Crates.io | lootr |
lib.rs | lootr |
version | 0.7.0 |
source | src |
created_at | 2023-03-07 23:59:14.875408 |
updated_at | 2023-03-13 22:49:54.327446 |
description | A simple RPG-like looting system |
homepage | https://github.com/vincent/lootr-rs/ |
repository | https://github.com/vincent/lootr-rs/ |
max_upload_size | |
id | 804040 |
size | 50,864 |
Lootr \lutʁ\ is a simple RPG-like looting system.
Lootr provides a way to organize data commonly named loot in a gameplay context. It helps you to manage which items can be found, in a generic and statisticaly controlled system.
It is heavily inspired from the work of Bob Nystrom http://journal.stuffwithstuff.com/2014/07/05/dropping-loot
A JS version is available here https://github.com/vincent/lootr
A C# version is available here https://github.com/Sparox/LootrCsharp
In Lootr, lootables are organized in a tree of categories and items.
ROOT ├─ Staff ├─ equipment │ ├─ Glove │ │ Boots │ └─ leather │ │ Jacket │ └─ Pads └─ weapons ├─ Bat └─ Knife
Then, a collection of Drops describe how items are yield from a loot action.
equipment: .5 chances, stack of 1
equipment: .2 chances, stack of 2
equipment: .1 chances, stack of 2
This might yield items in the equipment tree, for example
1 Boots, once every 2 rolls on average
2 Glove, once every 5 rolls
1 Knife, once every 10 rolls
Create items.
use lootr::{Lootr, item::Item};
let mut loot = Lootr::new();
loot.add(
Item::a("Berries")
);
Items can have properties.
use lootr::{Lootr, item::{Item, Props}};
let mut loot = Lootr::new();
let item = Item::from("crown", Props::from([
("strength", "10"),
("charisma", "+100")
]));
loot.add(item);
// Items can printed
// crown{strength=10,charisma=+100}
Each level is composed by a list of .items
and nested .branchs
.
Organize the loot repository by adding branchs
use lootr::Lootr;
let mut loot = Lootr::new();
let weapons = loot.add_branch("weapons", Lootr::new());
let armor = loot.add_branch("armor", Lootr::new());
Optionnaly with items
use lootr::{Lootr, item::Item};
let mut loot = Lootr::new();
loot.add_branch("weapons", Lootr::from(vec![
Item::a("Staff"),
Item::an("Uzi")
]));
loot.add_branch("armor", Lootr::from(vec![
Item::a("Boots"),
Item::a("Socks")
]));
loot.branch_mut("armor")
.unwrap()
.add_branch("leather", Lootr::from(vec![
Item::a("Belt"),
Item::a("Hat")
]));
Loot against a loot table, described by a like the following.
use lootr::{ROOT, drops::Drop};
let drops = [
Drop { path: ROOT, depth: 1, luck: 1.0, stack: 1..=1, modify: false },
];
A builder pattern is also available to ease drops creation.
path()
selects the root of this dropdepth()
max depth to considerluck()
the luck we start with, will decrease at each sub treestack()
the range of copies to yielduse lootr::{Lootr, item::Item, drops::DropBuilder};
let mut loot = Lootr::new();
loot.add_branch("weapons", Lootr::from(vec![
Item::a("Staff"),
Item::an("Uzi")
]));
loot.add_branch("armor", Lootr::from(vec![
Item::a("Boots"),
Item::a("Socks")
]));
let drops = [
DropBuilder::new()
.path("armor")
.luck(1.0)
.build(),
DropBuilder::new()
.path("weapons")
.luck(1.0)
.stack(1..=3)
.build(),
];
// Loot your reward from a dead monster
let rewards = loot.loot(&drops);
// rewards = [ "Berries", "Plates", "Uzi", "Uzi", "Staff" ]
Lootr.loot_seeded()
takes a PRNG arguments to yield items in a consitent and reproductible way.
use lootr::{Lootr, item::Item, drops::DropBuilder};
use rand_chacha::ChaCha20Rng;
use rand::SeedableRng;
(0..10).for_each(|_f| {
let mut loot = Lootr::from(vec![
Item::named("Socks"),
Item::named("Boots"),
]);
let drops = [DropBuilder::new().build()];
let rng = &mut ChaCha20Rng::seed_from_u64(123);
loot.loot_seeded(&drops, rng);
loot.loot_seeded(&drops, rng);
// ...
// Will always loot Boots, then Socks, then Socks, then Boots ..
})
Lootr.add_modifier()
allows to give some Item transformers, call Modifiers.
Modifiers are simple functions that return a new Item from a given one.
use lootr::{Lootr, item::{Item, Props}, drops::DropBuilder};
let mut loot = Lootr::new();
loot.add(Item::a("crown"));
fn with_strength(source: Item) -> Item {
source.extend(source.name, Props::from([
("strength", "10"),
]))
}
loot.add_modifier(with_strength);
//
// Then, at loot time:
let drops = [DropBuilder::new().modify().build()];
let rewards = loot.loot(&drops);
// rewards = [ crown{strength=10} ]
To make tha building easier, you can use the bag!
macro.
use lootr::{bag, Lootr, item::{Item, Props}};
let loot = bag! {
@Weapons
Knife attack="1" desc="A simple knife",
@Wooden
BarkShield attack="0" magic_power="10" desc="A wooden shield reinforced with bark, providing magic power",
@Staffs
WoodenStaff attack="5" magic_power="10" desc="A wooden staff imbued with magic power",
CrystalStaff attack="8" magic_power="15" ice_damage="10" desc="A crystal staff with ice elemental damage",
ElementalStaff attack="12" magic_power="20" thunder_damage="15" desc="An elemental staff with thunder elemental damage",
.
