use crate::{ models::item::{Item, SkillType}, db::DBTrans, DResult }; use rand::{self, Rng}; pub async fn broadcast_to_room(trans: &DBTrans, location: &str, from_item: Option<&Item>, message_explicit_ok: &str, message_nonexplicit: Option<&str>) -> DResult<()> { for item in trans.find_items_by_location(location).await? { if item.item_type != "player" { continue; } if let Some((session, session_dat)) = trans.find_session_for_player(&item.item_code).await? { if session_dat.less_explicit_mode && Some(&item.item_code) != from_item.map(|i| &i.item_code) { if let Some(msg) = message_nonexplicit { trans.queue_for_session(&session, Some(msg)).await?; } return Ok(()); } trans.queue_for_session(&session, Some(message_explicit_ok)).await?; } } Ok(()) } // Rolls the die to determine if a player pulls off something that requires a skill. // It is a number between -1 and 1. // Non-negative numbers mean they pulled it off, positive mean they didn't, with // more positive numbers meaning they did a better job, and more negative numbers // meaning it went really badly. // If level = raw skill, there is a 50% chance of succeeding. // level = raw skill + 1, there is a 75% chance of succeeding. // level = raw skill - 1, there is a 25% chance of succeeding. // Past those differences, it follows the logistic function: // Difference: -5 -4 -3 -2 -1 0 1 2 3 4 5 // Probability: 0.4% 1.2% 3.5% 10% 25% 50% 75% 90% 96% 99% 99.6% pub fn skill_check(who: &Item, skill: &SkillType, level: i64) -> f64 { let user_level = who.total_skills.get(skill).unwrap_or(&0); let level_gap = level - user_level.clone() as i64; const K: f64 = 1.0986122886681098; // log 3 rand::thread_rng().gen::() - 1.0 / (1.0 + (-K * (level_gap as f64)).exp()) }