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298 lines
11 KiB
298 lines
11 KiB
#![allow(dead_code, unused_must_use)]
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// TODO: there is some structure duplication that occurs here:
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// the rare and box tables instantiate their own copies of the
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// generic drop tables as they need them to apply their modifiers
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// to their drops
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pub mod rare_drop_table;
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mod generic_weapon;
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mod generic_armor;
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mod generic_shield;
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mod generic_unit;
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mod tool_table;
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mod tech_table;
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mod box_drop_table;
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use std::collections::HashMap;
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use std::fs::File;
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use std::path::PathBuf;
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use std::io::Read;
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use serde::{Serialize, Deserialize};
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use rand::{Rng, SeedableRng};
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use maps::monster::MonsterType;
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use maps::room::{Difficulty, Episode};
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use maps::area::MapArea;
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use entity::character::SectionID;
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use crate::generic_weapon::GenericWeaponTable;
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use crate::generic_armor::GenericArmorTable;
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use crate::generic_shield::GenericShieldTable;
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use crate::generic_unit::GenericUnitTable;
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use crate::tool_table::ToolTable;
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use crate::rare_drop_table::RareDropTable;
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use crate::box_drop_table::BoxDropTable;
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use maps::object::MapObject;
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use entity::item::{ItemType, weapon, armor, shield, unit, mag, tool, tech, esweapon};
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fn data_file_path(episode: Episode, difficulty: Difficulty, section_id: SectionID, filename: &str) -> PathBuf {
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let mut path = PathBuf::from("data/drops/");
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path.push(episode.to_string());
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path.push(difficulty.to_string().to_lowercase());
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path.push(section_id.to_string().to_lowercase());
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path.push(filename);
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path
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}
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pub fn load_data_file<T: serde::de::DeserializeOwned>(episode: Episode, difficulty: Difficulty, section_id: SectionID, filename: &str) -> T {
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let path = data_file_path(episode, difficulty, section_id, filename);
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let mut f = File::open(path).unwrap();
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let mut s = String::new();
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f.read_to_string(&mut s);
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toml::from_str::<T>(s.as_str()).unwrap()
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}
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#[derive(Debug, Serialize, Deserialize, Copy, Clone)]
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pub enum MonsterDropType {
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#[serde(rename = "weapon")]
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Weapon,
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#[serde(rename = "armor")]
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Armor,
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#[serde(rename = "shield")]
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Shield,
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#[serde(rename = "unit")]
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Unit,
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#[serde(rename = "none")]
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None,
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}
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#[derive(Debug, Serialize, Deserialize, Copy, Clone)]
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pub struct MonsterDropStats {
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pub dar: u32,
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pub drop_type: MonsterDropType,
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pub min_meseta: u32,
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pub max_meseta: u32,
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}
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#[derive(Clone, Debug, PartialEq, Eq)]
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pub enum ItemDropType {
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Weapon(weapon::Weapon),
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Armor(armor::Armor),
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Shield(shield::Shield),
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Unit(unit::Unit),
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Tool(tool::Tool),
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//Tools(Vec<tool::Tool>),
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TechniqueDisk(tech::TechniqueDisk),
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Mag(mag::Mag),
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Meseta(u32),
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}
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impl ItemDropType {
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pub fn parse_item_from_bytes(data: [u8; 16]) -> Option<ItemDropType> {
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let item_type = weapon::WeaponType::parse_type([data[0],data[1],data[2]]).map(ItemType::Weapon)
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.or_else(|_| armor::ArmorType::parse_type([data[0],data[1],data[2]]).map(ItemType::Armor))
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.or_else(|_| shield::ShieldType::parse_type([data[0],data[1],data[2]]).map(ItemType::Shield))
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.or_else(|_| unit::UnitType::parse_type([data[0],data[1],data[2]]).map(ItemType::Unit))
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.or_else(|_| mag::MagType::parse_type([data[0],data[1],data[2]]).map(ItemType::Mag))
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.or_else(|_| tool::ToolType::parse_type([data[0],data[1],data[2]]).map(ItemType::Tool))
