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Full support for modular weapon in loot table read
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parent
a0749ac9bc
commit
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@ -148,7 +148,6 @@ impl std::ops::AddAssign for MaterialFrequency {
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#[derive(Debug)]
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struct PriceEntry {
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// item asset specifier
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name: ItemDefinitionIdOwned,
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price: MaterialUse,
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// sellable by merchants
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@ -264,11 +263,11 @@ impl assets::Asset for ProbabilityFile {
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const EXTENSION: &'static str = "ron";
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}
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type PrimaryComponentPool =
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type ComponentPool =
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HashMap<(ToolKind, String), Vec<(ItemDefinitionIdOwned, Option<inventory::item::Hands>)>>;
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lazy_static! {
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static ref PRIMARY_COMPONENT_POOL: PrimaryComponentPool = {
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static ref PRIMARY_COMPONENT_POOL: ComponentPool = {
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let mut component_pool = HashMap::new();
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// Load recipe book (done to check that material is valid for a particular component)
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@ -279,18 +278,40 @@ lazy_static! {
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.iter()
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.for_each(|(ComponentKey { toolkind, material, .. }, recipe)| {
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let component = recipe.itemdef_output();
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// let hand_restriction = if let ItemKind::ModularComponent(inventory::item::modular::ModularComponent::ToolPrimaryComponent { hand_restriction, .. }) = &*component.kind() {
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// *hand_restriction
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// } else {
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// return;
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// };
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let hand_restriction = None;
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let hand_restriction = None; // once there exists a hand restriction add the logic here - for a slight price correction
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let entry = component_pool.entry((*toolkind, String::from(material))).or_insert(Vec::new());
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entry.push((component, hand_restriction));
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});
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component_pool
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};
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static ref SECONDARY_COMPONENT_POOL: ComponentPool = {
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let mut component_pool = HashMap::new();
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// Load recipe book (done to check that material is valid for a particular component)
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//use crate::recipe::ComponentKey;
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let recipes = default_recipe_book().read();
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recipes
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.iter()
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.for_each(|(_, recipe)| {
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let (ref asset_path, _) = recipe.output;
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if let ItemKind::ModularComponent(
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crate::comp::inventory::item::modular::ModularComponent::ToolSecondaryComponent {
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toolkind,
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stats: _,
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hand_restriction,
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},
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) = asset_path.kind
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{
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let component = ItemDefinitionIdOwned::Simple(asset_path.id().into());
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let entry = component_pool.entry((toolkind, String::new())).or_insert(Vec::new());
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entry.push((component, hand_restriction));
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}});
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component_pool
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};
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}
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// expand this loot specification towards individual item descriptions
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@ -317,6 +338,22 @@ pub fn expand_primary_component(
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}
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}
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pub fn expand_secondary_component(
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tool: ToolKind,
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_material: Material,
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hand_restriction: Option<inventory::item::Hands>,
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) -> impl Iterator<Item = ItemDefinitionIdOwned> {
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SECONDARY_COMPONENT_POOL
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.get(&(tool, String::new()))
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.into_iter()
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.flatten()
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.filter(move |(_comp, hand)| match (hand_restriction, *hand) {
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(Some(restriction), Some(hand)) => restriction == hand,
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(None, _) | (_, None) => true,
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})
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.map(|e| e.0.clone())
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}
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impl From<Vec<(f32, LootSpec<String>)>> for ProbabilityFile {
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#[allow(clippy::cast_precision_loss)]
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fn from(content: Vec<(f32, LootSpec<String>)>) -> Self {
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@ -352,17 +389,48 @@ impl From<Vec<(f32, LootSpec<String>)>> for ProbabilityFile {
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material,
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hands,
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} => {
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error!("Weapon {:?} {:?} {:?}", tool, material, hands);
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todo!()
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let mut primary = expand_primary_component(tool, material, hands)
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.map_or(Vec::new(), |it| it.collect());
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let secondary: Vec<ItemDefinitionIdOwned> =
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expand_secondary_component(tool, material, hands).collect();
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let freq = if primary.is_empty() || secondary.is_empty() {
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0.0
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} else {
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p0 * rescale / ((primary.len() * secondary.len()) as f32)
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};
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let res: Vec<(f32, ItemDefinitionIdOwned, f32)> = primary
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.drain(0..)
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.map(|p| {
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secondary.iter().map(move |s| {
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let components = vec![p.clone(), s.clone()];
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(
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freq,
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ItemDefinitionIdOwned::Modular {
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pseudo_base: ModularBase::Tool.pseudo_item_id().into(),
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components,
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},
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1.0f32,
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)
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})
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})
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.flatten()
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.collect();
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res.into_iter()
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},
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LootSpec::ModularWeaponPrimaryComponent {
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tool,
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material,
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hands,
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} => {
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let mut res = expand_primary_component(tool, material, hands).map_or(Vec::new(), |it| it.collect());
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let freq = if res.is_empty() { 0.0 } else { p0 * rescale / (res.len() as f32) };
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let res: Vec<(f32,ItemDefinitionIdOwned,f32)> = res.drain(0..).map(|e| (freq,e,1.0f32)).collect();
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let mut res = expand_primary_component(tool, material, hands)
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.map_or(Vec::new(), |it| it.collect());
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let freq = if res.is_empty() {
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0.0
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} else {
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p0 * rescale / (res.len() as f32)
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};
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let res: Vec<(f32, ItemDefinitionIdOwned, f32)> =
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res.drain(0..).map(|e| (freq, e, 1.0f32)).collect();
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res.into_iter()
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},
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LootSpec::Nothing => Vec::new().into_iter(),
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@ -1088,10 +1156,16 @@ mod tests {
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assert!((lootsum2 - 1.0).abs() < 1e-4);
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// highly nested
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// fails due to line 310 still being a todo
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let loot3 = expand_loot_table("common.loot_tables.creature.biped_large.wendigo");
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let lootsum3 = loot3.iter().fold(0.0, |s, i| s + i.0);
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tracing::trace!("{:?} {}", loot3, lootsum3);
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assert!((lootsum3 - 1.0).abs() < 1e-5);
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// includes tier-5 modular weapons
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let loot4 = expand_loot_table("common.loot_tables.dungeon.tier-4.boss");
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let lootsum4 = loot4.iter().fold(0.0, |s, i| s + i.0);
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tracing::trace!("{:?} {}", loot4, lootsum4);
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assert!((lootsum4 - 1.0).abs() < 1e-5);
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}
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#[test]
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