clippy demands more
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0e308c13f7
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@ -316,6 +316,7 @@ impl MapEnemy {
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}
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}
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}
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}
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#[must_use]
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pub fn set_shiny(self) -> MapEnemy {
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pub fn set_shiny(self) -> MapEnemy {
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MapEnemy {
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MapEnemy {
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shiny: true,
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shiny: true,
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@ -337,6 +338,7 @@ impl MapEnemy {
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TODO: distinguish between a `random` rare monster and a `set/guaranteed` rare monster? (does any acceptable quest even have this?)
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TODO: distinguish between a `random` rare monster and a `set/guaranteed` rare monster? (does any acceptable quest even have this?)
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guaranteed rare monsters don't count towards the limit
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guaranteed rare monsters don't count towards the limit
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*/
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*/
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#[must_use]
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pub fn set_rare_appearance(self) -> MapEnemy {
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pub fn set_rare_appearance(self) -> MapEnemy {
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match (self.monster, self.map_area.to_episode()) {
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match (self.monster, self.map_area.to_episode()) {
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(MonsterType::RagRappy, Episode::One) => {MapEnemy {monster: MonsterType::AlRappy, shiny:true, ..self}},
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(MonsterType::RagRappy, Episode::One) => {MapEnemy {monster: MonsterType::AlRappy, shiny:true, ..self}},
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@ -357,6 +359,7 @@ impl MapEnemy {
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}
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}
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// in theory this should only be called on monsters we know can have rare types
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// in theory this should only be called on monsters we know can have rare types
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#[must_use]
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pub fn roll_appearance_for_mission(self, rare_monster_table: &RareMonsterAppearTable) -> MapEnemy {
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pub fn roll_appearance_for_mission(self, rare_monster_table: &RareMonsterAppearTable) -> MapEnemy {
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if rare_monster_table.roll_appearance(&self.monster) {
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if rare_monster_table.roll_appearance(&self.monster) {
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return self.set_rare_appearance()
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return self.set_rare_appearance()
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