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Assigns spawned npcs loadout with new method
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commit
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@ -1,6 +1,7 @@
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use crate::{
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comp::{self, humanoid, Alignment, Body, Item},
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npc::{self, NPC_NAMES},
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loadout_builder::LoadoutConfig,
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};
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use vek::*;
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@ -22,6 +23,7 @@ pub struct EntityInfo {
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pub scale: f32,
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pub level: Option<u32>,
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pub loot_drop: Option<Item>,
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pub config: Option<LoadoutConfig>,
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}
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impl EntityInfo {
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@ -39,6 +41,7 @@ impl EntityInfo {
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scale: 1.0,
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level: None,
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loot_drop: None,
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config: None,
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}
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}
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@ -104,6 +107,11 @@ impl EntityInfo {
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self
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}
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pub fn with_config(mut self, config: LoadoutConfig) -> Self {
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self.config = Some(config);
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self
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}
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pub fn with_automatic_name(mut self) -> Self {
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self.name = match &self.body {
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Body::Humanoid(body) => Some(get_npc_name(&NPC_NAMES.humanoid, body.species)),
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@ -110,36 +110,115 @@ impl LoadoutBuilder {
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Cultist => Loadout {
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active_item: None,
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second_item: None,
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shoulder: None,
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chest: None,
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belt: None,
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hand: None,
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pants: None,
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foot: None,
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back: None,
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shoulder: Some(Item::new_from_asset_expect(
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"common.items.armor.shoulder.cultist_shoulder_purple",
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)),
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chest: Some(Item::new_from_asset_expect(
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"common.items.armor.chest.cultist_chest_purple",
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)),
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belt: Some(Item::new_from_asset_expect(
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"common.items.armor.belt.cultist_belt",
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)),
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hand: Some(Item::new_from_asset_expect(
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"common.items.armor.hand.cultist_hands_purple",
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)),
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pants: Some(Item::new_from_asset_expect(
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"common.items.armor.pants.cultist_legs_purple",
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)),
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foot: Some(Item::new_from_asset_expect(
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"common.items.armor.foot.cultist_boots",
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)),
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back: Some(Item::new_from_asset_expect(
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"common.items.armor.back.dungeon_purple-0",
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)),
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ring: None,
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neck: None,
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lantern: None,
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lantern: match rand::thread_rng().gen_range(0, 3) {
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0 => Some(Item::new_from_asset_expect("common.items.lantern.black_0")),
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_ => None,
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},
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glider: None,
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head: None,
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tabard: None,
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},
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Villager => Loadout {
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active_item: None,
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second_item: None,
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shoulder: None,
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chest: None,
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belt: None,
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hand: None,
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pants: None,
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foot: None,
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back: None,
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ring: None,
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neck: None,
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lantern: None,
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glider: None,
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head: None,
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tabard: None,
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Villager => {
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if is_giant {
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Loadout {
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active_item: None,
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second_item: None,
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shoulder: Some(Item::new_from_asset_expect(
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"common.items.armor.shoulder.plate_0",
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)),
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chest: Some(Item::new_from_asset_expect(match alignment {
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Alignment::Enemy => "common.items.npc_armor.chest.plate_red_0",
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_ => "common.items.npc_armor.chest.plate_green_0",
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})),
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belt: Some(Item::new_from_asset_expect(
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"common.items.armor.belt.plate_0",
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)),
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hand: Some(Item::new_from_asset_expect(
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"common.items.armor.hand.plate_0",
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)),
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pants: Some(Item::new_from_asset_expect(match alignment {
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Alignment::Enemy => "common.items.npc_armor.pants.plate_red_0",
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_ => "common.items.npc_armor.pants.plate_green_0",
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})),
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foot: Some(Item::new_from_asset_expect(
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"common.items.armor.foot.plate_0",
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)),
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back: None,
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ring: None,
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neck: None,
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lantern: Some(Item::new_from_asset_expect(
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"common.items.lantern.black_0",
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)),
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glider: None,
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head: None,
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tabard: None,
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}
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} else {
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Loadout {
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active_item: None,
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second_item: None,
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shoulder: None,
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chest: Some(Item::new_from_asset_expect(
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match rand::thread_rng().gen_range(0, 10) {
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0 => "common.items.armor.chest.worker_green_0",
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1 => "common.items.armor.chest.worker_green_1",
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2 => "common.items.armor.chest.worker_red_0",
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3 => "common.items.armor.chest.worker_red_1",
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4 => "common.items.armor.chest.worker_purple_0",
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5 => "common.items.armor.chest.worker_purple_1",
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6 => "common.items.armor.chest.worker_yellow_0",
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7 => "common.items.armor.chest.worker_yellow_1",
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8 => "common.items.armor.chest.worker_orange_0",
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_ => "common.items.armor.chest.worker_orange_1",
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},
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)),
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belt: Some(Item::new_from_asset_expect(
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"common.items.armor.belt.leather_0",
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)),
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hand: None,
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pants: Some(Item::new_from_asset_expect(
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"common.items.armor.pants.worker_blue_0",
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)),
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foot: Some(Item::new_from_asset_expect(
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match rand::thread_rng().gen_range(0, 2) {
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0 => "common.items.armor.foot.leather_0",
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_ => "common.items.armor.starter.sandals_0",
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},
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)),
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back: None,
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ring: None,
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neck: None,
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lantern: Some(Item::new_from_asset_expect(
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"common.items.lantern.black_0",
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)),
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glider: None,
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head: None,
