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// Example for calculating a drop rate:
//
// On every roll an f32 between 0 and 1 is created.
// For every loot table a total range is created by the sum of the individual
// ranges per item.
//
// This range is the sum of all single ranges defined per item in a table.
// // Individual Range
// (3, "common.items.food.cheese"), // 0.0..3.0
// (3, "common.items.food.apple"), // 3.0..6.0
// (3, "common.items.food.mushroom"), // 6.0..9.0
// (1, "common.items.food.coconut"), // 9.0..10.0
// (0.05, "common.items.food.apple_mushroom_curry"), // 10.0..10.05
// (0.10, "common.items.food.apple_stick"), // 10.05..10.15
// (0.10, "common.items.food.mushroom_stick"), // 10.15..10.25
//
// The f32 is multiplied by the max. value needed to drop an item in this
// particular table. X = max. value needed = 10.15
//
// Example roll
// [Random Value 0..1] * X = Number inside the table's total range
// 0.45777 * X = 4.65
// 4.65 is in the range of 3.0..6.0 => Apple drops
//
// Example drop chance calculation
// Cheese drop rate = 3/X = 29.6%
// Coconut drop rate = 1/X = 9.85%
use std::hash::Hash;
use crate::{
assets::{self, AssetExt},
comp::{inventory::item, Item},
};
use rand::prelude::*;
use serde::{de::DeserializeOwned, Deserialize, Serialize};
use tracing::warn;
#[derive(Clone, Debug, PartialEq, Deserialize)]
pub struct Lottery<T> {
items: Vec<(f32, T)>,
total: f32,
}
impl<T: DeserializeOwned + Send + Sync + 'static> assets::Asset for Lottery<T> {
type Loader = assets::LoadFrom<Vec<(f32, T)>, assets::RonLoader>;
const EXTENSION: &'static str = "ron";
}
impl<T> From<Vec<(f32, T)>> for Lottery<T> {
fn from(mut items: Vec<(f32, T)>) -> Lottery<T> {
let mut total = 0.0;
for (rate, _) in &mut items {
total += *rate;
*rate = total - *rate;
}
Self { items, total }
}
}
impl<T> Lottery<T> {
pub fn choose_seeded(&self, seed: u32) -> &T {
let x = ((seed % 65536) as f32 / 65536.0) * self.total;
&self.items[self
.items
.binary_search_by(|(y, _)| y.partial_cmp(&x).unwrap())
.unwrap_or_else(|i| i.saturating_sub(1))]
.1
}
pub fn choose(&self) -> &T { self.choose_seeded(thread_rng().gen()) }
pub fn iter(&self) -> impl Iterator<Item = &(f32, T)> { self.items.iter() }
pub fn total(&self) -> f32 { self.total }
}
/// Try to distribute stacked items fairly between weighted participants.
pub fn distribute_many<T: Copy + Eq + Hash, I>(
participants: impl IntoIterator<Item = (f32, T)>,
rng: &mut impl Rng,
items: &[I],
mut get_amount: impl FnMut(&I) -> u32,
mut exec_item: impl FnMut(&I, T, u32),
) {
struct Participant<T> {
// weight / total
weight: f32,
sorted_weight: f32,
data: T,
recieved_count: u32,
current_recieved_count: u32,
}
impl<T> Participant<T> {
fn give(&mut self, amount: u32) {
self.current_recieved_count += amount;
self.recieved_count += amount;
}
}
// Nothing to distribute, we can return early.
if items.is_empty() {
return;
}
let mut total_weight = 0.0;
let mut participants = participants
.into_iter()
.map(|(weight, participant)| Participant {
weight,
sorted_weight: {
total_weight += weight;
total_weight - weight
},
data: participant,
recieved_count: 0,
current_recieved_count: 0,
})
.collect::<Vec<_>>();
let total_item_amount = items.iter().map(&mut get_amount).sum::<u32>();
let mut current_total_weight = total_weight;
for item in items.iter() {
let amount = get_amount(item);
let mut distributed = 0;
let Some(mut give) = participants
.iter()
.map(|participant| {
(total_item_amount as f32 * participant.weight / total_weight).ceil() as u32
- participant.recieved_count
})
.min()
else {
tracing::error!("Tried to distribute items to no participants.");
return;
};
while distributed < amount {
// Can't give more than amount, and don't give more than the average between all
// to keep things well distributed.
