better attributes

This commit is contained in:
Llywelwyn 2023-09-27 19:21:22 +01:00
parent 1e5f565824
commit 4d614daad5
12 changed files with 95 additions and 137 deletions

View file

@ -60,8 +60,7 @@ impl<'a> System<'a> for EncumbranceSystem {
pool.weight = *weight; pool.weight = *weight;
if let Some(attr) = attributes.get(*entity) { if let Some(attr) = attributes.get(*entity) {
let carry_capacity_lbs = let carry_capacity_lbs =
(attr.strength.base + attr.strength.modifiers) * (attr.strength.base + attr.strength.bonuses) * CARRY_CAPACITY_PER_STRENGTH;
CARRY_CAPACITY_PER_STRENGTH;
if (pool.weight as i32) > 3 * carry_capacity_lbs { if (pool.weight as i32) > 3 * carry_capacity_lbs {
// Overloaded // Overloaded
burdened burdened

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@ -121,7 +121,8 @@ fn try_hp_regen_tick(pool: &mut Pools, amount: i32) {
fn get_mana_regen_per_tick(e: Entity, attributes: &ReadStorage<Attributes>) -> i32 { fn get_mana_regen_per_tick(e: Entity, attributes: &ReadStorage<Attributes>) -> i32 {
let regen = if let Some(attributes) = attributes.get(e) { let regen = if let Some(attributes) = attributes.get(e) {
(attributes.intelligence.bonus + attributes.wisdom.bonus) / 2 + MIN_MP_REGEN_PER_TURN (attributes.intelligence.modifier() + attributes.wisdom.modifier()) / 2 +
MIN_MP_REGEN_PER_TURN
} else { } else {
MIN_MP_REGEN_PER_TURN MIN_MP_REGEN_PER_TURN
}; };

View file

@ -256,17 +256,35 @@ pub struct Pools {
#[derive(Debug, Serialize, Deserialize, Clone)] #[derive(Debug, Serialize, Deserialize, Clone)]
pub struct Attribute { pub struct Attribute {
pub base: i32, pub base: i32,
pub modifiers: i32, pub bonuses: i32,
pub bonus: i32,
pub exercise: i32, pub exercise: i32,
} }
impl Attribute { impl Attribute {
pub fn new(base: i32) -> Self {
Self {
base,
bonuses: 0,
exercise: 0,
}
}
// Raw attribute score. e.g. 10 base, + 4 from armour: 14 strength.
pub fn current(&self) -> i32 {
self.base + self.bonuses
}
// Attribute bonus. e.g. 14 strength = +2, 8 strength = -1
pub fn modifier(&self) -> i32 {
crate::gamesystem::attr_bonus(self.current())
}
pub fn improve(&mut self) { pub fn improve(&mut self) {
self.exercise += 1; if self.exercise < 50 {
self.exercise += 1;
}
} }
pub fn abuse(&mut self) { pub fn abuse(&mut self) {
self.exercise -= 1; if self.exercise > -50 {
self.exercise -= 1;
}
} }
} }
@ -316,14 +334,31 @@ impl Attributes {
pub const INT: i32 = 3; pub const INT: i32 = 3;
pub const WIS: i32 = 4; pub const WIS: i32 = 4;
pub const CHA: i32 = 5; pub const CHA: i32 = 5;
pub fn default() -> Self {
Self {
strength: Attribute::new(10),
dexterity: Attribute::new(10),
constitution: Attribute::new(10),
intelligence: Attribute::new(10),
wisdom: Attribute::new(10),
charisma: Attribute::new(10),
}
}
pub fn with_stats(str: i32, dex: i32, con: i32, int: i32, wis: i32, cha: i32) -> Self {
Self {
strength: Attribute::new(str),
dexterity: Attribute::new(dex),
constitution: Attribute::new(con),
intelligence: Attribute::new(int),
wisdom: Attribute::new(wis),
charisma: Attribute::new(cha),
}
}
pub fn exercise(&mut self, attr: i32, improve: bool) { pub fn exercise(&mut self, attr: i32, improve: bool) {
match attr { match attr {
Self::STR => { Self::STR => {
if improve { if improve {
console::log("Improving strength.");
console::log(format!("Value before: {}", self.strength.exercise));
self.strength.improve(); self.strength.improve();
console::log(format!("Value after: {}", self.strength.exercise));
} else { } else {
self.strength.abuse(); self.strength.abuse();
} }

