initial: character creation

This commit is contained in:
Llywelwyn 2023-08-21 00:16:30 +01:00
parent 454a8c7028
commit 40f9d117f3
8 changed files with 359 additions and 73 deletions

View file

@ -137,6 +137,33 @@
"flags": ["EQUIP_MELEE", "STRENGTH"],
"effects": { "base_damage": "1d6" }
},
{
"id": "equip_pitchfork",
"name": { "name": "pitchfork", "plural": "pitchforks" },
"renderable": { "glyph": ")", "fg": "#C0C0C0", "bg": "#000000", "order": 2 },
"weight": 2,
"value": 5,
"flags": ["EQUIP_MELEE", "FINESSE"],
"effects": { "base_damage": "1d6" }
},
{
"id": "equip_sickle",
"name": { "name": "sickle", "plural": "sickles" },
"renderable": { "glyph": ")", "fg": "#C0C0C0", "bg": "#000000", "order": 2 },
"weight": 2,
"value": 5,
"flags": ["EQUIP_MELEE", "FINESSE"],
"effects": { "base_damage": "1d6" }
},
{
"id": "equip_handaxe",
"name": { "name": "handaxe", "plural": "handaxes" },
"renderable": { "glyph": ")", "fg": "#C0C0C0", "bg": "#000000", "order": 2 },
"weight": 2,
"value": 5,
"flags": ["EQUIP_MELEE", "FINESSE"],
"effects": { "base_damage": "1d6" }
},
{
"id": "equip_longsword",
"name": { "name": "longsword", "plural": "longswords" },

View file

@ -25,6 +25,14 @@
{ "id": "equip_feet_iron", "weight": 2, "difficulty": 4}
]
},
{
"id": "villager_equipment",
"table": [
{ "id": "equip_pitchfork", "weight": 1, "difficulty": 1},
{ "id": "equip_sickle", "weight": 1, "difficulty": 1},
{ "id": "equip_handaxe", "weight": 1, "difficulty": 1}
]
},
{
"id": "potions",
"table": [

View file

@ -2,19 +2,16 @@ use super::{
triggers::{BLESSED, UNCURSED},
EffectSpawner, EffectType,
};
use crate::{HungerClock, HungerState};
use crate::HungerClock;
use specs::prelude::*;
const SATIATED_DURATION: i32 = 200;
pub fn restore_food(ecs: &mut World, effect: &EffectSpawner, target: Entity) {
let buc = if let EffectType::RestoreNutrition { buc } = effect.effect_type { buc } else { UNCURSED };
if let Some(hc) = ecs.write_storage::<HungerClock>().get_mut(target) {
if buc == BLESSED || buc == UNCURSED {
hc.state = HungerState::Satiated;
hc.duration = SATIATED_DURATION;
hc.duration += 400;
} else {
hc.duration = 0;
hc.duration += 200;
}
}
}

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@ -1,4 +1,6 @@
use super::{Skill, Skills};
use crate::gui::Classes;
use rltk::prelude::*;
/// Returns the attribute bonus for a given attribute score, where every 2 points above
/// or below 10 is an additional +1 or -1.
@ -71,3 +73,38 @@ pub fn roll_4d6(rng: &mut rltk::RandomNumberGenerator) -> i32 {
return roll;
}
/// Handles stat distribution for a player character.
pub fn get_attribute_rolls(rng: &mut RandomNumberGenerator, class: Classes) -> (i32, i32, i32, i32, i32, i32) {
let (mut str, mut dex, mut con, mut int, mut wis, mut cha) = match class {
Classes::Fighter => (10, 10, 10, 10, 10, 10),
Classes::Wizard => (10, 10, 10, 10, 10, 10),
Classes::Villager => (10, 10, 10, 10, 10, 10),
};
let remaining_points = 75 - (str + dex + con + int + wis + cha);
let improve_chance: [i32; 6] = match class {
Classes::Fighter => [30, 20, 30, 6, 7, 7],
Classes::Wizard => [10, 20, 20, 30, 10, 10],
Classes::Villager => [15, 15, 40, 10, 10, 10],
};
let improve_table = crate::random_table::RandomTable::new()
.add("Strength", improve_chance[0])
.add("Dexterity", improve_chance[1])
.add("Constitution", improve_chance[2])
.add("Intelligence", improve_chance[3])
.add("Wisdom", improve_chance[4])
.add("Charisma", improve_chance[5]);
for _i in 0..remaining_points {
let roll = improve_table.roll(rng);
match roll.as_str() {
"Strength" => str += 1,
"Dexterity" => dex += 1,
"Constitution" => con += 1,
"Intelligence" => int += 1,
"Wisdom" => wis += 1,
"Charisma" => cha += 1,
_ => {}
}
}
return (str, dex, con, int, wis, cha);
}

