2020-01-29 16:56:28 +00:00
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use crate::{
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2020-08-28 01:02:17 +00:00
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assets::Asset,
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2020-01-29 16:56:28 +00:00
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comp::{self, AllBodies, Body},
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};
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2019-06-03 22:11:27 +00:00
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use lazy_static::lazy_static;
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2019-06-01 19:24:17 +00:00
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use rand::seq::SliceRandom;
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2020-07-06 14:23:08 +00:00
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use serde::Deserialize;
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2020-02-01 20:39:39 +00:00
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use std::{str::FromStr, sync::Arc};
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2019-06-01 19:24:17 +00:00
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2019-11-23 08:26:39 +00:00
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#[derive(Clone, Copy, PartialEq)]
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2019-06-01 19:24:17 +00:00
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pub enum NpcKind {
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Humanoid,
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Wolf,
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Pig,
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Duck,
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Sardine,
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Marlin,
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Ogre,
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Archaeos,
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StoneGolem,
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Reddragon,
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Crocodile,
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}
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pub const ALL_NPCS: [NpcKind; 11] = [
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NpcKind::Humanoid,
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NpcKind::Wolf,
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NpcKind::Pig,
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NpcKind::Duck,
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NpcKind::Sardine,
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NpcKind::Marlin,
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NpcKind::Ogre,
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NpcKind::Archaeos,
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NpcKind::StoneGolem,
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NpcKind::Reddragon,
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NpcKind::Crocodile,
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];
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/// Body-specific NPC name metadata.
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///
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/// NOTE: Deliberately don't (yet?) implement serialize.
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#[derive(Clone, Debug, Deserialize)]
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pub struct BodyNames {
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/// The keyword used to refer to this body type (e.g. via the command
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/// console). Should be unique per body type.
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pub keyword: String,
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/// A list of canonical names for NPCs with this body types (currently used
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/// when spawning this kind of NPC from the console). Going forward,
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/// these names will likely be split up by species.
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pub names: Vec<String>,
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}
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/// Species-specific NPC name metadata.
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///
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/// NOTE: Deliberately don't (yet?) implement serialize.
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#[derive(Clone, Debug, Deserialize)]
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pub struct SpeciesNames {
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/// The keyword used to refer to this species (e.g. via the command
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/// console). Should be unique per species and distinct from all body
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/// types (maybe in the future, it will just be unique per body type).
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pub keyword: String,
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/// The generic name for NPCs of this species.
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pub generic: String,
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}
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/// Type holding configuration data for NPC names.
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pub type NpcNames = AllBodies<BodyNames, SpeciesNames>;
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lazy_static! {
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pub static ref NPC_NAMES: Arc<NpcNames> = NpcNames::load_expect("common.npc_names");
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}
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impl FromStr for NpcKind {
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type Err = ();
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fn from_str(s: &str) -> Result<Self, ()> {
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let npc_names = &*NPC_NAMES;
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ALL_NPCS
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.iter()
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.copied()
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.find(|&npc| npc_names[npc].keyword == s)
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.ok_or(())
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}
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}
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pub fn get_npc_name(npc_type: NpcKind) -> &'static str {
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let BodyNames { keyword, names } = &NPC_NAMES[npc_type];
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// If no pretty name is found, fall back to the keyword.
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names.choose(&mut rand::thread_rng()).unwrap_or(keyword)
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}
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/// Randomly generates a body associated with this NPC kind.
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pub fn kind_to_body(kind: NpcKind) -> Body {
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match kind {
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NpcKind::Humanoid => comp::humanoid::Body::random().into(),
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NpcKind::Pig => comp::quadruped_small::Body::random().into(),
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NpcKind::Wolf => comp::quadruped_medium::Body::random().into(),
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NpcKind::Duck => comp::bird_medium::Body::random().into(),
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NpcKind::Sardine => comp::fish_small::Body::random().into(),
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NpcKind::Marlin => comp::fish_medium::Body::random().into(),
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NpcKind::Ogre => comp::biped_large::Body::random().into(),
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NpcKind::Archaeos => comp::theropod::Body::random().into(),
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NpcKind::StoneGolem => comp::golem::Body::random().into(),
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NpcKind::Reddragon => comp::dragon::Body::random().into(),
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NpcKind::Crocodile => comp::quadruped_low::Body::random().into(),
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}
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}
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/// A combination of an NpcKind (representing an outer species to generate), and
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/// a function that generates a fresh Body of a species that is part of that
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/// NpcKind each time it's called. The reason things are done this way is that
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/// when parsing spawn strings, we'd like to be able to randomize features that
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/// haven't already been specified; for instance, if no species is specified we
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/// should randomize species, while if a species is specified we can still
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/// randomize other attributes like gender or clothing.