View file

@ -319,11 +319,11 @@ pub fn entity_death(ecs: &mut World, effect: &EffectSpawner, target: Entity) {
let mut rng = ecs.write_resource::<RandomNumberGenerator>(); let mut rng = ecs.write_resource::<RandomNumberGenerator>();
let hp_gained = hp_per_level( let hp_gained = hp_per_level(
&mut rng, &mut rng,
source_attributes.constitution.base + source_attributes.constitution.modifiers source_attributes.constitution.base + source_attributes.constitution.bonuses
); );
let mana_gained = mana_per_level( let mana_gained = mana_per_level(
&mut rng, &mut rng,
source_attributes.intelligence.base + source_attributes.intelligence.modifiers source_attributes.intelligence.base + source_attributes.intelligence.bonuses
); );
source_pools.hit_points.max += hp_gained; source_pools.hit_points.max += hp_gained;
source_pools.hit_points.current += hp_gained; source_pools.hit_points.current += hp_gained;

View file

@ -352,39 +352,7 @@ pub fn setup_player_class(ecs: &mut World, class: Class, ancestry: Ancestry) {
let mut attributes = ecs.write_storage::<Attributes>(); let mut attributes = ecs.write_storage::<Attributes>();
let (str, dex, con, int, wis, cha) = get_attribute_rolls(&mut rng, class, ancestry); let (str, dex, con, int, wis, cha) = get_attribute_rolls(&mut rng, class, ancestry);
attributes attributes
.insert(player, Attributes { .insert(player, Attributes::with_stats(str, dex, con, int, wis, cha))
strength: Attribute {
base: str,
modifiers: 0,
bonus: attr_bonus(str),
exercise: 0,
},
dexterity: Attribute {
base: dex,
modifiers: 0,
bonus: attr_bonus(dex),
exercise: 0,
},
constitution: Attribute {
base: con,
modifiers: 0,
bonus: attr_bonus(con),
exercise: 0,
},
intelligence: Attribute {
base: int,
modifiers: 0,
bonus: attr_bonus(int),
exercise: 0,
},
wisdom: Attribute { base: wis, modifiers: 0, bonus: attr_bonus(wis), exercise: 0 },
charisma: Attribute {
base: cha,
modifiers: 0,
bonus: attr_bonus(cha),
exercise: 0,
},
})
.expect("Unable to insert attributes component"); .expect("Unable to insert attributes component");
let mut pools = ecs.write_storage::<Pools>(); let mut pools = ecs.write_storage::<Pools>();

View file

@ -193,7 +193,7 @@ pub fn draw_ui2(
} }
} }
let armour_class = let armour_class =
stats.bac - attributes.dexterity.bonus / 2 - skill_ac_bonus - armour_ac_bonus; stats.bac - attributes.dexterity.modifier() / 2 - skill_ac_bonus - armour_ac_bonus;
draw.text(&font, "AC").position(x, row1).color(Color::PINK).size(FONTSIZE); draw.text(&font, "AC").position(x, row1).color(Color::PINK).size(FONTSIZE);
x = draw.last_text_bounds().max_x(); x = draw.last_text_bounds().max_x();
draw.text(&font, &format!("{}", armour_class)).position(x, row1).size(FONTSIZE); draw.text(&font, &format!("{}", armour_class)).position(x, row1).size(FONTSIZE);
@ -340,7 +340,7 @@ pub fn draw_ui2(
&format!( &format!(
"[{:.1}/{} lbs]", "[{:.1}/{} lbs]",
stats.weight, stats.weight,
(attributes.strength.base + attributes.strength.modifiers) * (attributes.strength.base + attributes.strength.bonuses) *
CARRY_CAPACITY_PER_STRENGTH CARRY_CAPACITY_PER_STRENGTH
) )
) )
@ -405,7 +405,7 @@ pub fn draw_ui(ecs: &World, ctx: &mut BTerm) {
} }
} }
let armour_class = let armour_class =
stats.bac - attributes.dexterity.bonus / 2 - skill_ac_bonus - armour_ac_bonus; stats.bac - attributes.dexterity.modifier() / 2 - skill_ac_bonus - armour_ac_bonus;
ctx.print_color(26 * TEXT_FONT_MOD, 53, RGB::named(PINK), RGB::named(BLACK), "AC"); ctx.print_color(26 * TEXT_FONT_MOD, 53, RGB::named(PINK), RGB::named(BLACK), "AC");
ctx.print_color(28 * TEXT_FONT_MOD, 53, RGB::named(WHITE), RGB::named(BLACK), armour_class); ctx.print_color(28 * TEXT_FONT_MOD, 53, RGB::named(WHITE), RGB::named(BLACK), armour_class);
// Draw level // Draw level
@ -607,7 +607,7 @@ pub fn draw_ui(ecs: &World, ctx: &mut BTerm) {
&format!( &format!(
"[{:.1}/{} lbs]", "[{:.1}/{} lbs]",
stats.weight, stats.weight,
(attributes.strength.base + attributes.strength.modifiers) * (attributes.strength.base + attributes.strength.bonuses) *
CARRY_CAPACITY_PER_STRENGTH CARRY_CAPACITY_PER_STRENGTH
) )
); );

