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#![allow(dead_code, unused_must_use)]
// TODO: there is some structure duplication that occurs here:
// the rare and box tables instantiate their own copies of the
// generic drop tables as they need them to apply their modifiers
// to their drops
mod drop_table;
mod rare_drop_table;
mod generic_weapon;
mod generic_armor;
mod generic_shield;
mod generic_unit;
mod tool_table;
mod tech_table;
mod box_drop_table;
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 crate::ship::monster::MonsterType;
use crate::ship::room::{Difficulty, Episode};
use crate::ship::map::MapArea;
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;
use crate::ship::drops::tool_table::ToolTable;
use crate::ship::drops::rare_drop_table::RareDropTable;
use crate::ship::drops::box_drop_table::BoxDropTable;
use crate::ship::map::MapObject;
use crate::entity::item::{weapon, armor, shield, unit, mag, tool, tech};
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
}
pub 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()
}
// this is just copypaste
pub fn load_rare_monster_file<T: serde::de::DeserializeOwned>(episode: Episode) -> T {
// TODO: where does the rare monster toml file actually live
let mut path = PathBuf::from("data/battle_param/");
path.push(episode.to_string().to_lowercase() + "_rare_monster.toml");
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, 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,
}
#[derive(Clone, Debug, PartialEq)]
pub enum ItemDropType {
Weapon(weapon::Weapon),
Armor(armor::Armor),
Shield(shield::Shield),
Unit(unit::Unit),
Tool(tool::Tool),
//Tools(Vec<tool::Tool>),
TechniqueDisk(tech::TechniqueDisk),
Mag(mag::Mag),
Meseta(u32),
}
#[derive(Clone, Debug)]
pub struct ItemDrop {
pub map_area: MapArea,
pub x: f32,
pub y: f32,
pub z: f32,
pub item: ItemDropType,
}
pub struct DropTable<R: Rng + SeedableRng> {
monster_stats: HashMap<MonsterType, MonsterDropStats>,
rare_table: RareDropTable,
weapon_table: GenericWeaponTable,
armor_table: GenericArmorTable,
shield_table: GenericShieldTable,
unit_table: GenericUnitTable,
tool_table: ToolTable,
box_table: BoxDropTable,
rng: R,
}
impl<R: Rng + SeedableRng> DropTable<R> {
pub fn new(episode: Episode, difficulty: Difficulty, section_id: SectionID) -> DropTable<R> {
let monster_stats: HashMap<String, MonsterDropStats> = load_data_file(episode, difficulty, section_id, "monster_dar.toml");
DropTable {
monster_stats: monster_stats.into_iter().map(|(m, s)| (m.parse().unwrap(), s)).collect(),
rare_table: RareDropTable::new(episode, difficulty, section_id),
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),
tool_table: ToolTable::new(episode, difficulty, section_id),
box_table: BoxDropTable::new(episode, difficulty, section_id),
rng: R::from_entropy(),
}
}
fn generate_meseta(&mut self, monster: &MonsterDropStats) -> Option<ItemDropType> {
Some(ItemDropType::Meseta(self.rng.gen_range(monster.min_meseta, monster.max_meseta + 1)))
}
fn generate_typed_drop(&mut self, map_area: &MapArea, monster: &MonsterDropStats) -> Option<ItemDropType> {
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.unit_table.get_drop(map_area, &mut self.rng),
MonsterDropType::None => None,
}
}
pub fn get_drop(&mut self, map_area: &MapArea, monster: &MonsterType) -> Option<ItemDropType> {
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(map_area, monster, &mut self.rng) {
return Some(item);
}
let drop_type = self.rng.gen_range(0, 3);
match drop_type {
0 => {
self.generate_meseta(&monster_stat)
},
1 => {
self.tool_table.get_drop(map_area, &mut self.rng)
},
2 => {
self.generate_typed_drop(map_area, &monster_stat)
},
_ => panic!()
}
}
pub fn get_box_drop(&mut self, map_area: &MapArea, object: &MapObject) -> Option<ItemDropType> {
self.box_table.get_drop(map_area, object, &mut self.rng)
}
}
#[cfg(test)]
mod test {
use super::*;
use rand::seq::IteratorRandom;
#[test]
fn test_initializing_drop_table() {
let mut rng = rand_chacha::ChaCha20Rng::from_entropy();
let episode = vec![Episode::One, Episode::Two].into_iter().choose(&mut rng).unwrap();
let difficulty = vec![Difficulty::Normal, Difficulty::Hard, Difficulty::VeryHard, Difficulty::Ultimate]
.into_iter().choose(&mut rng).unwrap();
let section_id = vec![SectionID::Viridia, SectionID::Greenill, SectionID::Skyly, SectionID::Bluefull, SectionID::Purplenum,
SectionID::Pinkal, SectionID::Redria, SectionID::Oran, SectionID::Yellowboze, SectionID::Whitill]
.into_iter().choose(&mut rng).unwrap();
DropTable::<rand_chacha::ChaCha20Rng>::new(episode, difficulty, section_id);
}
}