Browse Source

drop table initial code + weapon drops

pbs
jake 5 years ago
parent
commit
513d46c213
  1. 6
      Cargo.toml
  2. 2
      src/entity/character.rs
  3. 3
      src/entity/item/armor.rs
  4. 1
      src/entity/item/mod.rs
  5. 9
      src/entity/item/weapon.rs
  6. 1
      src/login/character.rs
  7. 1
      src/main.rs
  8. 0
      src/ship/drops/drop_table.rs
  9. 0
      src/ship/drops/generic_armor.rs
  10. 0
      src/ship/drops/generic_shield.rs
  11. 0
      src/ship/drops/generic_unit.rs
  12. 579
      src/ship/drops/generic_weapon.rs
  13. 190
      src/ship/drops/mod.rs
  14. 0
      src/ship/drops/rare_drop_table.rs
  15. 3
      src/ship/items.rs
  16. 26
      src/ship/map.rs
  17. 2
      src/ship/mod.rs
  18. 25
      src/ship/monster.rs
  19. 7
      src/ship/room.rs

6
Cargo.toml

@ -21,7 +21,8 @@ path = "src/main.rs"
libpso = { git = "http://git.sharnoth.com/jake/libpso" }
async-std = { version = "1.4.0", features = ["unstable"] }
futures = "0.3.1"
rand = "0.6.5"
rand = "0.7.3"
rand_chacha = "0.2.2"
mio = "0.6"
mio-extras = "2.0.5"
crc = "^1.0.0"
@ -31,7 +32,10 @@ chrono = "*"
serde = "*"
serde_json = "*"
ron = "*"
toml = "*"
log = "*"
fern = { version = "0.5", features = ["colored"] }
byteorder = "1"
enum-utils = "0.1.2"
derive_more = { version = "0.99.3", features = ["display"]}

2
src/entity/character.rs

@ -62,7 +62,7 @@ impl Into<u8> for CharacterClass {
#[derive(Copy, Clone, Hash, PartialEq, Eq)]
#[derive(Copy, Clone, Hash, PartialEq, Eq, derive_more::Display)]
pub enum SectionID {
Viridia,
Greenill,

3
src/entity/item/armor.rs

@ -1,10 +1,11 @@
use std::convert::{TryFrom, Into};
use serde::{Serialize, Deserialize};
pub enum ArmorTypeError {
UnknownArmor(String)
}
#[derive(Debug, Copy, Clone, PartialEq)]
#[derive(Debug, Copy, Clone, PartialEq, Serialize, Deserialize)]
pub enum ArmorType {
Frame,
Armor,

1
src/entity/item/mod.rs

@ -43,6 +43,7 @@ pub enum ItemLocation {
#[derive(Clone, Debug, PartialEq)]
pub struct Weapon {
pub equipped: bool,
pub tekked: bool,
pub weapon: weapon::Weapon,
}

9
src/entity/item/weapon.rs

@ -1,7 +1,8 @@
use std::convert::{TryFrom, Into};
use serde::{Serialize, Deserialize};
#[derive(Debug, Copy, Clone, PartialEq)]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Ord, PartialOrd)]
pub enum Attribute {
Native,
ABeast,
@ -12,8 +13,8 @@ pub enum Attribute {
#[derive(Debug, Copy, Clone, PartialEq)]
pub struct WeaponAttribute {
attr: Attribute,
value: u8,
pub attr: Attribute,
pub value: i8,
}
@ -65,7 +66,7 @@ pub enum WeaponTypeError {
UnknownWeapon(String)
}
#[derive(Debug, Copy, Clone, PartialEq)]
#[derive(Debug, Copy, Clone, PartialEq, Serialize, Deserialize)]
pub enum WeaponType {
Saber,
Brand,

1
src/login/character.rs

@ -204,6 +204,7 @@ fn new_character<EG: EntityGateway>(entity_gateway: &mut EG, user: &UserAccount,
ItemDetail::Weapon(
Weapon {
equipped: true,
tekked: true,
weapon: item::weapon::Weapon {
weapon: new_weapon,
grind: 0,

1
src/main.rs

@ -86,6 +86,7 @@ fn main() {
item::ItemDetail::Weapon(
item::Weapon {
equipped: true,
tekked: true,
weapon: item::weapon::Weapon {
weapon: item::weapon::WeaponType::Handgun,
grind: 5,

