race -> ancestries, adds ancestry stat maximums
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9e26c41aad
commit
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5 changed files with 73 additions and 17 deletions
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@ -1,5 +1,5 @@
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use super::{Skill, Skills};
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use crate::gui::Class;
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use crate::gui::{Ancestry, Class};
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use rltk::prelude::*;
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use std::cmp::max;
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@ -77,20 +77,32 @@ pub fn roll_4d6(rng: &mut rltk::RandomNumberGenerator) -> i32 {
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}
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/// Handles stat distribution for a player character.
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pub fn get_attribute_rolls(rng: &mut RandomNumberGenerator, class: Class) -> (i32, i32, i32, i32, i32, i32) {
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pub fn get_attribute_rolls(
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rng: &mut RandomNumberGenerator,
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class: Class,
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ancestry: Ancestry,
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) -> (i32, i32, i32, i32, i32, i32) {
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let (mut str, mut dex, mut con, mut int, mut wis, mut cha) = match class {
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Class::Fighter => (10, 8, 10, 6, 6, 8),
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Class::Rogue => (8, 10, 8, 6, 8, 10),
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Class::Wizard => (6, 8, 6, 10, 10, 8),
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Class::Villager => (6, 6, 6, 6, 6, 6),
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};
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let remaining_points = 75 - (str + dex + con + int + wis + cha);
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let mut remaining_points = 75 - (str + dex + con + int + wis + cha);
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let improve_chance: [i32; 6] = match class {
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Class::Fighter => [30, 20, 30, 6, 7, 7],
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Class::Rogue => [18, 30, 20, 9, 8, 15],
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Class::Wizard => [10, 15, 20, 30, 15, 10],
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Class::Villager => [15, 15, 25, 15, 15, 15],
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};
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let ancestry_maximums: [i32; 6] = match ancestry {
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Ancestry::Human => [19, 19, 19, 19, 19, 19], // 114
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Ancestry::Elf => [15, 18, 15, 20, 20, 18], // 106
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Ancestry::Dwarf => [19, 17, 20, 16, 16, 16], // 106
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Ancestry::Gnome => [16, 18, 16, 20, 18, 18], // 106
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Ancestry::Catfolk => [16, 20, 16, 16, 18, 20], // 106
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_ => [18, 18, 18, 18, 18, 18],
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};
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let improve_table = crate::random_table::RandomTable::new()
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.add("Strength", improve_chance[0])
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.add("Dexterity", improve_chance[1])
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@ -98,17 +110,61 @@ pub fn get_attribute_rolls(rng: &mut RandomNumberGenerator, class: Class) -> (i3
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.add("Intelligence", improve_chance[3])
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.add("Wisdom", improve_chance[4])
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.add("Charisma", improve_chance[5]);
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for _i in 0..remaining_points {
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let mut failed_attempts = 0;
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while remaining_points > 0 && failed_attempts < 100 {
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let roll = improve_table.roll(rng);
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match roll.as_str() {
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"Strength" => str += 1,
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"Dexterity" => dex += 1,
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"Constitution" => con += 1,
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"Intelligence" => int += 1,
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"Wisdom" => wis += 1,
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"Charisma" => cha += 1,
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"Strength" => {
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if str < ancestry_maximums[0] {
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str += 1;
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remaining_points -= 1;
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} else {
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failed_attempts += 1;
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}
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}
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"Dexterity" => {
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if dex < ancestry_maximums[1] {
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dex += 1;
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remaining_points -= 1;
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} else {
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failed_attempts += 1;
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}
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}
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"Constitution" => {
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if con < ancestry_maximums[2] {
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con += 1;
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remaining_points -= 1;
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} else {
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failed_attempts += 1;
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}
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}
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"Intelligence" => {
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if int < ancestry_maximums[3] {
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int += 1;
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remaining_points -= 1;
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} else {
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failed_attempts += 1;
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}
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}
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"Wisdom" => {
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if wis < ancestry_maximums[4] {
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wis += 1;
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remaining_points -= 1;
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} else {
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failed_attempts += 1;
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}
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}
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"Charisma" => {
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if cha < ancestry_maximums[5] {
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cha += 1;
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remaining_points -= 1;
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} else {
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failed_attempts += 1;
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}
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}
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_ => {}
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}
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}
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console::log(format!("{}, {}", failed_attempts, remaining_points));
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return (str, dex, con, int, wis, cha);
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}
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@ -255,7 +255,7 @@ pub fn setup_player_ancestry(ecs: &mut World, ancestry: Ancestry) {
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}
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/// Handles player class setup
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pub fn setup_player_class(ecs: &mut World, class: Class) {
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pub fn setup_player_class(ecs: &mut World, class: Class, ancestry: Ancestry) {
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let player = *ecs.fetch::<Entity>();
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// ATTRIBUTES
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{
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@ -264,7 +264,7 @@ pub fn setup_player_class(ecs: &mut World, class: Class) {
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let mut attributes = ecs.write_storage::<Attributes>();
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let (str, dex, con, int, wis, cha) = get_attribute_rolls(&mut rng, class);
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let (str, dex, con, int, wis, cha) = get_attribute_rolls(&mut rng, class, ancestry);
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attributes
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.insert(
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player,
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@ -7,10 +7,10 @@ use super::{
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use rltk::prelude::*;
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use specs::prelude::*;
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use std::collections::BTreeMap;
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mod character_creation;
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mod cheat_menu;
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mod letter_to_option;
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mod race_selection;
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pub use race_selection::*;
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pub use character_creation::*;
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mod tooltip;
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pub use cheat_menu::*;
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@ -17,7 +17,7 @@ const HUNGER_BREAKPOINTS: [(i32, HungerState); 5] = [
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(200, HungerState::Weak),
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(0, HungerState::Fainting),
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];
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const BASE_CLOCK_DECREMENT_PER_TURN: i32 = 4;
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const BASE_CLOCK_DECREMENT_PER_TURN: i32 = 1;
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pub fn get_hunger_state(duration: i32) -> HungerState {
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for (threshold, state) in HUNGER_BREAKPOINTS.iter() {
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@ -41,7 +41,7 @@ extern crate lazy_static;
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//Consts
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pub const SHOW_MAPGEN: bool = false;
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pub const LOG_SPAWNING: bool = true;
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pub const LOG_TICKS: bool = true;
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pub const LOG_TICKS: bool = false;
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#[derive(PartialEq, Copy, Clone)]
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pub enum RunState {
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@ -410,7 +410,7 @@ impl GameState for State {
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new_runstate = RunState::MainMenu { menu_selection: gui::MainMenuSelection::NewGame };
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} else {
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gui::setup_player_ancestry(&mut self.ecs, ancestry);
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gui::setup_player_class(&mut self.ecs, class);
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gui::setup_player_class(&mut self.ecs, class, ancestry);
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new_runstate = RunState::PreRun;
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}
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}
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