car go fast? no, cargo clippy vroom vroom
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@ -176,7 +176,7 @@ impl BoxDropTable {
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fn random_box_drop<R: Rng>(&self, map_area: &MapArea, rng: &mut R) -> Option<ItemDropType> {
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fn random_box_drop<R: Rng>(&self, map_area: &MapArea, rng: &mut R) -> Option<ItemDropType> {
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self.rare_drop(map_area, rng).or_else(|| {
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self.rare_drop(map_area, rng).or_else(|| {
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let rate = self.box_rates.rates_by_area(map_area);
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let rate = self.box_rates.rates_by_area(map_area);
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let type_weights = WeightedIndex::new(&[rate.weapon_rate, rate.armor_rate, rate.shield_rate, rate.unit_rate,
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let type_weights = WeightedIndex::new([rate.weapon_rate, rate.armor_rate, rate.shield_rate, rate.unit_rate,
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rate.tool_rate, rate.meseta_rate, rate.nothing_rate]).unwrap();
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rate.tool_rate, rate.meseta_rate, rate.nothing_rate]).unwrap();
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let btype = type_weights.sample(rng);
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let btype = type_weights.sample(rng);
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match btype {
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match btype {
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@ -46,7 +46,7 @@ impl GenericArmorTable {
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}
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}
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fn armor_type<R: Rng>(&self, area_map: &MapArea, rng: &mut R) -> ArmorType {
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fn armor_type<R: Rng>(&self, area_map: &MapArea, rng: &mut R) -> ArmorType {
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let rank_weights = WeightedIndex::new(&[self.rank_rates.rank0, self.rank_rates.rank1, self.rank_rates.rank2,
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let rank_weights = WeightedIndex::new([self.rank_rates.rank0, self.rank_rates.rank1, self.rank_rates.rank2,
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self.rank_rates.rank3, self.rank_rates.rank4]).unwrap();
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self.rank_rates.rank3, self.rank_rates.rank4]).unwrap();
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let rank = rank_weights.sample(rng) as i32;
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let rank = rank_weights.sample(rng) as i32;
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let armor_level = std::cmp::max(0i32, self.armor_set as i32 - 3i32 + rank + area_map.drop_area_value().unwrap_or(0) as i32);
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let armor_level = std::cmp::max(0i32, self.armor_set as i32 - 3i32 + rank + area_map.drop_area_value().unwrap_or(0) as i32);
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@ -80,7 +80,7 @@ impl GenericArmorTable {
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}
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}
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pub fn slots<R: Rng>(&self, _area_map: &MapArea, rng: &mut R) -> usize {
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pub fn slots<R: Rng>(&self, _area_map: &MapArea, rng: &mut R) -> usize {
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let slot_weights = WeightedIndex::new(&[self.slot_rates.slot0, self.slot_rates.slot1, self.slot_rates.slot2,
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let slot_weights = WeightedIndex::new([self.slot_rates.slot0, self.slot_rates.slot1, self.slot_rates.slot2,
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self.slot_rates.slot3, self.slot_rates.slot4]).unwrap();
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self.slot_rates.slot3, self.slot_rates.slot4]).unwrap();
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slot_weights.sample(rng)
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slot_weights.sample(rng)
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}
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}
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@ -36,7 +36,7 @@ impl GenericShieldTable {
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}
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}
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fn shield_type<R: Rng>(&self, area_map: &MapArea, rng: &mut R) -> ShieldType {
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fn shield_type<R: Rng>(&self, area_map: &MapArea, rng: &mut R) -> ShieldType {
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let rank_weights = WeightedIndex::new(&[self.rank_rates.rank0, self.rank_rates.rank1, self.rank_rates.rank2,
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let rank_weights = WeightedIndex::new([self.rank_rates.rank0, self.rank_rates.rank1, self.rank_rates.rank2,
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self.rank_rates.rank3, self.rank_rates.rank4]).unwrap();
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self.rank_rates.rank3, self.rank_rates.rank4]).unwrap();
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let rank = rank_weights.sample(rng) as i32;
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let rank = rank_weights.sample(rng) as i32;
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let shield_level = std::cmp::max(0i32, self.shield_set as i32 - 3i32 + rank + area_map.drop_area_value().unwrap_or(0) as i32);
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let shield_level = std::cmp::max(0i32, self.shield_set as i32 - 3i32 + rank + area_map.drop_area_value().unwrap_or(0) as i32);
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@ -240,7 +240,7 @@ impl AttributeTable {
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fn generate_attribute<R: Rng>(&self, pattern: &PercentPatternType, rates: &AttributeRate, rng: &mut R) -> Option<WeaponAttribute> {
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fn generate_attribute<R: Rng>(&self, pattern: &PercentPatternType, rates: &AttributeRate, rng: &mut R) -> Option<WeaponAttribute> {