View file

@ -1,17 +1,34 @@
use super::{
ai::CARRY_CAPACITY_PER_STRENGTH, camera, gamelog, gamesystem, hunger_system::get_hunger_colour,
hunger_system::get_hunger_state, rex_assets::RexAssets, ArmourClassBonus, Attributes, Burden, Charges, Equipped,
Hidden, HungerClock, HungerState, InBackpack, MagicItem, MagicItemClass, Map, MasterDungeonMap, Name,
ObfuscatedName, Player, Point, Pools, Position, Prop, Renderable, RunState, Skill, Skills, State, Viewshed,
rex_assets::RexAssets, ArmourClassBonus, Attributes, Burden, Charges, Equipped, Hidden, HungerClock, HungerState,
InBackpack, MagicItem, MagicItemClass, Map, MasterDungeonMap, Name, ObfuscatedName, Player, Point, Pools, Position,
Prop, Renderable, RunState, Skill, Skills, State, Viewshed,
};
use rltk::prelude::*;
use specs::prelude::*;
use std::collections::BTreeMap;
mod cheat_menu;
mod letter_to_option;
mod race_selection;
pub use race_selection::*;
mod tooltip;
pub use cheat_menu::*;
/// Gives a popup box with a message and a title, and waits for a keypress.
#[allow(unused)]
pub fn yes_no(ctx: &mut Rltk, question: String) -> Option<bool> {
ctx.print_color_centered(15, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), question);
ctx.print_color_centered(17, RGB::named(rltk::CYAN), RGB::named(rltk::BLACK), "(y)es or (n)o");
match ctx.key {
None => None,
Some(key) => match key {
VirtualKeyCode::Y => Some(true),
VirtualKeyCode::N => Some(false),
_ => None,
},
}
}
pub fn draw_lerping_bar(
ctx: &mut Rltk,
sx: i32,

