mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Merge branch 'juliancoffee/loot_export_fix' into 'master'
Make loot export display all modulars See merge request veloren/veloren!3598
This commit is contained in:
commit
5d8a708d6b
@ -13,6 +13,7 @@ use veloren_common::{
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self,
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item::{
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armor::{ArmorKind, Protection},
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modular::{generate_weapon_primary_components, generate_weapons},
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tool::{Hands, Tool, ToolKind},
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Item, MaterialStatManifest,
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},
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@ -320,21 +321,21 @@ fn entity_drops(entity_config: &str) -> Result<(), Box<dyn Error>> {
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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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// Keep converting loot table lootspecs into non-loot table lootspecs
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// until no 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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// Partition table of loot specs into a table of items and
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// nothings, and another 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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// Change table of loot tables to only contain the string that
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// loads the loot 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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@ -342,10 +343,11 @@ fn entity_drops(entity_config: &str) -> Result<(), Box<dyn Error>> {
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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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// Converts from lottery's weight addition for each consecutive
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// entry to keep 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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@ -365,8 +367,8 @@ fn entity_drops(entity_config: &str) -> Result<(), Box<dyn Error>> {
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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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// Multiplies normalized entry within each loot table by
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// the chance for the loot 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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@ -387,39 +389,90 @@ fn entity_drops(entity_config: &str) -> Result<(), Box<dyn Error>> {
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.div(10_f32.powi(2))
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.to_string();
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let (item_asset, quantity) = match item {
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LootSpec::Item(item) => (Some(item), "1".to_string()),
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let item_name = |asset| Item::new_from_asset_expect(asset).name().into_owned();
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match item {
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LootSpec::Item(item) => {
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wtr.write_record(&[
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name.clone(),
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asset_path.to_owned(),
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percent_chance,
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item_name(item),
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"1".to_owned(),
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])?;
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},
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LootSpec::ItemQuantity(item, lower, upper) => {
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// Tab needed so excel doesn't think it is a date...
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(Some(item), format!("{}-{}\t", lower, upper))
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wtr.write_record(&[
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name.clone(),
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asset_path.to_owned(),
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percent_chance,
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item_name(item),
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// Tab needed so excel doesn't think it is a date...
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format!("{lower}-{upper}\t"),
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])?;
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},
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LootSpec::ModularWeapon { .. } => {
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// TODO: Figure out how modular weapons should work here
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(None, String::from("1"))
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LootSpec::Nothing => {
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wtr.write_record(&[
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name.clone(),
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asset_path.to_owned(),
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percent_chance,
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"Nothing".to_owned(),
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// Tab needed so excel doesn't think it is a date...
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"-".to_owned(),
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])?;
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},
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LootSpec::ModularWeaponPrimaryComponent { .. } => {
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// TODO: Figure out how modular weapon components should work here
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(None, String::from("1"))
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LootSpec::ModularWeapon {
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tool,
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material,
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hands,
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} => {
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let weapons = generate_weapons(*tool, *material, *hands)
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.expect("failed to generate modular weapons");
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let chance = chance / weapons.len() as f32;
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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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for weapon in weapons {
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wtr.write_record(&[
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name.clone(),
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asset_path.to_owned(),
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percent_chance.clone(),
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weapon.name().into_owned(),
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"1".to_owned(),
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])?;
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}
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},
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LootSpec::LootTable(_) => panic!("Shouldn't exist"),
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LootSpec::Nothing => (None, "-".to_string()),
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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 comps = generate_weapon_primary_components(*tool, *material, *hands)
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.expect("failed to generate modular weapons");
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let item = item_asset.map(|asset| Item::new_from_asset_expect(asset));
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let chance = chance / comps.len() as f32;
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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_name = if let Some(item) = &item {
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item.name().into_owned()
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} else {
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String::from("Nothing")
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};
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wtr.write_record(&[
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name.clone(),
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asset_path.to_string(),
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percent_chance,
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item_name.to_string(),
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quantity,
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])?