0
src/ship/drops/drop_table.rs

0
src/ship/drops/generic_armor.rs

0
src/ship/drops/generic_shield.rs

0
src/ship/drops/generic_unit.rs

579
src/ship/drops/generic_weapon.rs

@ -0,0 +1,579 @@
use std::collections::{HashMap, BTreeMap};
use std::path::PathBuf;
use std::fs::File;
use std::io::Read;
use serde::{Serialize, Deserialize};
use rand::{Rng, SeedableRng};
use rand::distributions::{WeightedIndex, Distribution};
use rand::seq::SliceRandom;
use crate::entity::item::{ItemDetail, Weapon as WeaponDetail};
use crate::entity::item::weapon::{Weapon, WeaponType, Attribute, WeaponAttribute, WeaponSpecial};
use crate::ship::monster::MonsterType;
use crate::ship::room::{Difficulty, Episode};
use crate::ship::map::MapVariantType;
use crate::entity::character::SectionID;
fn data_file_path(episode: Episode, difficulty: Difficulty, section_id: SectionID, filename: &str) -> PathBuf {
let mut path = PathBuf::from("data/drops/");
path.push(episode.to_string());
path.push(difficulty.to_string().to_lowercase());
path.push(section_id.to_string().to_lowercase());
path.push(filename);
path
}
fn load_data_file<T: serde::de::DeserializeOwned>(episode: Episode, difficulty: Difficulty, section_id: SectionID, filename: &str) -> T {
let path = data_file_path(episode, difficulty, section_id, filename);
let mut f = File::open(path).unwrap();
let mut s = String::new();
f.read_to_string(&mut s);
toml::from_str::<T>(s.as_str()).unwrap()
}
#[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: &MapVariantType) -> AttributeRate {
match map_area.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: &MapVariantType) -> AttributePercentPattern {
match map_area.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
}
}
}
struct AttributeTable {
attribute_rates: AttributeRates,
percent_rates: PercentRatePatterns,
area_percent_patterns: AreaPercentPatterns,
}
impl AttributeTable {
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: attribute_rates,
percent_rates: percent_rates,
area_percent_patterns: 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: attr,
value: percent
})
}
fn generate_attributes<R: Rng>(&self, map_area: &MapVariantType, 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);
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| {
match p {
Some(a) => Some(a.attr),
None => None,
}
});
percents.dedup_by_key(|p| {
match p {
Some(a) => Some(a.attr),
None => None,
}
});
percents.iter()
.fold(([None; 3], 0), |(mut acc, index), p| { // one day I'll be able to collece into an array
if let Some(_) = p {
acc[index] = *p;
(acc, index + 1)
}
else {
(acc, index)
}
}).0
}
}
#[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: &MapVariantType) -> SpecialRate {
match map_area.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: &MapVariantType, 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: 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: &MapVariantType) -> (u32, u32) {
if ratio.rank >= 0 {
(map_area.area_value().unwrap_or(0), ratio.rank as u32)
}
else {
((map_area.area_value().unwrap_or(0) as i32 + ratio.rank) as u32, 0)
}
}
fn get_possible_weapon_types(&self, map_area: &MapVariantType) -> 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.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: &MapVariantType, 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: &MapVariantType) -> 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: &MapVariantType, 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: &MapVariantType, rng: &mut R) -> Option<ItemDetail> {
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(ItemDetail::Weapon(WeaponDetail {
equipped: false,
tekked: weapon_special.is_none(),
weapon: Weapon {
weapon: actual_weapon,
special: weapon_special,
grind: weapon_grind as u8,
attrs: weapon_attributes,
}
}))
}
}
#[cfg(test)]
mod test {
use super::*;
#[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(&MapVariantType::Forest1, &mut rng) == Some(ItemDetail::Weapon(WeaponDetail {
equipped: false,
tekked: true,
weapon: Weapon {
weapon: WeaponType::Cane,
special: None,
grind: 0,
attrs: [None, None, None]
}
})));
let gwt = GenericWeaponTable::new(Episode::One, Difficulty::Hard, SectionID::Skyly);
assert!(gwt.get_drop(&MapVariantType::Caves2, &mut rng) == Some(ItemDetail::Weapon(WeaponDetail {
equipped: false,
tekked: true,
weapon: Weapon {
weapon: WeaponType::Sniper,
special: None,
grind: 2,
attrs: [None, None, None]
}
})));
let gwt = GenericWeaponTable::new(Episode::One, Difficulty::VeryHard, SectionID::Skyly);
assert!(gwt.get_drop(&MapVariantType::Mines1, &mut rng) == Some(ItemDetail::Weapon(WeaponDetail {
equipped: false,
tekked: false,
weapon: Weapon {
weapon: WeaponType::Club,
special: Some(WeaponSpecial::Berserk),
grind: 0,
attrs: [None, None, None]
}
})));
let gwt = GenericWeaponTable::new(Episode::One, Difficulty::Ultimate, SectionID::Skyly);
assert!(gwt.get_drop(&MapVariantType::DarkFalz, &mut rng) == Some(ItemDetail::Weapon(WeaponDetail {
equipped: false,
tekked: true,
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]
}
})));
}
}

