mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Csv export entity drops tool now has ability to export all entities at once.
This commit is contained in:
parent
84b563a7b6
commit
53c9dfcd92
@ -8,7 +8,7 @@ use std::{
|
||||
use structopt::StructOpt;
|
||||
|
||||
use veloren_common::{
|
||||
assets::AssetExt,
|
||||
assets::{self, AssetExt},
|
||||
comp::{
|
||||
self,
|
||||
item::{
|
||||
@ -278,102 +278,121 @@ fn loot_table(loot_table: &str) -> Result<(), Box<dyn Error>> {
|
||||
|
||||
fn entity_drops(entity_config: &str) -> Result<(), Box<dyn Error>> {
|
||||
let mut wtr = csv::Writer::from_path("drop_table.csv")?;
|
||||
wtr.write_record(&["Percent Chance", "Item Path", "Quantity"])?;
|
||||
|
||||
let entity_config = "common.entity.".to_owned() + entity_config;
|
||||
fn write_entity_loot<W: std::io::Write>(
|
||||
wtr: &mut csv::Writer<W>,
|
||||
asset_path: &str,
|
||||
) -> Result<(), Box<dyn Error>> {
|
||||
wtr.write_record(&["Percent Chance", "Item Path", "Quantity"])?;
|
||||
|
||||
let entity_config = EntityConfig::load_expect(&entity_config).read();
|
||||
let entity_config = EntityConfig::load_expect(&asset_path).read();
|
||||
|
||||
// Create initial entry in drop table
|
||||
let entry: (f32, LootSpec<String>) = (1.0, entity_config.loot.clone());
|
||||
// Create initial entry in drop table
|
||||
let entry: (f32, LootSpec<String>) = (1.0, entity_config.loot.clone());
|
||||
|
||||
let mut table = vec![entry];
|
||||
let mut table = vec![entry];
|
||||
|
||||
// Keep converting loot table lootspecs into non-loot table lootspecs until no
|
||||
// more loot tables
|
||||
while table
|
||||
.iter()
|
||||
.any(|(_, loot_spec)| matches!(loot_spec, LootSpec::LootTable(_)))
|
||||
{
|
||||
// Partition table of loot specs into a table of items and nothings, and another
|
||||
// table of loot tables
|
||||
let (sub_tables, main_table): (Vec<_>, Vec<_>) = table
|
||||
.into_iter()
|
||||
.partition(|(_, loot_spec)| matches!(loot_spec, LootSpec::LootTable(_)));
|
||||
table = main_table;
|
||||
// Keep converting loot table lootspecs into non-loot table lootspecs until no
|
||||
// more loot tables
|
||||
while table
|
||||
.iter()
|
||||
.any(|(_, loot_spec)| matches!(loot_spec, LootSpec::LootTable(_)))
|
||||
{
|
||||
// Partition table of loot specs into a table of items and nothings, and another
|
||||
// table of loot tables
|
||||
let (sub_tables, main_table): (Vec<_>, Vec<_>) = table
|
||||
.into_iter()
|
||||
.partition(|(_, loot_spec)| matches!(loot_spec, LootSpec::LootTable(_)));
|
||||
table = main_table;
|
||||
|
||||
// Change table of loot tables to only contain the string that loads the loot
|
||||
// table
|
||||
let sub_tables = sub_tables.iter().filter_map(|(chance, loot_spec)| {
|
||||
if let LootSpec::LootTable(loot_table) = loot_spec {
|
||||
Some((chance, loot_table))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
});
|
||||
for (chance, loot_table) in sub_tables {
|
||||
let loot_table = Lottery::<LootSpec<String>>::load_expect(loot_table).read();
|
||||
// Converts from lottery's weight addition for each consecutive entry to keep
|
||||
// the weights as they are in the ron file
|
||||
let loot_table: Vec<_> = loot_table
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(i, (chance, item))| {
|
||||
let chance = if let Some((next_chance, _)) = loot_table.iter().nth(i + 1) {
|
||||
next_chance - chance
|
||||
} else {
|
||||
loot_table.total() - chance
|
||||
};
|
||||
(chance, item)
|
||||
})
|
||||
.collect();
|
||||
// Gets sum of all weights to use in normalization of entries
|
||||
let weights_sum: f32 = loot_table.iter().map(|(chance, _)| chance).sum();
|
||||
// Normalizes each entry in sub-loot table
|
||||
let loot_table = loot_table
|
||||
.iter()
|
||||
.map(|(chance, item)| (chance / weights_sum, item));
|
||||
for (sub_chance, &item) in loot_table {
|
||||
// Multiplies normalized entry within each loot table by the chance for the loot
|
||||
// table to drop in the above table
|
||||
let entry = (chance * sub_chance, item.clone());
|
||||
table.push(entry);
|
||||
// Change table of loot tables to only contain the string that loads the loot
|
||||
// table
|
||||
let sub_tables = sub_tables.iter().filter_map(|(chance, loot_spec)| {
|
||||
if let LootSpec::LootTable(loot_table) = loot_spec {
|
||||
Some((chance, loot_table))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
});
|
||||
for (chance, loot_table) in sub_tables {
|
||||
let loot_table = Lottery::<LootSpec<String>>::load_expect(loot_table).read();