@Bows
ShortBow attack="10" accuracy="10" desc="A short bow with high accuracy",
LongBow attack="20" accuracy="20" ice_damage="10" desc="A long bow with ice elemental damage",
.
.
@Swords
ShortSword attack="10" critical="5" desc="A short sword with increased critical hit rate",
LongSword attack="15" critical="10" desc="A long sword with a high critical hit rate",
TwoHandedSword attack="20" critical="15" desc="A two-handed sword with a very high critical hit rate",
.
@Axes
BattleAxe attack="12" critical="8" desc="A battle axe with increased critical hit rate",
WarAxe attack="14" critical="9" desc="A war axe with a high critical hit rate",
.
@Mace
MorningStar attack="13" critical="7" desc="A mace with increased critical hit rate",
Flail attack="16" critical="11" desc="A flail with a very high critical hit rate",
.
.
@Armors
Shirt defense="0" desc="A simple shirt",
@LightArmor
LeatherArmor defense="5" agility="2" desc="Armor made of leather with increased agility",
Chainmail defense="8" agility="1" desc="Armor made of interlocking rings with moderate agility",
.
@HeavyArmor
PlateArmor defense="10" agility="-2" desc="Heavy armor made of plates with decreased agility",
FullPlateArmor defense="15" agility="-5" desc="Very heavy armor made of plates with greatly decreased agility",
.
.
@Consumables
Water healing="2" desc="Just water",
@Potion
HealthPotion healing="20" desc="A potion that restores a small amount of health",
GreaterHealthPotion healing="40" desc="A potion that restores a moderate amount of health",
ManaPotion mana_restoration="20" desc="A potion that restores a small amount of mana",
GreaterManaPotion mana_restoration="40" desc="A potion that restores a moderate amount of mana",
.
@Elixirs
ElixirOfStrength strength_boost="5" desc="An elixir that boosts strength",
GreaterElixirOfStrength strength_boost="10" desc="An elixir that greatly boosts strength",
ElixirOfAgility agility_boost="5" desc="An elixir that boosts agility",
GreaterElixirOfAgility agility_boost="10" desc="An elixir that greatly boosts agility",
.
.
};
println!("{}", loot);
ROOT
├─ test{}
├─ Armors
│ ├─ Shirt{defense="0",desc="A simple shirt"}
│ ├─ HeavyArmor
│ │ └─ PlateArmor{agility="-2",defense="10",desc="Heavy armor made of plates with decreased agility"}
│ │ FullPlateArmor{agility="-5",defense="15",desc="Very heavy armor made of plates with greatly decreased agility"}
│ └─ LightArmor
│ └─ LeatherArmor{defense="5",desc="Armor made of leather with increased agility",agility="2"}
│ Chainmail{agility="1",defense="8",desc="Armor made of interlocking rings with moderate agility"}
├─ Consumables
│ ├─ Water{desc="Just water",healing="2"}
│ ├─ Elixirs
│ │ └─ ElixirOfStrength{strength_boost="5",desc="An elixir that boosts strength"}
│ │ GreaterElixirOfStrength{strength_boost="10",desc="An elixir that greatly boosts strength"}
│ │ ElixirOfAgility{agility_boost="5",desc="An elixir that boosts agility"}
│ │ GreaterElixirOfAgility{desc="An elixir that greatly boosts agility",agility_boost="10"}
│ └─ Potion
│ └─ HealthPotion{desc="A potion that restores a small amount of health",healing="20"}
│ GreaterHealthPotion{desc="A potion that restores a moderate amount of health",healing="40"}
│ ManaPotion{mana_restoration="20",desc="A potion that restores a small amount of mana"}
│ GreaterManaPotion{desc="A potion that restores a moderate amount of mana",mana_restoration="40"}
└─ Weapons
├─ Knife{desc="A simple knife",attack="1"}
├─ Axes
│ └─ BattleAxe{attack="12",critical="8",desc="A battle axe with increased critical hit rate"}
│ WarAxe{attack="14",desc="A war axe with a high critical hit rate",critical="9"}
├─ Mace
│ └─ MorningStar{attack="13",critical="7",desc="A mace with increased critical hit rate"}
│ Flail{desc="A flail with a very high critical hit rate",attack="16",critical="11"}
├─ Swords
│ └─ ShortSword{critical="5",desc="A short sword with increased critical hit rate",attack="10"}
│ LongSword{desc="A long sword with a high critical hit rate",attack="15",critical="10"}
│ TwoHandedSword{attack="20",desc="A two-handed sword with a very high critical hit rate",critical="15"}
└─ Wooden
├─ BarkShield{attack="0",magic_power="10",desc="A wooden shield reinforced with bark, providing magic power"}
├─ Bows
│ └─ ShortBow{accuracy="10",attack="10",desc="A short bow with high accuracy"}
│ LongBow{desc="A long bow with ice elemental damage",attack="20",ice_damage="10",accuracy="20"}
└─ Staffs
└─ WoodenStaff{desc="A wooden staff imbued with magic power",magic_power="10",attack="5"}
CrystalStaff{ice_damage="10",desc="A crystal staff with ice elemental damage",magic_power="15",attack="8"}
ElementalStaff{thunder_damage="15",desc="An elemental staff with thunder elemental damage",magic_power="20",attack="12"}
cargo test
cargo bump minor