190
src/ship/drops/mod.rs

@ -0,0 +1,190 @@
mod drop_table;
mod rare_drop_table;
mod generic_weapon;
mod generic_armor;
mod generic_shield;
use std::collections::HashMap;
use std::fs::File;
use std::path::PathBuf;
use std::io::Read;
use serde::{Serialize, Deserialize};
use rand::{Rng, SeedableRng};
use rand::distributions::{WeightedIndex, Distribution};
use crate::ship::monster::MonsterType;
use crate::ship::room::{Difficulty, Episode};
use crate::entity::item::ItemDetail;
use crate::entity::item::weapon::{WeaponType, Attribute, WeaponAttribute, WeaponSpecial};
use crate::entity::item::armor::ArmorType;
use crate::entity::item::shield::ShieldType;
use crate::entity::item::unit::UnitType;
use crate::entity::item::tool::ToolType;
use crate::ship::map::MapVariantType;
use crate::entity::character::SectionID;
pub use crate::ship::drops::generic_weapon::*;
#[derive(Debug, Serialize, Deserialize, Copy, Clone)]
pub enum MonsterDropType {
#[serde(rename = "weapon")]
Weapon,
#[serde(rename = "armor")]
Armor,
#[serde(rename = "shield")]
Shield,
#[serde(rename = "unit")]
Unit,
#[serde(rename = "none")]
None,
}
#[derive(Debug, Serialize, Deserialize, Copy, Clone)]
pub struct MonsterDropStats {
pub dar: u32,
pub drop_type: MonsterDropType,
pub min_meseta: u32,
pub max_meseta: u32,
}
enum RareDropItem {
Weapon(WeaponType),
Armor(ArmorType),
Shield(ShieldType),
Unit(UnitType),
Tool(ToolType),
}
struct RareDrop {
rate: f32,
item: RareDropItem
}
#[derive(Debug, Serialize, Deserialize)]
pub struct RareDropConfigEntity {
pub rate: f32,
pub item: String,
}
/*#[derive(Serialize, Deserialize)]
pub struct MonsterDar(pub HashMap<MonsterType, MonsterDropStats>);
/*impl MonsterDar {
fn from_f
}*/*/
struct RareDropTable {
}
impl RareDropTable {
fn new(episode: Episode, difficulty: Difficulty, section_id: SectionID) -> RareDropTable {
RareDropTable {
}
}
fn get_drop(&self, monster: &MonsterType) -> Option<ItemDetail> {
None
}
}
struct DropTable<R: Rng + SeedableRng> {
rare_table: RareDropTable,
monster_stats: HashMap<MonsterType, MonsterDropStats>,
weapon_table: GenericWeaponTable,
rng: R,
}
impl<R: Rng + SeedableRng> DropTable<R> {
fn new(episode: Episode, difficulty: Difficulty, section_id: SectionID) -> DropTable<R> {
let mut path = PathBuf::from("data/drops/");
path.push(episode.to_string());
path.push(difficulty.to_string().to_lowercase());
path.push(section_id.to_string().to_lowercase());
path.push("grind_rate.toml");
let mut f = File::open(path).unwrap();
let mut s = String::new();
f.read_to_string(&mut s);
let monster_stats = toml::from_str(&s).unwrap();
DropTable {
rare_table: RareDropTable::new(episode, difficulty, section_id),
monster_stats: monster_stats,
weapon_table: GenericWeaponTable::new(episode, difficulty, section_id),
rng: R::from_entropy(),
}
}
fn generate_meseta(&self, monster: &MonsterDropStats) -> Option<ItemDetail> {
None
}
fn generate_tool(&self, map_area: &MapVariantType, monster: &MonsterDropStats) -> Option<ItemDetail> {
None
}
fn generate_armor(&self) -> Option<ItemDetail> {
None
}
fn generate_shield(&self) -> Option<ItemDetail> {
None
}
fn generate_unit(&self) -> Option<ItemDetail> {
None
}
fn generate_typed_drop(&mut self, map_area: &MapVariantType, monster: &MonsterDropStats) -> Option<ItemDetail> {
match monster.drop_type {
MonsterDropType::Weapon => self.weapon_table.get_drop(map_area, &mut self.rng),
MonsterDropType::Armor => self.generate_armor(),
MonsterDropType::Shield => self.generate_shield(),
MonsterDropType::Unit => self.generate_unit(),
MonsterDropType::None => None,
}
}
fn get_drop(&mut self, map_area: &MapVariantType, monster: &MonsterType) -> Option<ItemDetail> {
//let mut rng = rand::thread_rng();
let monster_stat = *self.monster_stats.get(monster)?;
let drop_anything = self.rng.gen_range(0, 100);
if drop_anything > monster_stat.dar {
return None;
}
if let Some(item) = self.rare_table.get_drop(&monster) {
return Some(item);
}
let drop_type = self.rng.gen_range(0, 3);
match drop_type {
0 => {
self.generate_meseta(&monster_stat)
},
1 => {
self.generate_tool(map_area, &monster_stat)
},
2 => {
self.generate_typed_drop(map_area, &monster_stat)
},
_ => panic!()
}
}
}