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.or_else(|_| esweapon::ESWeaponType::parse_type([data[0],data[1],data[2]]).map(ItemType::ESWeapon)).ok()?;
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match item_type {
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ItemType::Weapon(_w) => Some(ItemDropType::Weapon(weapon::Weapon::from_bytes(data).ok()?)),
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ItemType::Armor(_a) => Some(ItemDropType::Armor(armor::Armor::from_bytes(data).ok()?)),
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ItemType::Shield(_s) => Some(ItemDropType::Shield(shield::Shield::from_bytes(data).ok()?)),
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ItemType::Unit(_u) => Some(ItemDropType::Unit(unit::Unit::from_bytes(data).ok()?)),
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ItemType::Mag(_m) => Some(ItemDropType::Mag(mag::Mag::from_bytes(data).ok()?)),
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ItemType::Tool(_t) => Some(ItemDropType::Tool(tool::Tool::from_bytes(data).ok()?)),
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_ => None,
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}
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}
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}
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#[derive(Clone, Debug)]
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pub struct ItemDrop {
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pub map_area: MapArea,
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pub x: f32,
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pub y: f32,
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pub z: f32,
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pub item: ItemDropType,
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}
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pub trait DropTable {
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fn get_drop(&mut self, map_area: &MapArea, monster: &MonsterType) -> Option<ItemDropType>;
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fn get_box_drop(&mut self, map_area: &MapArea, object: &MapObject) -> Option<ItemDropType>;
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}
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pub struct StandardDropTable {
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monster_stats: HashMap<MonsterType, MonsterDropStats>,
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rare_table: RareDropTable,
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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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unit_table: GenericUnitTable,
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tool_table: ToolTable,
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box_table: BoxDropTable,
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rng: rand_chacha::ChaCha20Rng,
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}
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impl StandardDropTable {
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#[allow(clippy::new_ret_no_self)]
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pub fn new(episode: Episode, difficulty: Difficulty, section_id: SectionID) -> Box<dyn DropTable + Send + Sync> {
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let monster_stats: HashMap<String, MonsterDropStats> = load_data_file(episode, difficulty, section_id, "monster_dar.toml");
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Box::new(StandardDropTable {
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monster_stats: monster_stats.into_iter().map(|(m, s)| (m.parse().unwrap(), s)).collect(),
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rare_table: RareDropTable::new(episode, difficulty, section_id),
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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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unit_table: GenericUnitTable::new(episode, difficulty, section_id),
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tool_table: ToolTable::new(episode, difficulty, section_id),
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box_table: BoxDropTable::new(episode, difficulty, section_id),
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rng: rand_chacha::ChaCha20Rng::from_entropy(),
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})
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}
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pub fn builder() -> DropTableBuilder {
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DropTableBuilder {
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monster_stats: None,
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rare_table: None,
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weapon_table: None,
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armor_table: None,
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shield_table: None,
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unit_table: None,
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tool_table: None,
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box_table: None,
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rng: None,
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}
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}
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fn generate_meseta(&mut self, monster: &MonsterDropStats) -> Option<ItemDropType> {
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Some(ItemDropType::Meseta(self.rng.gen_range(monster.min_meseta, monster.max_meseta + 1)))
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}
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fn generate_typed_drop(&mut self, map_area: &MapArea, monster: &MonsterDropStats) -> Option<ItemDropType> {
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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.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.unit_table.get_drop(map_area, &mut self.rng),
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MonsterDropType::None => None,
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}
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}
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}
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impl DropTable for StandardDropTable {
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fn get_drop(&mut self, map_area: &MapArea, monster: &MonsterType) -> Option<ItemDropType> {
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let monster_stat = *self.monster_stats.get(monster)?;
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let drop_anything = self.rng.gen_range(0, 100);
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if drop_anything > monster_stat.dar {
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return None;
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}
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if let Some(item) = self.rare_table.get_drop(map_area, monster, &mut self.rng) {
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return Some(item);
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}
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let drop_type = self.rng.gen_range(0, 3);
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match drop_type {
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0 => {
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self.generate_meseta(&monster_stat)
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},
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1 => {