229
src/gui/race_selection.rs Normal file
View file

@ -0,0 +1,229 @@
use super::{gamesystem::attr_bonus, gamesystem::get_attribute_rolls, Attributes, Pools, Renderable, RunState, State};
use crate::{ai::NORMAL_SPEED, raws, Attribute, Energy, Pool, Skill, Skills, Telepath};
use rltk::prelude::*;
use specs::prelude::*;
use std::collections::HashMap;
#[derive(PartialEq, Copy, Clone)]
pub enum Races {
NULL,
Human,
Dwarf,
Elf,
}
#[derive(PartialEq, Copy, Clone)]
pub enum Classes {
Fighter,
Wizard,
Villager,
}
#[derive(PartialEq, Copy, Clone)]
pub enum CharCreateResult {
NoSelection { race: Races, class: Classes },
Selected { race: Races, class: Classes },
}
/// Handles the player character creation screen.
pub fn character_creation(gs: &mut State, ctx: &mut Rltk) -> CharCreateResult {
let runstate = gs.ecs.fetch::<RunState>();
let mut x = 2;
let mut y = 11;
let column_width = 20;
ctx.print_color(x, y, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK), "Who are you? [Aa-Zz]");
y += 2;
if let RunState::CharacterCreation { race, class } = *runstate {
let selected_fg = RGB::named(GREEN);
let unselected_fg = RGB::named(WHITE);
let mut fg;
let bg = RGB::named(BLACK);
// Races
if race == Races::Human {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y, fg, bg, "h. Human");
if race == Races::Elf {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 1, fg, bg, "e. Elf");
if race == Races::Dwarf {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 2, fg, bg, "d. Dwarf");
// Classes
x += column_width;
if class == Classes::Fighter {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y, fg, bg, "f. Fighter");
if class == Classes::Wizard {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 1, fg, bg, "w. Wizard");
if class == Classes::Villager {
fg = selected_fg;
} else {
fg = unselected_fg;
}
ctx.print_color(x, y + 2, fg, bg, "v. Villager");
match ctx.key {
None => return CharCreateResult::NoSelection { race, class },
Some(key) => match key {
VirtualKeyCode::Escape => return CharCreateResult::Selected { race: Races::NULL, class },
VirtualKeyCode::Return => return CharCreateResult::Selected { race, class },
VirtualKeyCode::H => return CharCreateResult::NoSelection { race: Races::Human, class },
VirtualKeyCode::E => return CharCreateResult::NoSelection { race: Races::Elf, class },
VirtualKeyCode::D => return CharCreateResult::NoSelection { race: Races::Dwarf, class },
VirtualKeyCode::F => return CharCreateResult::NoSelection { race, class: Classes::Fighter },
VirtualKeyCode::W => return CharCreateResult::NoSelection { race, class: Classes::Wizard },
VirtualKeyCode::V => return CharCreateResult::NoSelection { race, class: Classes::Villager },
_ => return CharCreateResult::NoSelection { race, class },
},
}
}
return CharCreateResult::NoSelection { race: Races::Human, class: Classes::Fighter };
}
/// Handles player race setup.
pub fn setup_player_race(ecs: &mut World, race: Races) {
let player = ecs.fetch::<Entity>();
let mut renderables = ecs.write_storage::<Renderable>();
// SKILLS
let mut skills = ecs.write_storage::<Skills>();
let player_skills = if let Some(skills) = skills.get_mut(*player) {
skills
} else {
skills.insert(*player, Skills { skills: HashMap::new() }).expect("Unable to insert skills component");
skills.get_mut(*player).unwrap()
};
match race {
Races::Human => {}
Races::Dwarf => {
renderables
.insert(
*player,
Renderable {
glyph: rltk::to_cp437('h'),
fg: RGB::named(rltk::RED),
bg: RGB::named(rltk::BLACK),
render_order: 0,
},
)
.expect("Unable to insert renderable component");
*player_skills.skills.entry(Skill::Defence).or_insert(0) += 1;
}
Races::Elf => {
renderables
.insert(
*player,
Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::GREEN),
bg: RGB::named(rltk::BLACK),
render_order: 0,
},
)
.expect("Unable to insert renderable component");
let mut telepaths = ecs.write_storage::<Telepath>();
telepaths
.insert(*player, Telepath { telepath_tiles: Vec::new(), range: 6, dirty: true })
.expect("Unable to insert telepath component");
let mut speeds = ecs.write_storage::<Energy>();
speeds
.insert(*player, Energy { current: 0, speed: NORMAL_SPEED + 1 })
.expect("Unable to insert energy component");
}
_ => {}
}
}
/// Handles player class setup
pub fn setup_player_class(ecs: &mut World, class: Classes) {
let player = *ecs.fetch::<Entity>();
// ATTRIBUTES
{
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
let mut attributes = ecs.write_storage::<Attributes>();
let (str, dex, con, int, wis, cha) = get_attribute_rolls(&mut rng, class);
attributes
.insert(
player,
Attributes {
strength: Attribute { base: str, modifiers: 0, bonus: attr_bonus(str) },
dexterity: Attribute { base: dex, modifiers: 0, bonus: attr_bonus(dex) },
constitution: Attribute { base: con, modifiers: 0, bonus: attr_bonus(con) },
intelligence: Attribute { base: int, modifiers: 0, bonus: attr_bonus(int) },
wisdom: Attribute { base: wis, modifiers: 0, bonus: attr_bonus(wis) },
charisma: Attribute { base: cha, modifiers: 0, bonus: attr_bonus(cha) },
},
)
.expect("Unable to insert attributes component");
let mut pools = ecs.write_storage::<Pools>();
pools
.insert(
player,
Pools {
hit_points: Pool { current: 10 + attr_bonus(con), max: 10 + attr_bonus(con) },
mana: Pool { current: 2 + attr_bonus(int), max: 2 + attr_bonus(int) },
xp: 0,
level: 1,
bac: 10,
weight: 0.0,
god: false,
},
)
.expect("Unable to insert pools component");
}
// TODO: use seeded RNG here
let mut rng = RandomNumberGenerator::new();
let starts_with = get_starting_inventory(class, &mut rng);
for item in starts_with.0.iter() {
raws::spawn_named_entity(&raws::RAWS.lock().unwrap(), ecs, item, raws::SpawnType::Equipped { by: player }, 0);
}
for item in starts_with.1.iter() {
raws::spawn_named_entity(&raws::RAWS.lock().unwrap(), ecs, item, raws::SpawnType::Carried { by: player }, 0);
}
}
fn get_starting_inventory(class: Classes, rng: &mut RandomNumberGenerator) -> (Vec<String>, Vec<String>) {
let mut equipped: Vec<String> = Vec::new();
let mut carried: Vec<String> = Vec::new();
match class {
Classes::Fighter => {
equipped = vec![
"equip_shortsword".to_string(),
"equip_body_ringmail".to_string(),
"equip_mediumshield".to_string(),
];
carried = vec!["food_rations".to_string()];
}
Classes::Wizard => {
equipped = vec!["equip_dagger".to_string(), "equip_back_protection".to_string()];
}
Classes::Villager => {
let rolled_weapon = raws::table_by_name(&raws::RAWS.lock().unwrap(), "villager_equipment", 1).roll(rng);
equipped.push(rolled_weapon);
carried = vec!["food_rations".to_string(), "food_apple".to_string(), "food_apple".to_string()];
}
}
return (equipped, carried);
}