View file

@ -118,18 +118,18 @@ pub fn draw_tooltips(ecs: &World, ctx: &mut BTerm, xy: Option<(i32, i32)>) {
let attr = attributes.get(entity); let attr = attributes.get(entity);
if let Some(a) = attr { if let Some(a) = attr {
let mut s = "".to_string(); let mut s = "".to_string();
if a.strength.bonus < -2 { s += "weak "}; if a.strength.modifier() < -2 { s += "weak "};
if a.strength.bonus > 2 { s += "strong "}; if a.strength.modifier() > 2 { s += "strong "};
if a.dexterity.bonus < -2 { s += "clumsy "}; if a.dexterity.modifier() < -2 { s += "clumsy "};
if a.dexterity.bonus > 2 { s += "agile "}; if a.dexterity.modifier() > 2 { s += "agile "};
if a.constitution.bonus < -2 { s += "frail "}; if a.constitution.modifier() < -2 { s += "frail "};
if a.constitution.bonus > 2 { s += "hardy "}; if a.constitution.modifier() > 2 { s += "hardy "};
if a.intelligence.bonus < -2 { s += "dim "}; if a.intelligence.modifier() < -2 { s += "dim "};
if a.intelligence.bonus > 2 { s += "smart "}; if a.intelligence.modifier() > 2 { s += "smart "};
if a.wisdom.bonus < -2 { s += "unwise "}; if a.wisdom.modifier() < -2 { s += "unwise "};
if a.wisdom.bonus > 2 { s += "wisened "}; if a.wisdom.modifier() > 2 { s += "wisened "};
if a.charisma.bonus < -2 { s += "ugly"}; if a.charisma.modifier() < -2 { s += "ugly"};
if a.charisma.bonus > 2 { s += "attractive"}; if a.charisma.modifier() > 2 { s += "attractive"};
if !s.is_empty() { if !s.is_empty() {
if s.ends_with(" ") { if s.ends_with(" ") {
s.pop(); s.pop();

