gen_range(0, 100) < rate.rate {
Some(self.random_special_by_rank(rate.rank, rng))
}
else {
None
}
}
}
pub struct GenericWeaponTable {
rank_table: HashMap<WeaponDropType, Vec<WeaponType>>,
weapon_ratio: WeaponRatios,
grind_rates: GrindRates,
attribute_table: AttributeTable,
special_table: SpecialRates,
}
impl GenericWeaponTable {
pub fn new(episode: Episode, difficulty: Difficulty, section_id: SectionID) -> GenericWeaponTable {
let mut rank_table = HashMap::new();
rank_table.insert(WeaponDropType::Saber, vec![WeaponType::Saber, WeaponType::Brand, WeaponType::Buster, WeaponType::Pallasch, WeaponType::Gladius]);
rank_table.insert(WeaponDropType::Sword, vec![WeaponType::Sword, WeaponType::Gigush, WeaponType::Breaker, WeaponType::Claymore, WeaponType::Calibur]);
rank_table.insert(WeaponDropType::Dagger, vec![WeaponType::Dagger, WeaponType::Knife, WeaponType::Blade, WeaponType::Edge, WeaponType::Ripper]);
rank_table.insert(WeaponDropType::Partisan, vec![WeaponType::Partisan, WeaponType::Halbert, WeaponType::Glaive, WeaponType::Berdys, WeaponType::Gungnir]);
rank_table.insert(WeaponDropType::Slicer, vec![WeaponType::Slicer, WeaponType::Spinner, WeaponType::Cutter, WeaponType::Sawcer, WeaponType::Diska]);
rank_table.insert(WeaponDropType::Handgun, vec![WeaponType::Handgun, WeaponType::Autogun, WeaponType::Lockgun, WeaponType::Railgun, WeaponType::Raygun]);
rank_table.insert(WeaponDropType::Rifle, vec![WeaponType::Rifle, WeaponType::Sniper, WeaponType::Blaster, WeaponType::Beam, WeaponType::Laser]);
rank_table.insert(WeaponDropType::Mechgun, vec![WeaponType::Mechgun, WeaponType::Assault, WeaponType::Repeater, WeaponType::Gatling, WeaponType::Vulcan]);
rank_table.insert(WeaponDropType::Shot, vec![WeaponType::Shot, WeaponType::Spread, WeaponType::Cannon, WeaponType::Launcher, WeaponType::Arms]);
rank_table.insert(WeaponDropType::Cane, vec![WeaponType::Cane, WeaponType::Stick, WeaponType::Mace, WeaponType::Club]);
rank_table.insert(WeaponDropType::Rod, vec![WeaponType::Rod, WeaponType::Pole, WeaponType::Pillar, WeaponType::Striker]);
rank_table.insert(WeaponDropType::Wand, vec![WeaponType::Wand, WeaponType::Staff, WeaponType::Baton, WeaponType::Scepter]);
GenericWeaponTable {
rank_table,
weapon_ratio: WeaponRatios::new(episode, difficulty, section_id),
grind_rates: GrindRates::new(episode, difficulty, section_id),
attribute_table: AttributeTable::new(episode, difficulty, section_id),
special_table: SpecialRates::new(episode, difficulty, section_id),
}
}
fn area_rank(&self, ratio: &WeaponRatio, map_area: &MapArea) -> (u32, u32) {
if ratio.rank >= 0 {
(map_area.drop_area_value().unwrap_or(0), ratio.rank as u32)
}
else {
((map_area.drop_area_value().unwrap_or(0) as i32 + ratio.rank) as u32, 0)
}
}
fn get_possible_weapon_types(&self, map_area: &MapArea) -> BTreeMap<WeaponDropType, WeaponRatio> {
let mut valid_weapons = BTreeMap::new();
let item_rate_pairs = vec![
(WeaponDropType::Saber, self.weapon_ratio.saber),
(WeaponDropType::Sword, self.weapon_ratio.sword),
(WeaponDropType::Dagger, self.weapon_ratio.dagger),
(WeaponDropType::Partisan, self.weapon_ratio.partisan),
(WeaponDropType::Slicer, self.weapon_ratio.slicer),
(WeaponDropType::Handgun, self.weapon_ratio.handgun),
(WeaponDropType::Rifle, self.weapon_ratio.rifle),
(WeaponDropType::Mechgun, self.weapon_ratio.mechgun),
(WeaponDropType::Shot, self.weapon_ratio.shot),
(WeaponDropType::Cane, self.weapon_ratio.cane),
(WeaponDropType::Rod, self.weapon_ratio.rod),
(WeaponDropType::Wand, self.weapon_ratio.wand),
];
for (item_type, ratio) in item_rate_pairs.into_iter() {