0
src/ship/drops/rare_drop_table.rs

3
src/ship/items.rs

@ -239,6 +239,7 @@ mod test {
},
item: ItemDetail::Weapon(Weapon {
equipped: false,
tekked: true,
weapon: item::weapon::Weapon {
weapon: item::weapon::WeaponType::Saber,
grind: 0,
@ -265,6 +266,7 @@ mod test {
},
item: ItemDetail::Weapon(Weapon {
equipped: false,
tekked: true,
weapon: item::weapon::Weapon {
weapon: item::weapon::WeaponType::Handgun,
grind: 12,
@ -301,6 +303,7 @@ mod test {
},
item: ItemDetail::Weapon(Weapon {
equipped: false,
tekked: true,
weapon: item::weapon::Weapon {
weapon: item::weapon::WeaponType::Handgun,
grind: 12,

26
src/ship/map.rs

@ -190,8 +190,9 @@ enum MapVariantMode {
Offline,
}
// TODO: rename this since apparently I'm going to be using it a lot
#[derive(Debug)]
enum MapVariantType {
pub enum MapVariantType {
Pioneer2Ep1,
Forest1,
Forest2,
@ -209,6 +210,29 @@ enum MapVariantType {
DarkFalz,
}
impl MapVariantType {
pub fn area_value(&self) -> Option<u32> {
match self {
MapVariantType::Forest1 => Some(0),
MapVariantType::Forest2 => Some(1),
MapVariantType::Caves1 => Some(2),
MapVariantType::Caves2 => Some(3),
MapVariantType::Caves3 => Some(4),
MapVariantType::Mines1 => Some(5),
MapVariantType::Mines2 => Some(6),
MapVariantType::Ruins1 => Some(7),
MapVariantType::Ruins2 => Some(8),
MapVariantType::Ruins3 => Some(9),
MapVariantType::Dragon => Some(2),
MapVariantType::DeRolLe => Some(5),
MapVariantType::VolOpt => Some(7),
MapVariantType::DarkFalz => Some(9),
_ => None
}
}
}
#[derive(Debug)]
struct MapVariant {
map: MapVariantType,

2
src/ship/mod.rs

@ -5,3 +5,5 @@ pub mod room;
pub mod items;
pub mod map;
pub mod monster;
pub mod drops;

25
src/ship/monster.rs

@ -1,4 +1,5 @@
use std::convert::TryFrom;
use serde::{Serialize, Deserialize};
#[derive(Debug)]
@ -7,12 +8,13 @@ pub enum MonsterParseError {
}
#[derive(Debug, Copy, Clone)]
#[derive(Debug, Serialize, Deserialize, Copy, Clone, Hash, Eq, PartialEq, enum_utils::FromStr, derive_more::Display)]
pub enum MonsterType {
Hildebear,
SandRappy,
RagRappy,
Monest,
Mothmant,
SavageWolf,
BarbarousWolf,
Booma,
@ -108,25 +110,4 @@ pub enum MonsterType {
GoranDetonator,
SaintMillion,
Shambertin,
Mothmant,
}
impl TryFrom<&str> for MonsterType {
type Error = MonsterParseError;
fn try_from(monster: &str) -> Result<MonsterType, MonsterParseError> {
match monster {
"Booma" | "Bartle" => Ok(MonsterType::Booma),
"Gobooma" | "Barble" => Ok(MonsterType::Gobooma),
"Gigobooma" | "Tollaw" => Ok(MonsterType::Gigobooma),
// etc...
_ => Err(MonsterParseError::UnknownMonster(monster.to_owned()))
}
}
}

7
src/ship/room.rs

@ -10,10 +10,13 @@ pub enum RoomCreationError {
}
#[derive(Debug, Copy, Clone)]
#[derive(Debug, Copy, Clone, derive_more::Display)]
pub enum Episode {
#[display(fmt="ep1")]
One,
#[display(fmt="ep2")]
Two,
#[display(fmt="ep4")]
Four,
}
@ -40,7 +43,7 @@ impl Into<u8> for Episode {
}
}
#[derive(Debug, Copy, Clone)]
#[derive(Debug, Copy, Clone, derive_more::Display)]
pub enum Difficulty {
Normal,
Hard,

Loading…
Cancel
Save