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Copy pathloot_generator.rs
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219 lines (192 loc) · 8.84 KB
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use praeda::*;
use clap::Parser;
use std::fs;
#[derive(Parser, Debug)]
#[command(author, version, about = "Generate random loot items using Praeda", long_about = None)]
struct Args {
/// Path to TOML configuration file with item types, attributes, and affixes (required unless --no-toml is used)
#[arg(short = 'i', long)]
input: Option<String>,
/// Path where generated items will be saved as JSON
#[arg(short = 'o', long)]
output: String,
/// Number of items to generate
#[arg(short = 'n', long)]
num_items: u32,
/// Average item level (default: 10.0)
#[arg(short = 'b', long, default_value = "10.0")]
base_level: f64,
/// Range around base level (default: 5.0)
#[arg(short = 'v', long, default_value = "5.0")]
level_variance: f64,
/// Probability of applying affixes 0.0-1.0 (default: 0.75)
#[arg(short = 'a', long, default_value = "0.75")]
affix_chance: f64,
/// Use exponential scaling instead of linear
#[arg(long = "exponential")]
exponential: bool,
/// Multiplier for attribute scaling (default: 1.0)
#[arg(short = 's', long, default_value = "1.0")]
scaling_factor: f64,
/// Use programmatic item generation instead of loading from TOML
#[arg(long="no-toml", default_value = "false")]
no_toml: bool,
}
fn main() -> Result<()> {
let args = Args::parse();
// Validate that input is provided when not using --no-toml
if !args.no_toml && args.input.is_none() {
eprintln!("Error: --input is required unless --no-toml is specified");
std::process::exit(1);
}
let mut generator = PraedaGenerator::new();
if !args.no_toml {
let input_path = args.input.as_ref().unwrap();
eprintln!("Loading configuration from {}...", input_path);
generator.load_data_from_file(input_path)?;
} else {
// Quality tiers
generator.set_quality_data("common", 100);
generator.set_quality_data("uncommon", 60);
generator.set_quality_data("rare", 30);
generator.set_quality_data("epic", 9);
generator.set_quality_data("legendary", 1);
// Item types
generator.set_item_type("weapon", 1);
generator.set_item_type("armor", 1);
// Weapon subtypes
generator.set_item_subtype("weapon", "one-handed", 1);
generator.set_item_subtype("weapon", "two-handed", 1);
// Armor subtypes
generator.set_item_subtype("armor", "chest", 1);
generator.set_item_subtype("armor", "feet", 1);
generator.set_item_subtype("armor", "hands", 1);
generator.set_item_subtype("armor", "head", 1);
generator.set_item_subtype("armor", "legs", 1);
generator.set_item_subtype("armor", "shoulders", 1);
generator.set_item_subtype("armor", "waist", 1);
generator.set_item_subtype("armor", "wrists", 1);
// Global attributes
generator.set_attribute("strength_requirement", "",
ItemAttribute::new("strength_requirement", 0.0, 0.0, 100.0, false)
);
generator.set_attribute("dexterity_requirement", "",
ItemAttribute::new("dexterity_requirement", 0.0, 0.0, 100.0, false)
);
generator.set_attribute("intelligence_requirement", "",
ItemAttribute::new("intelligence_requirement", 0.0, 0.0, 100.0, false)
);
// Weapon attributes
generator.set_attribute("level_requirement", "weapon",
ItemAttribute::new("level_requirement", 0.0, 0.0, 100.0, false)
);
generator.set_attribute("durability", "weapon",
ItemAttribute::new("durability", 16.0, 1.0, 16.0, true)
);
generator.set_attribute("attack_damage", "weapon",
ItemAttribute::new("attack_damage", 1.0, 1.0, 5.0, true)
);
generator.set_attribute("attack_speed", "weapon",
ItemAttribute::new("attack_speed", 0.0, 0.0, 100.0, true)
);
generator.set_attribute("critical_chance", "weapon",
ItemAttribute::new("critical_chance", 0.0, 0.0, 100.0, false)
);
generator.set_attribute("critical_damage", "weapon",
ItemAttribute::new("critical_damage", 0.0, 0.0, 100.0, false)
);
// Armor item names
generator.set_item("armor", "chest", vec!["chestplate", "tunic"]);