if ratio.rate > 0 && map_area.drop_area_value().map(|k| k as i32 + ratio.rank).unwrap_or(-1) >= 0 {
valid_weapons.insert(item_type, ratio);
}
}
valid_weapons
}
fn weapon_type<R: Rng>(&self, possible_weapon_types: &BTreeMap<WeaponDropType, WeaponRatio>, _map_area: &MapArea, rng: &mut R) -> WeaponDropType {
let mut weapon_rates = possible_weapon_types.iter()
.map(|(weapon, stat)| {
(weapon, stat.rate)
});
let weapon_choice = WeightedIndex::new(weapon_rates.clone().map(|wr| wr.1)).unwrap();
*weapon_rates.nth(weapon_choice.sample(rng)).unwrap().0
}
fn weapon_rank(&self, ratio: &WeaponRatio, map_area: &MapArea) -> u32 {
let (area, rank) = self.area_rank(ratio, map_area);
let weapon_rank = rank + area / ratio.inc;
std::cmp::max(weapon_rank, 0)
}
fn actual_weapon(&self, weapon_type: &WeaponDropType, weapon_rank: u32) -> WeaponType {
let weapons = self.rank_table.get(weapon_type).unwrap();
weapons[std::cmp::min(weapons.len() - 1, weapon_rank as usize)]
}
fn get_grind<R: Rng>(&self, ratio: &WeaponRatio, map_area: &MapArea, rng: &mut R) -> usize {
let (area, _) = self.area_rank(ratio, map_area);
let pattern = std::cmp::min(area % ratio.inc, 3);
let weights = self.grind_rates.grind_rate[pattern as usize];
let grind_choice = WeightedIndex::new(weights).unwrap();
grind_choice.sample(rng)
}
pub fn get_drop<R: Rng>(&self, map_area: &MapArea, rng: &mut R) -> Option<ItemDropType> {
let possible_weapon_types = self.get_possible_weapon_types(map_area);
let weapon_type = self.weapon_type(&possible_weapon_types, map_area, rng);
let ratio = possible_weapon_types.get(&weapon_type).unwrap();
let weapon_rank = self.weapon_rank(ratio, map_area);
let weapon_grind = self.get_grind(ratio, map_area, rng);
let weapon_attributes = self.attribute_table.generate_attributes(map_area, rng);
let weapon_special = self.special_table.get_special(map_area, rng);
let actual_weapon = self.actual_weapon(&weapon_type, weapon_rank);
Some(ItemDropType::Weapon(Weapon {
weapon: actual_weapon,
special: weapon_special,
grind: weapon_grind as u8,
attrs: weapon_attributes,
tekked: weapon_special.is_none(),
}))
}
}
#[cfg(test)]
mod test {
use super::*;
use rand::{SeedableRng};
#[test]
fn test_weapon_generation() {
let mut rng = rand_chacha::ChaCha20Rng::from_seed([23;32]);
let gwt = GenericWeaponTable::new(Episode::One, Difficulty::Normal, SectionID::Skyly);
assert!(gwt.get_drop(&MapArea::Forest1, &mut rng) == Some(ItemDropType::Weapon(Weapon {
weapon: WeaponType::Cane,
special: None,
grind: 0,
attrs: [None, None, None],
tekked: true,
})));
let gwt = GenericWeaponTable::new(Episode::One, Difficulty::Hard, SectionID::Skyly);
assert!(gwt.get_drop(&MapArea::Caves2, &mut rng) == Some(ItemDropType::Weapon(Weapon {
weapon: WeaponType::Sniper,
special: None,
grind: 2,
attrs: [None, None, None],
tekked: true,
})));
let gwt = GenericWeaponTable::new(Episode::One, Difficulty::VeryHard, SectionID::Skyly);
assert!(gwt.get_drop(&MapArea::Mines1, &mut rng) == Some(ItemDropType::Weapon(Weapon {
weapon: WeaponType::Club,
special: Some(WeaponSpecial::Berserk),
grind: 0,
attrs: [None, None, None],
tekked: false,
})));
let gwt = GenericWeaponTable::new(Episode::One, Difficulty::Ultimate, SectionID::Skyly);
assert!(gwt.get_drop(&MapArea::DarkFalz, &mut rng) == Some(ItemDropType::Weapon(Weapon {
weapon: WeaponType::Vulcan,
special: None,
grind: 0,
attrs: [Some(WeaponAttribute {attr: Attribute::ABeast, value: 30}), Some(WeaponAttribute {attr: Attribute::Dark, value: 30}), None],
tekked: true,
})));
}
}
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