let max_give = (amount / participants.len() as u32).clamp(1, amount - distributed);
give = give.clamp(1, max_give);
let x = rng.gen_range(0.0..=current_total_weight);
let index = participants
.binary_search_by(|item| item.sorted_weight.partial_cmp(&x).unwrap())
.unwrap_or_else(|i| i.saturating_sub(1));
let participant_count = participants.len();
let Some(winner) = participants.get_mut(index) else {
tracing::error!("Tried to distribute items to no participants.");
return;
};
winner.give(give);
distributed += give;
// If a participant has received enough, remove it.
if participant_count > 1
&& winner.recieved_count as f32 / total_item_amount as f32
>= winner.weight / total_weight
{
current_total_weight = index
.checked_sub(1)
.and_then(|i| Some(participants.get(i)?.sorted_weight))
.unwrap_or(0.0);
let winner = participants.swap_remove(index);
exec_item(item, winner.data, winner.current_recieved_count);
// Keep participant weights correct so that we can binary search it.
for participant in &mut participants[index..] {
current_total_weight += participant.weight;
participant.sorted_weight = current_total_weight - participant.weight;
}
// Update max item give amount.
give = participants
.iter()
.map(|participant| {
(total_item_amount as f32 * participant.weight / total_weight).ceil() as u32
- participant.recieved_count
})
.min()
.unwrap_or(0);
} else {
give = give.min(
(total_item_amount as f32 * winner.weight / total_weight).ceil() as u32
- winner.recieved_count,
);
}
}
for participant in participants.iter_mut() {
if participant.current_recieved_count != 0 {
exec_item(item, participant.data, participant.current_recieved_count);
participant.current_recieved_count = 0;
}
}
}
}
#[derive(Clone, Debug, PartialEq, Deserialize, Serialize)]
pub enum LootSpec<T: AsRef<str>> {
/// Asset specifier
Item(T),
/// Loot table
LootTable(T),
/// No loot given
Nothing,
/// Modular weapon
ModularWeapon {
tool: item::tool::ToolKind,
material: item::Material,
hands: Option<item::tool::Hands>,
},
ModularWeaponPrimaryComponent {
tool: item::tool::ToolKind,
material: item::Material,
hands: Option<item::tool::Hands>,
},
/// Dropping lower-upper range items at random from the respective Category
/// (often a Loottable or Item(Coin)) LootSpec, lower range, upper range
MultiDrop(Box<LootSpec<T>>, u32, u32),
/// Each category is evaluated, often used to have guaranteed quest Item +
/// random reward
All(Vec<LootSpec<T>>),
/// Like a `LootTable` but inline
Lottery(Vec<(f32, LootSpec<T>)>),
}
impl<T: AsRef<str>> LootSpec<T> {
fn to_items_inner(
&self,
rng: &mut rand::rngs::ThreadRng,
amount: u32,
items: &mut Vec<(u32, Item)>,
) {
let convert_item = |item: &T| {
Item::new_from_asset(item.as_ref()).map_or_else(
|e| {
warn!(?e, "error while loading item: {}", item.as_ref());
None
},
Some,
)
};
let mut push_item = |mut item: Item, count: u32| {
let count = item.amount().saturating_mul(count);
item.set_amount(1).expect("1 is always a valid amount.");
let hash = item.item_hash();
match items.binary_search_by_key(&hash, |(_, item)| item.item_hash()) {
Ok(i) => {
// Since item hash can collide with other items, we search nearby items with the
// same hash.
// NOTE: The `ParitalEq` implementation for `Item` doesn't compare some data
// like durability, or wether slots contain anything. Although since these are
// Newly loaded items we don't care about comparing those for deduplication
// here.
let has_same_hash = |i: &usize| items[*i].1.item_hash() == hash;
if let Some(i) = (i..items.len())
.take_while(has_same_hash)
.chain((0..i).rev().take_while(has_same_hash))
.find(|i| items[*i].1 == item)
{
// We saturate at 4 billion items, could use u64 instead if this isn't
// desirable.