View file

@ -41,7 +41,7 @@ extern crate lazy_static;
//Consts
pub const SHOW_MAPGEN: bool = false;
pub const LOG_SPAWNING: bool = true;
pub const LOG_TICKS: bool = false;
pub const LOG_TICKS: bool = true;
#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
@ -55,6 +55,7 @@ pub enum RunState {
ShowTargeting { range: i32, item: Entity, aoe: i32 },
ActionWithDirection { function: fn(i: i32, j: i32, ecs: &mut World) -> RunState },
MainMenu { menu_selection: gui::MainMenuSelection },
CharacterCreation { race: gui::Races, class: gui::Classes },
SaveGame,
GameOver,
NextLevel,
@ -209,6 +210,7 @@ impl GameState for State {
match new_runstate {
RunState::MainMenu { .. } => {}
RunState::CharacterCreation { .. } => {}
_ => {
// Draw map and ui
camera::render_camera(&self.ecs, ctx);
@ -380,7 +382,10 @@ impl GameState for State {
new_runstate = RunState::MainMenu { menu_selection: selected }
}
gui::MainMenuResult::Selected { selected } => match selected {
gui::MainMenuSelection::NewGame => new_runstate = RunState::PreRun,
gui::MainMenuSelection::NewGame => {
new_runstate =
RunState::CharacterCreation { race: gui::Races::Human, class: gui::Classes::Fighter }
}
gui::MainMenuSelection::LoadGame => {
saveload_system::load_game(&mut self.ecs);
new_runstate = RunState::AwaitingInput;
@ -392,6 +397,23 @@ impl GameState for State {
},
}
}
RunState::CharacterCreation { .. } => {
let result = gui::character_creation(self, ctx);
match result {
gui::CharCreateResult::NoSelection { race, class } => {
new_runstate = RunState::CharacterCreation { race, class }
}
gui::CharCreateResult::Selected { race, class } => {
if race == gui::Races::NULL {
new_runstate = RunState::MainMenu { menu_selection: gui::MainMenuSelection::NewGame };
} else {
gui::setup_player_race(&mut self.ecs, race);
gui::setup_player_class(&mut self.ecs, class);
new_runstate = RunState::PreRun;
}
}
}
}
RunState::SaveGame => {
saveload_system::save_game(&mut self.ecs);
new_runstate = RunState::MainMenu { menu_selection: gui::MainMenuSelection::LoadGame };
@ -596,6 +618,7 @@ fn main() -> rltk::BError {
gs.ecs.insert(map::MasterDungeonMap::new()); // Master map list
gs.ecs.insert(Map::new(1, 64, 64, 0, "New Map")); // Map
gs.ecs.insert(Point::new(0, 0)); // Player pos
gs.ecs.insert(gui::Races::Dwarf); // Race
let player_entity = spawner::player(&mut gs.ecs, 0, 0);
gs.ecs.insert(player_entity); // Player entity
gs.ecs.insert(RunState::MapGeneration {}); // RunState

