add unit drops to drop table
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				| @ -12,12 +12,11 @@ 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::weapon::WeaponType; | ||||
| use crate::entity::item::armor::ArmorType; | ||||
| use crate::entity::item::shield::ShieldType; | ||||
| use crate::entity::item::unit::UnitType; | ||||
| @ -27,6 +26,7 @@ use crate::entity::character::SectionID; | ||||
| use crate::ship::drops::generic_weapon::GenericWeaponTable; | ||||
| use crate::ship::drops::generic_armor::GenericArmorTable; | ||||
| use crate::ship::drops::generic_shield::GenericShieldTable; | ||||
| use crate::ship::drops::generic_unit::GenericUnitTable; | ||||
| 
 | ||||
| 
 | ||||
| fn data_file_path(episode: Episode, difficulty: Difficulty, section_id: SectionID, filename: &str) -> PathBuf { | ||||
| @ -127,6 +127,7 @@ struct DropTable<R: Rng + SeedableRng> { | ||||
|     weapon_table: GenericWeaponTable, | ||||
|     armor_table: GenericArmorTable, | ||||
|     shield_table: GenericShieldTable, | ||||
|     unit_table: GenericUnitTable, | ||||
|     rng: R, | ||||
| } | ||||
| 
 | ||||
| @ -149,6 +150,7 @@ impl<R: Rng + SeedableRng> DropTable<R> { | ||||
|             weapon_table: GenericWeaponTable::new(episode, difficulty, section_id), | ||||
|             armor_table: GenericArmorTable::new(episode, difficulty, section_id), | ||||
|             shield_table: GenericShieldTable::new(episode, difficulty, section_id), | ||||
|             unit_table: GenericUnitTable::new(episode, difficulty, section_id), | ||||
|             rng: R::from_entropy(), | ||||
|         } | ||||
|     } | ||||
| @ -161,30 +163,17 @@ impl<R: Rng + SeedableRng> DropTable<R> { | ||||
|         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.armor_table.get_drop(map_area, &mut self.rng), | ||||
|             MonsterDropType::Shield => self.shield_table.get_drop(map_area, &mut self.rng), | ||||
|             MonsterDropType::Unit => self.generate_unit(), | ||||
|             MonsterDropType::Unit => self.unit_table.get_drop(map_area, &mut self.rng), | ||||
|             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); | ||||
|  | ||||
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