generator.set_item("armor", "feet", vec!["boots", "shoes"]);
generator.set_item("armor", "hands", vec!["gauntlets", "gloves"]);
generator.set_item("armor", "head", vec!["helm", "hood"]);
generator.set_item("armor", "legs", vec!["legplates", "leggings"]);
generator.set_item("armor", "shoulders", vec!["shoulderplates", "pauldrons"]);
generator.set_item("armor", "waist", vec!["belt", "girdle"]);
generator.set_item("armor", "wrists", vec!["bracers", "vambraces"]);
// Weapon item names
generator.set_item("weapon", "one-handed", vec!["sword", "axe", "mace", "dagger"]);
generator.set_item("weapon", "two-handed", vec!["sword", "axe", "mace", "staff"]);
// Armor affixes
// Prefixes
generator.set_prefix_attribute("armor", "", "heavy",
ItemAttribute::new("durability", 10.0, 0.0, 0.0, false)
);
generator.set_prefix_attribute("armor", "", "light",
ItemAttribute::new("durability", -10.0, 0.0, 0.0, false)
);
generator.set_prefix_attribute("armor", "", "light",
ItemAttribute::new("strength_requirement", -10.0, 0.0, 0.0, false)
);
generator.set_prefix_attribute("armor", "", "strong",
ItemAttribute::new("strength_requirement", 10.0, 0.0, 0.0, false)
);
// Suffixes
generator.set_suffix_attribute("armor", "", "of the bear",
ItemAttribute::new("strength_requirement", 10.0, 0.0, 0.0, false)
);
generator.set_suffix_attribute("armor", "", "of the eagle",
ItemAttribute::new("intelligence_requirement", 10.0, 0.0, 0.0, false)
);
generator.set_suffix_attribute("armor", "", "of the wolf",
ItemAttribute::new("dexterity_requirement", 10.0, 0.0, 0.0, false)
);
generator.set_suffix_attribute("armor", "", "of the lion",
ItemAttribute::new("strength_requirement", 5.0, 0.0, 0.0, false)
);
// Weapon affixes
// Prefixes
generator.set_prefix_attribute("weapon", "", "sharp",
ItemAttribute::new("attack_damage", 10.0, 0.0, 0.0, false)
);
generator.set_prefix_attribute("weapon", "", "dull",
ItemAttribute::new("attack_damage", -10.0, 0.0, 0.0, false)
);
generator.set_prefix_attribute("weapon", "", "heavy",
ItemAttribute::new("attack_speed", -10.0, 0.0, 0.0, false)
);
generator.set_prefix_attribute("weapon", "", "light",
ItemAttribute::new("attack_speed", 10.0, 0.0, 0.0, false)
);
generator.set_prefix_attribute("weapon", "", "strong",
ItemAttribute::new("strength_requirement", 10.0, 0.0, 0.0, false)
);
// Suffixes
generator.set_suffix_attribute("weapon", "", "of the bear",
ItemAttribute::new("strength_requirement", 10.0, 0.0, 0.0, false)
);
generator.set_suffix_attribute("weapon", "", "of the eagle",
ItemAttribute::new("intelligence_requirement", 10.0, 0.0, 0.0, false)
);
generator.set_suffix_attribute("weapon", "", "of the wolf",
ItemAttribute::new("dexterity_requirement", 10.0, 0.0, 0.0, false)
);
generator.set_suffix_attribute("weapon", "", "of the lion",
ItemAttribute::new("strength_requirement", 5.0, 0.0, 0.0, false)
);
}
// Generate loot with user-specified options
let linear = !args.exponential; // Default is linear unless --exponential flag is set
eprintln!("Generating {} items...", args.num_items);
eprintln!(" Base Level: {}", args.base_level);
eprintln!(" Level Variance: {}", args.level_variance);
eprintln!(" Affix Chance: {}", args.affix_chance);
eprintln!(" Scaling Mode: {}", if linear { "linear" } else { "exponential" });
eprintln!(" Scaling Factor: {}", args.scaling_factor);
let options = GeneratorOptions {
number_of_items: args.num_items,
base_level: args.base_level,
level_variance: args.level_variance,
affix_chance: args.affix_chance,
linear,
scaling_factor: args.scaling_factor,
};
let items = generator.generate_loot(&options, &GeneratorOverrides::empty(), "cli")?;
// Save output to JSON
eprintln!("Saving {} items to {}...", items.len(), args.output);
let output_json = serde_json::to_string_pretty(&items)?;
fs::write(&args.output, output_json)
.expect("Failed to write output file");
println!("✅ Successfully generated {} items and saved to {}", items.len(), args.output);
Ok(())
}