mob names
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c921e790c9
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@ -1,35 +1,17 @@
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use uuid::Uuid;
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use rand::prelude::*;
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use rand::distributions::Alphanumeric;
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use std::iter;
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use construct::{Construct};
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use skill::{Skill};
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use names::{name};
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pub fn generate_mob() -> Construct {
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let mut rng = thread_rng();
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let name: String = iter::repeat(())
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.map(|()| rng.sample(Alphanumeric))
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.take(8)
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.collect();
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let mob = Construct::new()
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.named(&name);
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.named(&name());
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return mob;
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}
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// fn quick_game(player_size: usize) -> Vec<Construct> {
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// iter::repeat_with(||
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// generate_mob()
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// .set_account(Uuid::nil())
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// .learn(Skill::Attack))
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// .take(player_size)
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// .collect::<Vec<Construct>>()
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// }
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pub fn instance_mobs(player_id: Uuid) -> Vec<Construct> {
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iter::repeat_with(||
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generate_mob()
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@ -38,89 +20,3 @@ pub fn instance_mobs(player_id: Uuid) -> Vec<Construct> {
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.take(3)
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.collect::<Vec<Construct>>()
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}
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// fn zone_3v2_attack(player_lvl: u8) -> Vec<Construct> {
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// let x = Construct::new()
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// .named(&"hench".to_string())
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// .learn(Skill::Attack);
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// let y = Construct::new()
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// .named(&"bench".to_string())
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// .learn(Skill::Attack);
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// return vec![x, y];
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// }
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// fn zone_2v2_caster(player_lvl: u8) -> Vec<Construct> {
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// let x = Construct::new()
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// .named(&"robe".to_string())
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// .learn(Skill::Blast);
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// let y = Construct::new()
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// .named(&"wizard hat".to_string())
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// .learn(Skill::Blast);
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// return vec![x, y];
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// }
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// fn zone_3v3_melee_miniboss(player_lvl: u8) -> Vec<Construct> {
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// let x = Construct::new()
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// .named(&"jungle juice".to_string())
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// .learn(Skill::Attack);
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// let y = Construct::new()
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// .named(&"bamboo basher".to_string())
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// .learn(Skill::Attack)
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// .learn(Skill::Stun);
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// let z = Construct::new()
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// .named(&"lemongrass tea".to_string())
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// .learn(Skill::Attack);
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// return vec![x, y, z];
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// }
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// fn zone_3v3_healer_boss(player_lvl: u8) -> Vec<Construct> {
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// let x = Construct::new()
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// .named(&"coinage".to_string())
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// .learn(Skill::Attack)
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// .learn(Skill::Parry)
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// .learn(Skill::Block);
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// let y = Construct::new()
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// .named(&"wololo".to_string())
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// // big strong
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// // .learn(Skill::Blast)
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// .learn(Skill::Heal)
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// .learn(Skill::Triage);
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// let z = Construct::new()
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// .named(&"quarry".to_string())
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// .learn(Skill::Attack)
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// .learn(Skill::Parry)
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// .learn(Skill::Stun);
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// return vec![x, y, z];
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// }
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// pub fn generate_mob_player(mode: GameMode, constructs: &Vec<Construct>) -> Player {
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// let mut mob_player = Player::new(Uuid::nil());
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// let construct_lvl = constructs.iter().max_by_key(|c| c.lvl).unwrap().lvl;
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// let player_size = constructs.len();
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// let mobs = match mode {
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// GameMode::Normal => quick_game(construct_lvl, player_size),
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// GameMode::Zone3v2Attack => zone_3v2_attack(construct_lvl),
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// GameMode::Zone2v2Caster => zone_2v2_caster(construct_lvl),
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// GameMode::Zone3v3MeleeMiniboss => zone_3v3_melee_miniboss(construct_lvl),
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// GameMode::Zone3v3HealerBoss => zone_3v3_healer_boss(construct_lvl),
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// _ => panic!("{:?} not handled for pve mobs", mode),
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// };
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// mob_player.set_constructs(mobs);
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// return mob_player;
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// }
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