more testing/debugging. align monster appearance between client and server.

This commit is contained in:
andy 2021-07-19 03:49:37 +00:00
parent 39660f0cb8
commit 14e14639c8
3 changed files with 42 additions and 38 deletions

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@ -3,7 +3,7 @@
# 1/256 = 0.00390625 # 1/256 = 0.00390625
# 1/512 = 0.001953125 # 1/512 = 0.001953125
Hildebear = 1.0 Hildebear = 0.1
RagRappy = 0.1 RagRappy = 0.2
PoisonLily = 0.1 PoisonLily = 0.3
PofuillySlime = 0.1 PofuillySlime = 0.4

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@ -107,9 +107,13 @@ impl RareMonsterAppearTable {
} }
pub fn roll_appearance(&self, monster: &MonsterType) -> bool { pub fn roll_appearance(&self, monster: &MonsterType) -> bool {
let mut rng = rand_chacha::ChaChaRng::seed_from_u64(self.seed as u64); // TODO: figure out how to seed with a u32 println!("rolling appearance for {:?} with seed {:?}", monster, self.seed);
println!("rolling for {:?} appearance", monster); let mut rng = rand_chacha::ChaChaRng::from_entropy();
if rng.gen::<f32>() < *self.appear_rate.get(monster).unwrap_or(&0.0f32) { let roll: f32 = rng.gen();
let monster_rate = self.appear_rate.get(monster).unwrap_or(&0.0f32);
println!("rolled {:?} and {:?} has appear rate {:?}", roll, monster, monster_rate);
if roll < *monster_rate {
// if rng.gen::<f32>() < *self.appear_rate.get(monster).unwrap_or(&0.0f32) {
println!("its a rare!"); println!("its a rare!");
true true
} }
@ -349,42 +353,42 @@ impl MapEnemy {
} }
} }
// TODO: does `shiny` need to be set here?
// TODO: distinguish between a `random` rare monster and a `set/guaranteed` rare monster? (does any acceptable quest even have this?)
pub fn set_rare_appearance(self) -> MapEnemy {
match self.monster {
MonsterType::RagRappy | MonsterType::Hildebear |
MonsterType::PoisonLily | MonsterType::PofuillySlime |
MonsterType::SandRappyCrater | MonsterType::ZuCrater | MonsterType::Dorphon |
MonsterType::SandRappyDesert | MonsterType::ZuDesert | MonsterType::MerissaA |
MonsterType::SaintMillion | MonsterType::Shambertin => self.set_shiny(),
_ => self,
}
}
// // TODO: does `shiny` need to be set here? // // TODO: does `shiny` need to be set here?
// // TODO: distinguish between a `random` rare monster and a `set/guaranteed` rare monster? (does any acceptable quest even have this?) // // TODO: distinguish between a `random` rare monster and a `set/guaranteed` rare monster? (does any acceptable quest even have this?)
// pub fn set_rare_appearance(self) -> MapEnemy { // pub fn set_rare_appearance(self) -> MapEnemy {
// match (self.monster, self.map_area.to_episode()) { // match self.monster {
// (MonsterType::RagRappy, Episode::One) => {MapEnemy {monster: MonsterType::AlRappy, ..self}}, // MonsterType::RagRappy | MonsterType::Hildebear |
// (MonsterType::RagRappy, Episode::Two) => {MapEnemy {monster: MonsterType::EventRappy, ..self}}, // MonsterType::PoisonLily | MonsterType::PofuillySlime |
// (MonsterType::Hildebear, _) => {MapEnemy {monster: MonsterType::Hildeblue, ..self}}, // MonsterType::SandRappyCrater | MonsterType::ZuCrater | MonsterType::Dorphon |
// (MonsterType::PoisonLily, _) => {MapEnemy {monster: MonsterType::NarLily, ..self}}, // MonsterType::SandRappyDesert | MonsterType::ZuDesert | MonsterType::MerissaA |
// (MonsterType::PofuillySlime, _) => {MapEnemy {monster: MonsterType::PouillySlime, ..self}}, // MonsterType::SaintMillion | MonsterType::Shambertin => self.set_shiny(),