|
||||
// Converts from lottery's weight addition for each consecutive entry to keep
|
||||
// the weights as they are in the ron file
|
||||
let loot_table: Vec<_> = loot_table
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(i, (chance, item))| {
|
||||
let chance = if let Some((next_chance, _)) = loot_table.iter().nth(i + 1) {
|
||||
next_chance - chance
|
||||
} else {
|
||||
loot_table.total() - chance
|
||||
};
|
||||
(chance, item)
|
||||
})
|
||||
.collect();
|
||||
// Gets sum of all weights to use in normalization of entries
|
||||
let weights_sum: f32 = loot_table.iter().map(|(chance, _)| chance).sum();
|
||||
// Normalizes each entry in sub-loot table
|
||||
let loot_table = loot_table
|
||||
.iter()
|
||||
.map(|(chance, item)| (chance / weights_sum, item));
|
||||
for (sub_chance, &item) in loot_table {
|
||||
// Multiplies normalized entry within each loot table by the chance for the loot
|
||||
// table to drop in the above table
|
||||
let entry = (chance * sub_chance, item.clone());
|
||||
table.push(entry);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Normalizes each item drop entry so that everything adds to 1
|
||||
let table_weight_sum: f32 = table.iter().map(|(chance, _)| chance).sum();
|
||||
let table = table
|
||||
.iter()
|
||||
.map(|(chance, item)| (chance / table_weight_sum, item));
|
||||
|
||||
for (chance, item) in table {
|
||||
// Changes normalized weight to add to 100, and rounds at 2nd decimal
|
||||
let percent_chance = chance
|
||||
.mul(10_f32.powi(4))
|
||||
.round()
|
||||
.div(10_f32.powi(2))
|
||||
.to_string();
|
||||
|
||||
let (item_asset, quantity) = match item {
|
||||
LootSpec::Item(item) => (Some(item), "1".to_string()),
|
||||
LootSpec::ItemQuantity(item, lower, upper) => {
|
||||
(Some(item), format!("{}-{}", lower, upper))
|
||||
},
|
||||
LootSpec::LootTable(_) => panic!("Shouldn't exist"),
|
||||
LootSpec::Nothing => (None, "-".to_string()),
|
||||
};
|
||||
|
||||
let item = item_asset.map(|asset| Item::new_from_asset_expect(asset));
|
||||
|
||||
let item_name = if let Some(item) = &item {
|
||||
item.name()
|
||||
} else {
|
||||
"Nothing"
|
||||
};
|
||||
|
||||
wtr.write_record(&[&percent_chance, item_name, &quantity])?
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
// Normalizes each item drop entry so that everything adds to 1
|
||||
let table_weight_sum: f32 = table.iter().map(|(chance, _)| chance).sum();
|
||||
let table = table
|
||||
.iter()
|
||||
.map(|(chance, item)| (chance / table_weight_sum, item));
|
||||
|
||||
for (chance, item) in table {
|
||||
// Changes normalized weight to add to 100, and rounds at 2nd decimal
|
||||
let percent_chance = chance
|
||||
.mul(10_f32.powi(4))
|
||||
.round()
|
||||
.div(10_f32.powi(2))
|
||||
.to_string();
|
||||
|
||||
let (item_asset, quantity) = match item {
|
||||
LootSpec::Item(item) => (Some(item), "1".to_string()),
|
||||
LootSpec::ItemQuantity(item, lower, upper) => {
|
||||
(Some(item), format!("{}-{}", lower, upper))
|
||||
},
|
||||
LootSpec::LootTable(_) => panic!("Shouldn't exist"),
|
||||
LootSpec::Nothing => (None, "-".to_string()),
|
||||
};
|
||||
|
||||
let item = item_asset.map(|asset| Item::new_from_asset_expect(asset));
|
||||
|
||||
let item_name = if let Some(item) = &item {
|
||||
item.name()
|
||||
} else {
|
||||
"Nothing"
|
||||
};
|
||||
|
||||
wtr.write_record(&[&percent_chance, item_name, &quantity])?
|
||||
if entity_config.eq_ignore_ascii_case("all") {
|
||||
let configs = assets::load_dir::<EntityConfig>("common.entity", true)
|
||||
.expect("Entity files moved somewhere else maybe?")
|
||||
.ids();
|
||||
for config in configs {
|
||||
wtr.write_record(&[config, "", ""])?;
|
||||
write_entity_loot(&mut wtr, config)?;
|
||||
}
|
||||
} else {
|
||||
let entity_config = "common.entity.".to_owned() + entity_config;
|
||||
write_entity_loot(&mut wtr, &entity_config)?;
|
||||
}
|
||||
|
||||
wtr.flush()?;
|
||||
@ -405,7 +424,8 @@ fn main() {
|
||||
} else if args.function.eq_ignore_ascii_case("entity-drops") {
|
||||
let entity_config = get_input(
|
||||
"Specify the name of the entity to export loot drops to csv. Assumes entity config is \
|
||||
in directory: assets.common.entity.\n",
|
||||
in directory: assets.common.entity.\nCan also use \"all\" to export loot from all \
|
||||
entity configs.\n",
|
||||
);
|
||||
if let Err(e) = entity_drops(&entity_config) {
|
||||
println!("Error: {}\n", e)
|
||||
|
Loading…
Reference in New Issue
Block a user