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for (comp, _hands) in comps {
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wtr.write_record(&[
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name.clone(),
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asset_path.to_owned(),
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percent_chance.clone(),
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comp.name().into_owned(),
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"1".to_owned(),
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])?;
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}
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},
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LootSpec::LootTable(_) => unreachable!(),
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}
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}
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Ok(())
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@ -4,7 +4,7 @@
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use hashbrown::HashMap;
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use ron::ser::{to_string_pretty, PrettyConfig};
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use serde::Serialize;
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use std::{error::Error, fs::File, io::Write, str::FromStr};
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use std::{error::Error, fs::File, io::Write};
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use structopt::StructOpt;
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use veloren_common::{
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@ -13,16 +13,15 @@ use veloren_common::{
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self,
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item::{
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armor::{ArmorKind, Protection, StatsSource},
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tool::{AbilitySpec, Hands, Stats, ToolKind},
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ItemDefinitionId, ItemKind, ItemTag, Material, Quality,
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tool::{AbilitySpec, Hands, Stats},
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ItemDefinitionId, ItemKind, ItemTag, Quality,
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},
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},
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lottery::LootSpec,
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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", "loot-table"
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/// Available arguments: "armor-stats", "weapon-stats"
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function: String,
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}
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@ -463,132 +462,6 @@ fn weapon_stats() -> Result<(), Box<dyn Error>> {
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Ok(())
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}
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fn loot_table(loot_table: &str) -> Result<(), Box<dyn Error>> {
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let mut rdr = csv::Reader::from_path("loot_table.csv")?;
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let headers: HashMap<String, usize> = rdr
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.headers()
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.expect("Failed to read CSV headers")
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.iter()
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.enumerate()
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.map(|(i, x)| (x.to_string(), i))
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.collect();
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let mut items = Vec::<(f32, LootSpec<String>)>::new();
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let get_tool_kind = |tool: String| match tool.as_str() {
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"Sword" => Some(ToolKind::Sword),
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"Axe" => Some(ToolKind::Axe),
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"Hammer" => Some(ToolKind::Hammer),
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"Bow" => Some(ToolKind::Bow),
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"Staff" => Some(ToolKind::Staff),
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"Sceptre" => Some(ToolKind::Sceptre),
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"Dagger" => Some(ToolKind::Dagger),
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"Shield" => Some(ToolKind::Shield),
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"Spear" => Some(ToolKind::Spear),
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"Debug" => Some(ToolKind::Debug),
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"Farming" => Some(ToolKind::Farming),
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"Pick" => Some(ToolKind::Pick),
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"Natural" => Some(ToolKind::Natural),
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"Empty" => Some(ToolKind::Empty),
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_ => None,
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};
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let get_tool_hands = |hands: String| match hands.as_str() {
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"One" | "one" | "1" => Some(Hands::One),
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"Two" | "two" | "2" => Some(Hands::Two),
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_ => None,
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};
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for ref record in rdr.records().flatten() {
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let item = match record.get(headers["Kind"]).expect("No loot specifier") {
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"Item" => {
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if let (Some(Ok(lower)), Some(Ok(upper))) = (
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record
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.get(headers["Lower Amount or Material"])
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.map(|a| a.parse()),
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record
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.get(headers["Upper Amount or Hands"])
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.map(|a| a.parse()),
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) {
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LootSpec::ItemQuantity(
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record.get(headers["Item"]).expect("No item").to_string(),
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lower,
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upper,
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)
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} else {
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LootSpec::Item(record.get(headers["Item"]).expect("No item").to_string())
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}
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},
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"LootTable" => LootSpec::LootTable(
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record
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.get(headers["Item"])
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.expect("No loot table")
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.to_string(),
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),
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"Nothing" => LootSpec::Nothing,
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"Modular Weapon" => LootSpec::ModularWeapon {
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tool: get_tool_kind(record.get(headers["Item"]).expect("No tool").to_string())
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.expect("Invalid tool kind"),
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material: Material::from_str(
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record
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.get(headers["Lower Amount or Material"])
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.expect("No material"),
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)
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.expect("Invalid material type"),
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hands: get_tool_hands(
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record
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.get(headers["Upper Amount or Hands"])
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.expect("No hands")
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.to_string(),
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),
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},
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"Modular Weapon Primary Component" => LootSpec::ModularWeaponPrimaryComponent {
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tool: get_tool_kind(record.get(headers["Item"]).expect("No tool").to_string())
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.expect("Invalid tool kind"),
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material: Material::from_str(
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record
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.get(headers["Lower Amount or Material"])
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.expect("No material"),
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)
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.expect("Invalid material type"),
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hands: get_tool_hands(
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record
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.get(headers["Upper Amount or Hands"])
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.expect("No hands")
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.to_string(),
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),
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},
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a => panic!(
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"Loot specifier kind must be either \"Item\", \"LootTable\", or \"Nothing\"\n{}",
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a
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),
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};
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let chance: f32 = record
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.get(headers["Relative Chance"])
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.expect("No chance for item in entry")
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.parse()
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.expect("Not an f32 for chance in entry");
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items.push((chance, item));
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}
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let pretty_config = PrettyConfig::new().depth_limit(4).decimal_floats(true);
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let mut path = ASSETS_PATH.clone();
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path.push("common");
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path.push("loot_tables");
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for part in loot_table.split('.') {
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path.push(part);
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}
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path.set_extension("ron");
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let path_str = path.to_str().expect("File path not unicode?!");
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let mut writer = File::create(path_str)?;
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write!(writer, "{}", to_string_pretty(&items, pretty_config)?)?;
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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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@ -651,40 +524,6 @@ Would you like to continue? (y/n)
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println!("Error: {}\n", e)
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}
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}
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} else if args.function.eq_ignore_ascii_case("loot-table") {
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let loot_table_name = get_input(
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"Specify the name of the loot table to import from csv. Adds loot table to the \
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directory: assets.common.loot_tables.\n",
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);
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if get_input(
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"
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-------------------------------------------------------------------------------
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| DISCLAIMER |
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-------------------------------------------------------------------------------
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| |
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| This script will wreck the RON file for a loot table if it messes up. |
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| You might want to save a back up of the loot table or be prepared to |
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| use `git checkout HEAD -- ../assets/common/loot_tables/*` if needed. |
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| If this script does mess up your files, please fix it. Otherwise your |
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| files will be yeeted away and you will get a bonk on the head. |
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| |
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-------------------------------------------------------------------------------
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In order for this script to work, you need to have first run the csv exporter.
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Once you have loot_table.csv you can make changes to item drops and their drop
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chance in your preferred editor. Save the csv file and then run this script
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to import your changes back to RON.
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Would you like to continue? (y/n)
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> ",
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)
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.to_lowercase()
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== *"y"
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{
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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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}
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} else {
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println!(
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"Invalid argument, available \
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|
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