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self.tool_table.get_drop(map_area, &mut self.rng)
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},
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2 => {
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self.generate_typed_drop(map_area, &monster_stat)
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},
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_ => panic!()
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}
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}
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fn get_box_drop(&mut self, map_area: &MapArea, object: &MapObject) -> Option<ItemDropType> {
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self.box_table.get_drop(map_area, object, &mut self.rng)
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}
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}
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pub struct DropTableBuilder {
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monster_stats: Option<HashMap<MonsterType, MonsterDropStats>>,
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rare_table: Option<RareDropTable>,
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weapon_table: Option<GenericWeaponTable>,
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armor_table: Option<GenericArmorTable>,
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shield_table: Option<GenericShieldTable>,
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unit_table: Option<GenericUnitTable>,
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tool_table: Option<ToolTable>,
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box_table: Option<BoxDropTable>,
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rng: Option<rand_chacha::ChaCha20Rng>,
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}
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// TODO: add the rest of these later I just need these ones right now
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impl DropTableBuilder {
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#[must_use]
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pub fn monster_stats(mut self, monster_stats: HashMap<MonsterType, MonsterDropStats>) -> DropTableBuilder {
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self.monster_stats = Some(monster_stats);
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self
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}
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#[must_use]
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pub fn monster_stat(mut self, monster_type: MonsterType, drop_stats: MonsterDropStats) -> DropTableBuilder {
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match &mut self.monster_stats {
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Some(monster_stats) => {
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monster_stats.insert(monster_type, drop_stats);
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},
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None => {
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let mut monster_stats = HashMap::default();
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monster_stats.insert(monster_type, drop_stats);
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self.monster_stats = Some(monster_stats);
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}
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}
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self
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}
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#[must_use]
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pub fn rare_table(mut self, rare_table: RareDropTable) -> DropTableBuilder {
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self.rare_table = Some(rare_table);
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self
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}
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pub fn build(self, episode: Episode, difficulty: Difficulty, section_id: SectionID) -> Box<dyn DropTable + Send + Sync> {
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Box::new(StandardDropTable {
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monster_stats: self.monster_stats.unwrap_or_else(|| {
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let monster_stats: HashMap<String, MonsterDropStats> = load_data_file(episode, difficulty, section_id, "monster_dar.toml");
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monster_stats.into_iter().map(|(m, s)| (m.parse().unwrap(), s)).collect()
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}),
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rare_table: self.rare_table.unwrap_or_else(|| RareDropTable::new(episode, difficulty, section_id)),
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weapon_table: self.weapon_table.unwrap_or_else(|| GenericWeaponTable::new(episode, difficulty, section_id)),
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armor_table: self.armor_table.unwrap_or_else(|| GenericArmorTable::new(episode, difficulty, section_id)),
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shield_table: self.shield_table.unwrap_or_else(|| GenericShieldTable::new(episode, difficulty, section_id)),
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unit_table: self.unit_table.unwrap_or_else(|| GenericUnitTable::new(episode, difficulty, section_id)),
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tool_table: self.tool_table.unwrap_or_else(|| ToolTable::new(episode, difficulty, section_id)),
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box_table: self.box_table.unwrap_or_else(|| BoxDropTable::new(episode, difficulty, section_id)),
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rng: self.rng.unwrap_or_else(rand_chacha::ChaCha20Rng::from_entropy),
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})
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}
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}
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#[cfg(test)]
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mod test {
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use super::*;
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use rand::seq::IteratorRandom;
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#[test]
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fn test_initializing_drop_table() {
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let mut rng = rand_chacha::ChaCha20Rng::from_entropy();
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let episode = vec![Episode::One, Episode::Two].into_iter().choose(&mut rng).unwrap();
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let difficulty = vec![Difficulty::Normal, Difficulty::Hard, Difficulty::VeryHard, Difficulty::Ultimate]
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.into_iter().choose(&mut rng).unwrap();
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let section_id = vec![SectionID::Viridia, SectionID::Greenill, SectionID::Skyly, SectionID::Bluefull, SectionID::Purplenum,
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SectionID::Pinkal, SectionID::Redria, SectionID::Oran, SectionID::Yellowboze, SectionID::Whitill]
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.into_iter().choose(&mut rng).unwrap();
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DropTable::new(episode, difficulty, section_id);
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}
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}
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