View file

@ -149,7 +149,7 @@ impl<'a> System<'a> for MeleeCombatSystem {
let attack_verb = attack.1; let attack_verb = attack.1;
// Get all offensive bonuses // Get all offensive bonuses
let d20 = rng.roll_dice(1, 20); let d20 = rng.roll_dice(1, 20);
let attribute_hit_bonus = attacker_attributes.dexterity.bonus; let attribute_hit_bonus = attacker_attributes.dexterity.modifier();
let skill_hit_bonus = gamesystem::skill_bonus(Skill::Melee, &*attacker_skills); let skill_hit_bonus = gamesystem::skill_bonus(Skill::Melee, &*attacker_skills);
let mut equipment_hit_bonus = weapon_info.hit_bonus; let mut equipment_hit_bonus = weapon_info.hit_bonus;
for (wielded, to_hit) in (&equipped, &to_hit).join() { for (wielded, to_hit) in (&equipped, &to_hit).join() {
@ -187,7 +187,7 @@ impl<'a> System<'a> for MeleeCombatSystem {
// Get armour class // Get armour class
let bac = target_pools.bac; let bac = target_pools.bac;
let attribute_ac_bonus = target_attributes.dexterity.bonus / 2; let attribute_ac_bonus = target_attributes.dexterity.modifier() / 2;
let skill_ac_bonus = gamesystem::skill_bonus(Skill::Defence, &*target_skills); let skill_ac_bonus = gamesystem::skill_bonus(Skill::Defence, &*target_skills);
let mut armour_ac_bonus = 0; let mut armour_ac_bonus = 0;
for (wielded, ac) in (&equipped, &ac).join() { for (wielded, ac) in (&equipped, &ac).join() {
@ -245,19 +245,19 @@ impl<'a> System<'a> for MeleeCombatSystem {
let mut attribute_damage_bonus = weapon_info.damage_bonus; let mut attribute_damage_bonus = weapon_info.damage_bonus;
match weapon_info.attribute { match weapon_info.attribute {
WeaponAttribute::Dexterity => { WeaponAttribute::Dexterity => {
attribute_damage_bonus += attacker_attributes.dexterity.bonus; attribute_damage_bonus += attacker_attributes.dexterity.modifier();
} }
WeaponAttribute::Strength => { WeaponAttribute::Strength => {
attribute_damage_bonus += attacker_attributes.strength.bonus; attribute_damage_bonus += attacker_attributes.strength.modifier();
} }
WeaponAttribute::Finesse => { WeaponAttribute::Finesse => {
if if
attacker_attributes.dexterity.bonus > attacker_attributes.dexterity.modifier() >
attacker_attributes.strength.bonus attacker_attributes.strength.modifier()
{ {
attribute_damage_bonus += attacker_attributes.dexterity.bonus; attribute_damage_bonus += attacker_attributes.dexterity.modifier();
} else { } else {
attribute_damage_bonus += attacker_attributes.strength.bonus; attribute_damage_bonus += attacker_attributes.strength.modifier();
} }
} }
} }

View file

@ -129,19 +129,19 @@ fn draw_tombstone(ecs: &World, len: usize) -> String {
pool.mana.max, pool.mana.max,
"", "",
"", "",
attr.strength.base + attr.strength.modifiers, attr.strength.base + attr.strength.bonuses,
attr.strength.bonus, attr.strength.modifier(),
attr.constitution.base + attr.constitution.modifiers, attr.constitution.base + attr.constitution.bonuses,
attr.constitution.bonus, attr.constitution.modifier(),
attr.wisdom.base + attr.wisdom.modifiers, attr.wisdom.base + attr.wisdom.bonuses,
attr.wisdom.bonus, attr.wisdom.modifier(),
"", "",
attr.dexterity.base + attr.dexterity.modifiers, attr.dexterity.base + attr.dexterity.bonuses,
attr.dexterity.bonus, attr.dexterity.modifier(),
attr.intelligence.base + attr.intelligence.modifiers, attr.intelligence.base + attr.intelligence.bonuses,
attr.intelligence.bonus, attr.intelligence.modifier(),
attr.charisma.base + attr.charisma.modifiers, attr.charisma.base + attr.charisma.bonuses,
attr.charisma.bonus, attr.charisma.modifier(),
"", "",
"", "",
map.name, map.name,

View file

@ -102,7 +102,7 @@ pub fn try_door(i: i32, j: i32, ecs: &mut World) -> RunState {
.append("is blocked.") .append("is blocked.")
.log(); .log();
} }
} else if rng.roll_dice(1, 6) + attributes.strength.bonus < 2 { } else if rng.roll_dice(1, 6) + attributes.strength.modifier() < 2 {
if let Some(name) = names.get(potential_target) { if let Some(name) = names.get(potential_target) {
gamelog::Logger gamelog::Logger
::new() ::new()
@ -208,7 +208,7 @@ pub fn open(i: i32, j: i32, ecs: &mut World) -> RunState {
if let Some(door) = door { if let Some(door) = door {
if door.open == false { if door.open == false {
let renderables = ecs.read_storage::<Renderable>(); let renderables = ecs.read_storage::<Renderable>();
if rng.roll_dice(1, 6) + attributes.strength.bonus < 2 { if rng.roll_dice(1, 6) + attributes.strength.modifier() < 2 {
if let Some(name) = names.get(potential_target) { if let Some(name) = names.get(potential_target) {
gamelog::Logger gamelog::Logger
::new() ::new()
@ -345,7 +345,7 @@ pub fn kick(i: i32, j: i32, ecs: &mut World) -> RunState {
Targets::Entity { target: potential_target } Targets::Entity { target: potential_target }
); );
// ~33% chance of breaking it down + str // ~33% chance of breaking it down + str
if rng.roll_dice(1, 10) + attributes.strength.bonus > 6 { if rng.roll_dice(1, 10) + attributes.strength.modifier() > 6 {
gamelog::Logger gamelog::Logger
::new() ::new()
.append("As you kick the") .append("As you kick the")