View file

@ -1,7 +1,6 @@
use super::{
ai::NORMAL_SPEED, gamesystem, gamesystem::attr_bonus, random_table::RandomTable, raws, Attribute, Attributes,
Clock, Energy, EquipmentChanged, Faction, HungerClock, HungerState, Map, Name, Player, Pool, Pools, Position, Rect,
Renderable, SerializeMe, Skill, Skills, TileType, Viewshed,
ai::NORMAL_SPEED, random_table::RandomTable, raws, Clock, Energy, EquipmentChanged, Faction, HungerClock,
HungerState, Map, Name, Player, Position, Rect, Renderable, SerializeMe, Skill, Skills, TileType, Viewshed,
};
use rltk::{RandomNumberGenerator, RGB};
use specs::prelude::*;
@ -15,15 +14,6 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
skills.skills.insert(Skill::Defence, 0);
skills.skills.insert(Skill::Magic, 0);
let mut rng = ecs.write_resource::<rltk::RandomNumberGenerator>();
let str = gamesystem::roll_4d6(&mut rng);
let dex = gamesystem::roll_4d6(&mut rng);
let con = gamesystem::roll_4d6(&mut rng);
let int = gamesystem::roll_4d6(&mut rng);
let wis = gamesystem::roll_4d6(&mut rng);
let cha = gamesystem::roll_4d6(&mut rng);
std::mem::drop(rng);
// We only create the player once, so create the Clock here for counting turns too.
ecs.create_entity().with(Clock {}).with(Energy { current: 0, speed: NORMAL_SPEED }).build();
let player = ecs
@ -40,13 +30,13 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
.with(Viewshed { visible_tiles: Vec::new(), range: 12, dirty: true })
.with(Name { name: "you".to_string(), plural: "you".to_string() })
.with(HungerClock { state: HungerState::Satiated, duration: 1200 })
.with(Attributes {
strength: Attribute { base: str, modifiers: 0, bonus: attr_bonus(str) },
dexterity: Attribute { base: dex, modifiers: 0, bonus: attr_bonus(dex) },
constitution: Attribute { base: con, modifiers: 0, bonus: attr_bonus(con) },
intelligence: Attribute { base: int, modifiers: 0, bonus: attr_bonus(int) },
wisdom: Attribute { base: wis, modifiers: 0, bonus: attr_bonus(wis) },
charisma: Attribute { base: cha, modifiers: 0, bonus: attr_bonus(cha) },
/*.with(Attributes {
strength: Attribute { base: 10, modifiers: 0, bonus: 0 },
dexterity: Attribute { base: 10, modifiers: 0, bonus: 0 },
constitution: Attribute { base: 10, modifiers: 0, bonus: 0 },
intelligence: Attribute { base: 10, modifiers: 0, bonus: 0 },
wisdom: Attribute { base: 10, modifiers: 0, bonus: 0 },
charisma: Attribute { base: 10, modifiers: 0, bonus: 0 },
})
.with(Pools {
hit_points: Pool { current: 10 + attr_bonus(con), max: 10 + attr_bonus(con) },
@ -56,20 +46,13 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
bac: 10,
weight: 0.0,
god: false,
})
})*/
.with(EquipmentChanged {})
.with(skills)
.with(Energy { current: 0, speed: NORMAL_SPEED })
.marked::<SimpleMarker<SerializeMe>>()
.build();
raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs,
"equip_dagger",
raws::SpawnType::Equipped { by: player },
0,
);
raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs,
@ -77,41 +60,6 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
raws::SpawnType::Carried { by: player },
0,
);
raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs,
"food_apple",
raws::SpawnType::Carried { by: player },
0,
);
raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs,
"food_apple",
raws::SpawnType::Carried { by: player },
0,
);
raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs,
"scroll_mass_health",
raws::SpawnType::Carried { by: player },
0,
);
raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs,
"wand_fireball",
raws::SpawnType::Carried { by: player },
0,
);
raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs,
"wand_fireball",
raws::SpawnType::Carried { by: player },
0,
);
return player;
}