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let attribute_weights = WeightedIndex::new(&[rates.none, rates.native, rates.abeast, rates.machine, rates.dark, rates.hit]).unwrap();
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let attribute_weights = WeightedIndex::new([rates.none, rates.native, rates.abeast, rates.machine, rates.dark, rates.hit]).unwrap();
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let attr = match attribute_weights.sample(rng) {
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let attr = match attribute_weights.sample(rng) {
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0 => return None,
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0 => return None,
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1 => Attribute::Native,
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1 => Attribute::Native,
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@ -253,7 +253,7 @@ impl AttributeTable {
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let percents = self.percent_rates.get_by_pattern(pattern);
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let percents = self.percent_rates.get_by_pattern(pattern);
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let value_weights = WeightedIndex::new(&percents.as_array()).unwrap();
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let value_weights = WeightedIndex::new(percents.as_array()).unwrap();
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let value = value_weights.sample(rng);
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let value = value_weights.sample(rng);
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let percent = ((value + 1) * 5) as i8;
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let percent = ((value + 1) * 5) as i8;
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@ -477,7 +477,7 @@ impl GenericWeaponTable {
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let pattern = std::cmp::min(area % ratio.inc, 3);
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let pattern = std::cmp::min(area % ratio.inc, 3);
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let weights = self.grind_rates.grind_rate[pattern as usize];
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let weights = self.grind_rates.grind_rate[pattern as usize];
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let grind_choice = WeightedIndex::new(&weights).unwrap();
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let grind_choice = WeightedIndex::new(weights).unwrap();
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grind_choice.sample(rng)
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grind_choice.sample(rng)
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}
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}
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@ -226,7 +226,7 @@ pub async fn liberta_kit<EG: EntityGateway>(entity_gateway: &mut EG, used_cell:
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fn jack_o_lantern() -> Result<Vec<ApplyItemAction>, anyhow::Error>
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fn jack_o_lantern() -> Result<Vec<ApplyItemAction>, anyhow::Error>
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{
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{
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let mag_rate = WeightedIndex::new(&[13, 13, 13, 13, 12, 12, 12, 12]).unwrap();
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let mag_rate = WeightedIndex::new([13, 13, 13, 13, 12, 12, 12, 12]).unwrap();
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let mag_type = match mag_rate.sample(&mut rand_chacha::ChaChaRng::from_entropy()) {
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let mag_type = match mag_rate.sample(&mut rand_chacha::ChaChaRng::from_entropy()) {
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0 => ToolType::CellOfMag502,
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0 => ToolType::CellOfMag502,
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1 => ToolType::CellOfMag213,
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1 => ToolType::CellOfMag213,
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@ -412,7 +412,7 @@ impl<R: Rng + SeedableRng> WeaponShop<R> {
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.last()
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.last()
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.unwrap();
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.unwrap();
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let attr_choice = WeightedIndex::new(&[tier.none, tier.native, tier.abeast, tier.machine, tier.dark, tier.hit]).unwrap();
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let attr_choice = WeightedIndex::new([tier.none, tier.native, tier.abeast, tier.machine, tier.dark, tier.hit]).unwrap();
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let attr = match attr_choice.sample(&mut self.rng) {
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let attr = match attr_choice.sample(&mut self.rng) {
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0 => return None,
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0 => return None,
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1 => Attribute::Native,
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1 => Attribute::Native,
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@ -439,7 +439,7 @@ impl<R: Rng + SeedableRng> WeaponShop<R> {
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.last()
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.last()
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.unwrap();
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.unwrap();
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let attr_choice = WeightedIndex::new(&[tier.none, tier.native, tier.abeast, tier.machine, tier.dark, tier.hit]).unwrap();
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let attr_choice = WeightedIndex::new([tier.none, tier.native, tier.abeast, tier.machine, tier.dark, tier.hit]).unwrap();
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let attr = match attr_choice.sample(&mut self.rng) {
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let attr = match attr_choice.sample(&mut self.rng) {
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0 => return None,
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0 => return None,
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1 => Attribute::Native,
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1 => Attribute::Native,
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