View file

@ -440,66 +440,29 @@ pub fn spawn_named_mob(
} }
// Setup combat stats // Setup combat stats
let mut attr = Attributes { let mut attr = Attributes::default();
strength: Attribute { base: 10, modifiers: 0, bonus: 0, exercise: 0 },
dexterity: Attribute { base: 10, modifiers: 0, bonus: 0, exercise: 0 },
constitution: Attribute { base: 10, modifiers: 0, bonus: 0, exercise: 0 },
intelligence: Attribute { base: 10, modifiers: 0, bonus: 0, exercise: 0 },
wisdom: Attribute { base: 10, modifiers: 0, bonus: 0, exercise: 0 },
charisma: Attribute { base: 10, modifiers: 0, bonus: 0, exercise: 0 },
};
let mut mob_con = 10; let mut mob_con = 10;
let mut mob_int = 10; let mut mob_int = 10;
if let Some(attributes) = &mob_template.attributes { if let Some(attributes) = &mob_template.attributes {
if let Some(str) = attributes.str { if let Some(str) = attributes.str {
attr.strength = Attribute { attr.strength = Attribute::new(str);
base: str,
modifiers: 0,
bonus: attr_bonus(str),
exercise: 0,
};
} }
if let Some(dex) = attributes.dex { if let Some(dex) = attributes.dex {
attr.strength = Attribute { attr.strength = Attribute::new(dex);
base: dex,
modifiers: 0,
bonus: attr_bonus(dex),
exercise: 0,
};
} }
if let Some(con) = attributes.con { if let Some(con) = attributes.con {
attr.constitution = Attribute { attr.constitution = Attribute::new(con);
base: con,
modifiers: 0,
bonus: attr_bonus(con),
exercise: 0,
};
mob_con = con; mob_con = con;
} }
if let Some(int) = attributes.int { if let Some(int) = attributes.int {
attr.intelligence = Attribute { attr.intelligence = Attribute::new(int);
base: int,
modifiers: 0,
bonus: attr_bonus(int),
exercise: 0,
};
mob_int = int; mob_int = int;
} }
if let Some(wis) = attributes.wis { if let Some(wis) = attributes.wis {
attr.wisdom = Attribute { attr.wisdom = Attribute::new(wis);
base: wis,
modifiers: 0,
bonus: attr_bonus(wis),
exercise: 0,
};
} }
if let Some(cha) = attributes.cha { if let Some(cha) = attributes.cha {
attr.charisma = Attribute { attr.charisma = Attribute::new(cha);
base: cha,
modifiers: 0,
bonus: attr_bonus(cha),
exercise: 0,
};
} }
} }
eb = eb.with(attr); eb = eb.with(attr);

View file

@ -77,15 +77,7 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
}) })
.with(Name { name: "you".to_string(), plural: "you".to_string() }) .with(Name { name: "you".to_string(), plural: "you".to_string() })
.with(HungerClock { state: HungerState::Satiated, duration: 1200 }) .with(HungerClock { state: HungerState::Satiated, duration: 1200 })
.with(Attributes { .with(Attributes::default())
// These are overwritten with chargen later -- placeholders.
strength: Attribute { base: 10, modifiers: 0, bonus: 0, exercise: 0 },
dexterity: Attribute { base: 10, modifiers: 0, bonus: 0, exercise: 0 },
constitution: Attribute { base: 10, modifiers: 0, bonus: 0, exercise: 0 },
intelligence: Attribute { base: 10, modifiers: 0, bonus: 0, exercise: 0 },
wisdom: Attribute { base: 10, modifiers: 0, bonus: 0, exercise: 0 },
charisma: Attribute { base: 10, modifiers: 0, bonus: 0, exercise: 0 },
})
.with(Pools { .with(Pools {
// These are overwritten with chargen later -- placeholders. // These are overwritten with chargen later -- placeholders.
hit_points: Pool { current: 8 + attr_bonus(con), max: 8 + attr_bonus(con) }, hit_points: Pool { current: 8 + attr_bonus(con), max: 8 + attr_bonus(con) },