shield drop table
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576a462364
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@ -10,17 +10,6 @@ use crate::entity::character::SectionID;
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use crate::ship::drops::load_data_file;
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#[derive(Debug, Serialize, Deserialize)]
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struct ArmorRankRates {
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rank0: u32,
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@ -39,8 +28,6 @@ struct ArmorSlotRanks {
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slot4: u32,
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}
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#[derive(Debug, Serialize, Deserialize)]
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pub struct GenericArmorTable {
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rank_rates: ArmorRankRates,
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@ -48,7 +35,6 @@ pub struct GenericArmorTable {
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armor_set: u32,
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}
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impl GenericArmorTable {
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pub fn new(episode: Episode, difficulty: Difficulty, section_id: SectionID) -> GenericArmorTable {
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load_data_file(episode, difficulty, section_id, "armor_rate.toml")
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@ -0,0 +1,90 @@
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use serde::{Serialize, Deserialize};
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use rand::{Rng, SeedableRng};
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use rand::distributions::{WeightedIndex, Distribution};
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use crate::entity::item::{ItemDetail, Shield as ShieldDetail};
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use crate::entity::item::shield::{ShieldType, Shield};
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use crate::ship::room::{Difficulty, Episode};
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use crate::ship::map::MapVariantType;
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use crate::entity::character::SectionID;
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use crate::ship::drops::load_data_file;
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#[derive(Debug, Serialize, Deserialize)]
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struct ShieldRankRates {
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rank0: u32,
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rank1: u32,
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rank2: u32,
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rank3: u32,
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rank4: u32,
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}
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#[derive(Debug, Serialize, Deserialize)]
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pub struct GenericShieldTable {
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rank_rates: ShieldRankRates,
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shield_set: u32,
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}
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impl GenericShieldTable {
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pub fn new(episode: Episode, difficulty: Difficulty, section_id: SectionID) -> GenericShieldTable {
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load_data_file(episode, difficulty, section_id, "shield_rate.toml")
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}
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fn shield_type<R: Rng>(&self, area_map: &MapVariantType, 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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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 shield_level = std::cmp::max(0i32, self.shield_set as i32 - 3i32 + rank + area_map.area_value().unwrap_or(0) as i32);
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match shield_level {
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0x00 => ShieldType::Barrier,
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0x01 => ShieldType::Shield,
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0x02 => ShieldType::CoreShield,
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0x03 => ShieldType::GigaShield,
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0x04 => ShieldType::SoulBarrier,
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0x05 => ShieldType::HardShield,
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0x06 => ShieldType::BraveBarrier,
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0x07 => ShieldType::SolidShield,
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0x08 => ShieldType::FlameBarrier,
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0x09 => ShieldType::PlasmaBarrier,
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0x0A => ShieldType::FreezeBarrier,
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0x0B => ShieldType::PsychicBarrier,
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0x0C => ShieldType::GeneralShield,
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0x0D => ShieldType::ProtectBarrier,
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0x0E => ShieldType::GloriousShield,
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0x0F => ShieldType::ImperialBarrier,
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0x10 => ShieldType::GuardianShield,
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0x11 => ShieldType::DivinityBarrier,
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0x12 => ShieldType::UltimateShield,
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0x13 => ShieldType::SpiritualShield,
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0x14 => ShieldType::CelestialShield,
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_ => panic!(),
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}
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}
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// TODO: this needs the pmt file
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fn dfp_modifier<R: Rng>(&self, shield_type: &ShieldType, rng: &mut R) -> usize {
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0
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}
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// TODO: this needs the pmt file
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fn evp_modifier<R: Rng>(&self, shield_type: &ShieldType, rng: &mut R) -> usize {
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0
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}
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pub fn get_drop<R: Rng>(&self, area_map: &MapVariantType, rng: &mut R) -> Option<ItemDetail> {
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let shield_type = self.shield_type(area_map, rng);
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let dfp_modifier = self.dfp_modifier(&shield_type, rng);
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let evp_modifier = self.dfp_modifier(&shield_type, rng);
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Some(ItemDetail::Shield(ShieldDetail {
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equipped: false,
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shield: Shield {
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shield: shield_type,
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dfp: dfp_modifier as u8,
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evp: evp_modifier as u8,
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}
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}))
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}
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}
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@ -25,6 +25,7 @@ use crate::ship::map::MapVariantType;
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use crate::entity::character::SectionID;
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use crate::ship::drops::generic_weapon::GenericWeaponTable;
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use crate::ship::drops::generic_armor::GenericArmorTable;
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use crate::ship::drops::generic_shield::GenericShieldTable;
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fn data_file_path(episode: Episode, difficulty: Difficulty, section_id: SectionID, filename: &str) -> PathBuf {
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@ -124,6 +125,7 @@ struct DropTable<R: Rng + SeedableRng> {
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monster_stats: HashMap<MonsterType, MonsterDropStats>,
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weapon_table: GenericWeaponTable,
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armor_table: GenericArmorTable,
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shield_table: GenericShieldTable,
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rng: R,
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}
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@ -145,6 +147,7 @@ impl<R: Rng + SeedableRng> DropTable<R> {
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monster_stats: monster_stats,
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weapon_table: GenericWeaponTable::new(episode, difficulty, section_id),
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armor_table: GenericArmorTable::new(episode, difficulty, section_id),
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shield_table: GenericShieldTable::new(episode, difficulty, section_id),
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rng: R::from_entropy(),
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}
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}
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@ -172,13 +175,12 @@ impl<R: Rng + SeedableRng> DropTable<R> {
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fn generate_typed_drop(&mut self, map_area: &MapVariantType, monster: &MonsterDropStats) -> Option<ItemDetail> {
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match monster.drop_type {
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MonsterDropType::Weapon => self.weapon_table.get_drop(map_area, &mut self.rng),
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MonsterDropType::Armor => self.generate_armor(),
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MonsterDropType::Shield => self.generate_shield(),
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MonsterDropType::Armor => self.armor_table.get_drop(map_area, &mut self.rng),
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MonsterDropType::Shield => self.shield_table.get_drop(map_area, &mut self.rng),
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MonsterDropType::Unit => self.generate_unit(),
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MonsterDropType::None => None,
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}
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}
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fn get_drop(&mut self, map_area: &MapVariantType, monster: &MonsterType) -> Option<ItemDetail> {
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//let mut rng = rand::thread_rng();
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