// (MonsterType::SandRappyCrater, _) => {MapEnemy {monster: MonsterType::DelRappyCrater, ..self}}, // _ => self,
// (MonsterType::ZuCrater, _) => {MapEnemy {monster: MonsterType::PazuzuCrater, ..self}},
// (MonsterType::Dorphon, _) => {MapEnemy {monster: MonsterType::DorphonEclair, ..self}},
// (MonsterType::SandRappyDesert, _) => {MapEnemy {monster: MonsterType::DelRappyDesert, ..self}},
// (MonsterType::ZuDesert, _) => {MapEnemy {monster: MonsterType::PazuzuDesert, ..self}},
// (MonsterType::MerissaA, _) => {MapEnemy {monster: MonsterType::MerissaAA, ..self}},
// (MonsterType::SaintMillion, _) => {MapEnemy {monster: MonsterType::Kondrieu, ..self}},
// (MonsterType::Shambertin, _) => {MapEnemy {monster: MonsterType::Kondrieu, ..self}},
// _ => {self},
// } // }
// } // }
// TODO: does `shiny` need to be set here?
// TODO: distinguish between a `random` rare monster and a `set/guaranteed` rare monster? (does any acceptable quest even have this?)
pub fn set_rare_appearance(self) -> MapEnemy {
match (self.monster, self.map_area.to_episode()) {
(MonsterType::RagRappy, Episode::One) => {MapEnemy {monster: MonsterType::AlRappy, shiny:true, ..self}},
(MonsterType::RagRappy, Episode::Two) => {MapEnemy {monster: MonsterType::EventRappy, shiny:true, ..self}},
(MonsterType::Hildebear, _) => {MapEnemy {monster: MonsterType::Hildeblue, shiny:true, ..self}},
(MonsterType::PoisonLily, _) => {MapEnemy {monster: MonsterType::NarLily, shiny:true, ..self}},
(MonsterType::PofuillySlime, _) => {MapEnemy {monster: MonsterType::PouillySlime, shiny:true, ..self}},
(MonsterType::SandRappyCrater, _) => {MapEnemy {monster: MonsterType::DelRappyCrater, shiny:true, ..self}},
(MonsterType::ZuCrater, _) => {MapEnemy {monster: MonsterType::PazuzuCrater, shiny:true, ..self}},
(MonsterType::Dorphon, _) => {MapEnemy {monster: MonsterType::DorphonEclair, shiny:true, ..self}},
(MonsterType::SandRappyDesert, _) => {MapEnemy {monster: MonsterType::DelRappyDesert, shiny:true, ..self}},
(MonsterType::ZuDesert, _) => {MapEnemy {monster: MonsterType::PazuzuDesert, shiny:true, ..self}},
(MonsterType::MerissaA, _) => {MapEnemy {monster: MonsterType::MerissaAA, shiny:true, ..self}},
(MonsterType::SaintMillion, _) => {MapEnemy {monster: MonsterType::Kondrieu, shiny:true, ..self}},
(MonsterType::Shambertin, _) => {MapEnemy {monster: MonsterType::Kondrieu, shiny:true, ..self}},
_ => {self},
}
}
// in theory this should only be called on monsters we know can have rare types // in theory this should only be called on monsters we know can have rare types
pub fn roll_appearance_for_quest(self, rare_monster_table: &RareMonsterAppearTable) -> MapEnemy { pub fn roll_appearance_for_mission(self, rare_monster_table: &RareMonsterAppearTable) -> MapEnemy {
if rare_monster_table.roll_appearance(&self.monster) { if rare_monster_table.roll_appearance(&self.monster) {
return self.set_rare_appearance() return self.set_rare_appearance()
} }

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@ -439,8 +439,8 @@ impl Maps {
pub fn roll_monster_appearance(&mut self, rare_monster_table: &RareMonsterAppearTable) { pub fn roll_monster_appearance(&mut self, rare_monster_table: &RareMonsterAppearTable) {
self.enemy_data = self.enemy_data self.enemy_data = self.enemy_data
.iter() .iter()
.map(|&x| if x.is_some() { .map(|&x| if x.is_some() && x.unwrap().has_rare_appearance() {
Some(x.unwrap().roll_appearance_for_quest(&rare_monster_table)) Some(x.unwrap().roll_appearance_for_mission(&rare_monster_table))
} else { } else {
x x
}) })