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https://gitlab.com/veloren/veloren.git
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Created csv export tool to get all item drops from an entity
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@ -17,13 +17,14 @@ use veloren_common::{
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ItemKind,
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},
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},
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generation::EntityConfig,
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lottery::{LootSpec, Lottery},
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};
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#[derive(StructOpt)]
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struct Cli {
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/// Available arguments: "armor-stats", "weapon-stats", "all-items",
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/// "loot-table"
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/// "loot-table", "entity-drops"
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function: String,
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}
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@ -275,6 +276,101 @@ fn loot_table(loot_table: &str) -> Result<(), Box<dyn Error>> {
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Ok(())
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}
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fn entity_drops(entity_config: &str) -> Result<(), Box<dyn Error>> {
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let mut wtr = csv::Writer::from_path("drop_table.csv")?;
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wtr.write_record(&["Percent Chance", "Item Path", "Quantity"])?;
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let entity_config = "common.entity.".to_owned() + entity_config;
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let entity_config = EntityConfig::load_expect(&entity_config).read();
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// Create initial entry in drop table
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let entry: (f32, LootSpec<String>) = (1.0, entity_config.loot.clone());
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let mut table = vec![entry];
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// Keep converting loot table lootspecs into non-loot table lootspecs until no
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// more loot tables
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while table
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.iter()
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.any(|(_, loot_spec)| matches!(loot_spec, LootSpec::LootTable(_)))
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{
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// Partition table of loot specs into a table of items and nothings, and another
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// table of loot tables
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let (sub_tables, main_table): (Vec<_>, Vec<_>) = table
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.into_iter()
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.partition(|(_, loot_spec)| matches!(loot_spec, LootSpec::LootTable(_)));
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table = main_table;
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// Change table of loot tables to only contain the string that loads the loot
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// table
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let sub_tables = sub_tables.iter().filter_map(|(chance, loot_spec)| {
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if let LootSpec::LootTable(loot_table) = loot_spec {
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Some((chance, loot_table))
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} else {
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None
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}
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});
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for (chance, loot_table) in sub_tables {
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let loot_table = Lottery::<LootSpec<String>>::load_expect(&loot_table).read();
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// Converts from lottery's weight addition for each consecutive entry to keep
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// the weights as they are in the ron file
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let loot_table: Vec<_> = loot_table
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.iter()
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.enumerate()
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.map(|(i, (chance, item))| {
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let chance = if let Some((next_chance, _)) = loot_table.iter().nth(i + 1) {
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next_chance - chance
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} else {
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loot_table.total() - chance
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};
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(chance, item)
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})
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.collect();
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// Gets sum of all weights to use in normalization of entries
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let weights_sum: f32 = loot_table.iter().map(|(chance, _)| chance).sum();
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// Normalizes each entry in sub-loot table
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let loot_table = loot_table
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.iter()
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.map(|(chance, item)| (chance / weights_sum, item));
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for (sub_chance, &item) in loot_table {
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// Multiplies normalized entry within each loot table by the chance for the loot
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// table to drop in the above table
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let entry = (chance * sub_chance, item.clone());
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table.push(entry);
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}
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}
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}
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// Normalizes each item drop entry so that everything adds to 1
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let table_weight_sum: f32 = table.iter().map(|(chance, _)| chance).sum();
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let table = table
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.iter()
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.map(|(chance, item)| (chance / table_weight_sum, item));
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for (chance, item) in table {
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// Changes normalized weight to add to 100, and rounds at 2nd decimal
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let percent_chance = chance
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.mul(10_f32.powi(4))
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.round()
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.div(10_f32.powi(2))
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.to_string();
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let (item, quantity) = match item {
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LootSpec::Item(item) => (item.to_string(), "1".to_string()),
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LootSpec::ItemQuantity(item, lower, upper) => {
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(item.to_string(), format!("{}-{}", lower, upper))
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},
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LootSpec::LootTable(_) => panic!("Shouldn't exist"),
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LootSpec::Nothing => ("Nothing".to_string(), "-".to_string()),
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};
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wtr.write_record(&[&percent_chance, &item, &quantity])?
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}
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wtr.flush()?;
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Ok(())
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}
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fn main() {
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let args = Cli::from_args();
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if args.function.eq_ignore_ascii_case("armor-stats") {
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@ -297,6 +393,14 @@ fn main() {
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if let Err(e) = loot_table(&loot_table_name) {
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println!("Error: {}\n", e)
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}
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} else if args.function.eq_ignore_ascii_case("entity-drops") {
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let entity_config = get_input(
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"Specify the name of the entity to export loot drops to csv. Assumes entity config is \
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in directory: assets.common.entity.\n",
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);
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if let Err(e) = entity_drops(&entity_config) {
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println!("Error: {}\n", e)
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}
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} else {
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println!(
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"Invalid argument, available \
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@ -105,7 +105,7 @@ pub struct EntityConfig {
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/// Loot
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/// See LootSpec in lottery
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loot: LootSpec<String>,
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pub loot: LootSpec<String>,
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/// Hands:
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/// - TwoHanded(ItemSpec) for one 2h or 1h weapon,
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