items[i].0 = items[i].0.saturating_add(count);
} else {
items.insert(i, (count, item));
}
},
Err(i) => items.insert(i, (count, item)),
}
};
match self {
Self::Item(item) => {
if let Some(item) = convert_item(item) {
push_item(item, amount);
}
},
Self::LootTable(table) => {
let loot_spec = Lottery::<LootSpec<String>>::load_expect(table.as_ref()).read();
for _ in 0..amount {
loot_spec.choose().to_items_inner(rng, 1, items)
}
},
Self::Lottery(table) => {
let lottery = Lottery::from(
table
.iter()
.map(|(weight, spec)| (*weight, spec))
.collect::<Vec<_>>(),
);
for _ in 0..amount {
lottery.choose().to_items_inner(rng, 1, items)
}
},
Self::Nothing => {},
Self::ModularWeapon {
tool,
material,
hands,
} => {
for _ in 0..amount {
match item::modular::random_weapon(*tool, *material, *hands, rng) {
Ok(item) => push_item(item, 1),
Err(e) => {
warn!(
?e,
"error while creating modular weapon. Toolkind: {:?}, Material: \
{:?}, Hands: {:?}",
tool,
material,
hands,
);
},
}
}
},
Self::ModularWeaponPrimaryComponent {
tool,
material,
hands,
} => {
for _ in 0..amount {
match item::modular::random_weapon(*tool, *material, *hands, rng) {
Ok(item) => push_item(item, 1),
Err(e) => {
warn!(
?e,
"error while creating modular weapon primary component. Toolkind: \
{:?}, Material: {:?}, Hands: {:?}",
tool,
material,
hands,
);
},
}
}
},
Self::MultiDrop(loot_spec, lower, upper) => {
let sub_amount = rng.gen_range(*lower..=*upper);
// We saturate at 4 billion items, could use u64 instead if this isn't
// desirable.
loot_spec.to_items_inner(rng, sub_amount.saturating_mul(amount), items);
},
Self::All(loot_specs) => {
for loot_spec in loot_specs {
loot_spec.to_items_inner(rng, amount, items);
}
},
}
}
pub fn to_items(&self) -> Option<Vec<(u32, Item)>> {
let mut items = Vec::new();
self.to_items_inner(&mut thread_rng(), 1, &mut items);
if !items.is_empty() {
items.sort_unstable_by_key(|(amount, _)| *amount);
Some(items)
} else {
None
}
}
}
impl Default for LootSpec<String> {
fn default() -> Self { Self::Nothing }
}
#[cfg(test)]
pub mod tests {
use std::borrow::Borrow;
use super::*;
use crate::{assets, comp::Item};
use assets::AssetExt;
#[cfg(test)]
pub fn validate_loot_spec(item: &LootSpec<String>) {
let mut rng = thread_rng();
match item {
LootSpec::Item(item) => {
Item::new_from_asset_expect(item);
},
LootSpec::LootTable(loot_table) => {
let loot_table = Lottery::<LootSpec<String>>::load_expect(loot_table).read();
validate_table_contents(&loot_table);
},
LootSpec::Nothing => {},
LootSpec::ModularWeapon {
tool,
material,
hands,
} => {
item::modular::random_weapon(*tool, *material, *hands, &mut rng).unwrap_or_else(
|_| {
panic!(
"Failed to synthesize a modular {tool:?} made of {material:?} that \
had a hand restriction of {hands:?}."
)
},
);
},
LootSpec::ModularWeaponPrimaryComponent {
tool,
material,
hands,
} => {
item::modular::random_weapon_primary_component(*tool, *material, *hands, &mut rng)
.unwrap_or_else(|_| {
panic!(
"Failed to synthesize a modular weapon primary component: {tool:?} \
made of {material:?} that had a hand restriction of {hands:?}."
)
});
},
LootSpec::MultiDrop(loot_spec, lower, upper) => {
assert!(
upper >= lower,
"Upper quantity must be at least the value of lower quantity. Upper value: \
{}, low value: {}.",
upper,
lower
);
validate_loot_spec(loot_spec);
},
LootSpec::All(loot_specs) => {
for loot_spec in loot_specs {
validate_loot_spec(loot_spec);
}
},
LootSpec::Lottery(table) => {
let lottery = Lottery::from(
table
.iter()
.map(|(weight, spec)| (*weight, spec))
.collect::<Vec<_>>(),
);
validate_table_contents(&lottery);
},
}
}
fn validate_table_contents<T: Borrow<LootSpec<String>>>(table: &Lottery<T>) {
for (_, item) in table.iter() {
validate_loot_spec(item.borrow());
}
}
#[test]
fn test_loot_tables() {
let loot_tables = assets::load_rec_dir::<Lottery<LootSpec<String>>>("common.loot_tables")
.expect("load loot_tables");
for loot_table in loot_tables.read().ids() {
let loot_table = Lottery::<LootSpec<String>>::load_expect(loot_table);
validate_table_contents(&loot_table.read());
}
}
#[test]
fn test_distribute_many() {
let mut rng = thread_rng();
// Known successful case
for _ in 0..10 {
distribute_many(
vec![(0.4f32, "a"), (0.4, "b"), (0.2, "c")],
&mut rng,
&[("item", 10)],
|(_, m)| *m,
|_item, winner, count| match winner {
"a" | "b" => assert_eq!(count, 4),
"c" => assert_eq!(count, 2),
_ => unreachable!(),
},
);
}
}
}