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///
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/// TODO: Now that we return a closure, consider having the closure accept a
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/// source of randomness explicitly, rather than always using ThreadRng.
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pub struct NpcBody(pub NpcKind, pub Box<dyn FnMut() -> Body>);
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impl FromStr for NpcBody {
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type Err = ();
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/// Get an NPC kind from a string. If a body kind is matched without an
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/// associated species, generate the species randomly within it; if an
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/// explicit species is found, generate a random member of the species;
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/// otherwise, return Err(()).
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fn from_str(s: &str) -> Result<Self, ()> { Self::from_str_with(s, kind_to_body) }
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}
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impl NpcBody {
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/// If there is an exact name match for a body kind, call kind_to_body on
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/// it. Otherwise, if an explicit species is found, generate a random
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/// member of the species; otherwise, return Err(()).
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pub fn from_str_with(s: &str, kind_to_body: fn(NpcKind) -> Body) -> Result<Self, ()> {
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fn parse<
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'a,
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B: Into<Body> + 'static,
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// NOTE: Should be cheap in all cases, but if it weren't we should revamp the indexing
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// method to take references instead of owned values.
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Species: 'static,
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BodyMeta,
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SpeciesData: for<'b> core::ops::Index<&'b Species, Output = SpeciesNames>,
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>(
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s: &str,
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npc_kind: NpcKind,
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body_data: &'a comp::BodyData<BodyMeta, SpeciesData>,
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conv_func: for<'d> fn(&mut rand::rngs::ThreadRng, &'d Species) -> B,
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) -> Option<NpcBody>
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where
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&'a SpeciesData: IntoIterator<Item = Species>,
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{
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let npc_names = &body_data.species;
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body_data
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.species
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.into_iter()
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.find(|species| npc_names[species].keyword == s)
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.map(|species| {
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NpcBody(
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npc_kind,
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Box::new(move || conv_func(&mut rand::thread_rng(), &species).into()),
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)
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})
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}
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let npc_names = &NPC_NAMES;
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// First, parse npc kind names.
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NpcKind::from_str(s)
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.map(|kind| NpcBody(kind, Box::new(move || kind_to_body(kind))))
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.ok()
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// Otherwise, npc kind names aren't sufficient; we parse species names instead.
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.or_else(|| {
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parse(
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s,
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NpcKind::Humanoid,
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&npc_names.humanoid,
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comp::humanoid::Body::random_with,
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)
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})
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.or_else(|| {
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parse(
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s,
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NpcKind::Pig,
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&npc_names.quadruped_small,
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comp::quadruped_small::Body::random_with,
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)
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})
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.or_else(|| {
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parse(
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s,
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NpcKind::Wolf,
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&npc_names.quadruped_medium,
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comp::quadruped_medium::Body::random_with,
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)
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})
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.or_else(|| {
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parse(
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s,
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NpcKind::Duck,
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&npc_names.bird_medium,
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comp::bird_medium::Body::random_with,
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)
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})
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2020-11-26 21:57:38 +00:00
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.or_else(|| {
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parse(
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s,
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NpcKind::Sardine,
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&npc_names.fish_small,
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comp::fish_small::Body::random_with,
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)
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})
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.or_else(|| {
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parse(
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s,
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NpcKind::Marlin,
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&npc_names.fish_medium,
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comp::fish_medium::Body::random_with,
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)
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})
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.or_else(|| {
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parse(
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s,
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NpcKind::Ogre,
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&npc_names.biped_large,
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comp::biped_large::Body::random_with,
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)
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})
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.or_else(|| {
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parse(
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s,
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NpcKind::Archaeos,
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&npc_names.theropod,
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comp::theropod::Body::random_with,
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)
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})
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.or_else(|| {
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parse(
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s,
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NpcKind::StoneGolem,
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&npc_names.golem,
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comp::golem::Body::random_with,
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)
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})
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2020-04-25 13:20:37 +00:00
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.or_else(|| {
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parse(
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s,
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NpcKind::Reddragon,
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&npc_names.dragon,
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comp::dragon::Body::random_with,
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)
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})
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.or_else(|| {
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parse(
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s,
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NpcKind::Crocodile,
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&npc_names.quadruped_low,
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comp::quadruped_low::Body::random_with,
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)
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})
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2020-01-29 16:56:28 +00:00
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.ok_or(())
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}
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}
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