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tabard: None,
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}
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}
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},
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}
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} else {
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@ -236,122 +315,6 @@ impl LoadoutBuilder {
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};
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match body {
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Body::Humanoid(_) => match alignment {
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Alignment::Npc => {
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if is_giant {
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Loadout {
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active_item,
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second_item: None,
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shoulder: Some(Item::new_from_asset_expect(
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"common.items.armor.shoulder.plate_0",
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)),
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chest: Some(Item::new_from_asset_expect(match alignment {
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Alignment::Enemy => "common.items.npc_armor.chest.plate_red_0",
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_ => "common.items.npc_armor.chest.plate_green_0",
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})),
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belt: Some(Item::new_from_asset_expect(
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"common.items.armor.belt.plate_0",
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)),
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hand: Some(Item::new_from_asset_expect(
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"common.items.armor.hand.plate_0",
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)),
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pants: Some(Item::new_from_asset_expect(match alignment {
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Alignment::Enemy => "common.items.npc_armor.pants.plate_red_0",
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_ => "common.items.npc_armor.pants.plate_green_0",
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})),
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foot: Some(Item::new_from_asset_expect(
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"common.items.armor.foot.plate_0",
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)),
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back: None,
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ring: None,
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neck: None,
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lantern: Some(Item::new_from_asset_expect(
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"common.items.lantern.black_0",
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)),
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glider: None,
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head: None,
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tabard: None,
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}
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} else {
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Loadout {
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active_item,
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second_item: None,
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shoulder: None,
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chest: Some(Item::new_from_asset_expect(
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match rand::thread_rng().gen_range(0, 10) {
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0 => "common.items.armor.chest.worker_green_0",
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1 => "common.items.armor.chest.worker_green_1",
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2 => "common.items.armor.chest.worker_red_0",
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3 => "common.items.armor.chest.worker_red_1",
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4 => "common.items.armor.chest.worker_purple_0",
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5 => "common.items.armor.chest.worker_purple_1",
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6 => "common.items.armor.chest.worker_yellow_0",
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7 => "common.items.armor.chest.worker_yellow_1",
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8 => "common.items.armor.chest.worker_orange_0",
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_ => "common.items.armor.chest.worker_orange_1",
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},
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)),
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belt: Some(Item::new_from_asset_expect(
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"common.items.armor.belt.leather_0",
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)),
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hand: None,
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pants: Some(Item::new_from_asset_expect(
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"common.items.armor.pants.worker_blue_0",
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)),
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foot: Some(Item::new_from_asset_expect(
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match rand::thread_rng().gen_range(0, 2) {
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0 => "common.items.armor.foot.leather_0",
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_ => "common.items.armor.starter.sandals_0",
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},
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)),
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back: None,
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ring: None,
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neck: None,
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lantern: Some(Item::new_from_asset_expect(
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"common.items.lantern.black_0",
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)),
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glider: None,
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head: None,
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tabard: None,
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}
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}
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},
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Alignment::Enemy => Loadout {
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active_item,
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second_item: None,
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shoulder: Some(Item::new_from_asset_expect(
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"common.items.armor.shoulder.cultist_shoulder_purple",
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)),
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chest: Some(Item::new_from_asset_expect(
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"common.items.armor.chest.cultist_chest_purple",
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)),
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belt: Some(Item::new_from_asset_expect(
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"common.items.armor.belt.cultist_belt",
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)),
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hand: Some(Item::new_from_asset_expect(
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"common.items.armor.hand.cultist_hands_purple",
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)),
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pants: Some(Item::new_from_asset_expect(
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"common.items.armor.pants.cultist_legs_purple",
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)),
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foot: Some(Item::new_from_asset_expect(
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"common.items.armor.foot.cultist_boots",
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)),
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back: Some(Item::new_from_asset_expect(
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"common.items.armor.back.dungeon_purple-0",
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)),
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ring: None,
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neck: None,
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lantern: match rand::thread_rng().gen_range(0, 3) {
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0 => Some(Item::new_from_asset_expect("common.items.lantern.black_0")),
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_ => None,
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},
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glider: None,
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head: None,
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tabard: None,
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},
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_ => LoadoutBuilder::animal(body).build(),
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},
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Body::Golem(golem) => match golem.species {
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golem::Species::StoneGolem => Loadout {
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active_item,
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@ -158,13 +158,15 @@ impl<'a> System<'a> for Sys {
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scale = 2.0 + rand::random::<f32>();
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}
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let config = entity.config;
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let loadout = LoadoutBuilder::build_loadout(
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body,
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alignment,
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main_tool,
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entity.is_giant,
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&map,
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None,
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config,
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)
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.build();
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@ -587,7 +587,9 @@ impl Floor {
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//.do_if(is_giant, |e| e.into_giant())
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.with_body(comp::Body::Humanoid(comp::humanoid::Body::random()))
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.with_alignment(comp::Alignment::Enemy)
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.with_loot_drop(comp::Item::new_from_asset_expect(chosen)).with_evel(dynamic_rng.gen_range(
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.with_config(common::loadout_builder::LoadoutConfig::Cultist)
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.with_loot_drop(comp::Item::new_from_asset_expect(chosen))
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.with_level(dynamic_rng.gen_range(
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(room.difficulty as f32).powf(1.25) + 3.0,
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(room.difficulty as f32).powf(1.5) + 4.0,
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).round() as u32);
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@ -930,6 +930,7 @@ impl Settlement {
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//_ => "common.items.npc_weapons.bow.starter_bow", TODO: Re-Add this when we have a better way of distributing npc_weapons here
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},
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))
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.with_config(common::loadout_builder::LoadoutConfig::Villager)
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})
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.do_if(is_dummy, |e| e.with_name("Training Dummy"))
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.do_if(!is_dummy, |e| e.with_automatic_name());
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