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;
if let Some(attr) = attributes.get(*entity) {
let carry_capacity_lbs =
(attr.strength.base + attr.strength.modifiers) *
CARRY_CAPACITY_PER_STRENGTH;
(attr.strength.base + attr.strength.bonuses) * CARRY_CAPACITY_PER_STRENGTH;
if (pool.weight as i32) > 3 * carry_capacity_lbs {
// Overloaded
burdened

View file

@ -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 {
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 {
MIN_MP_REGEN_PER_TURN
};

View file

@ -256,17 +256,35 @@ pub struct Pools {
#[derive(Debug, Serialize, Deserialize, Clone)]
pub struct Attribute {
pub base: i32,
pub modifiers: i32,
pub bonus: i32,
pub bonuses: i32,
pub exercise: i32,
}
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) {
self.exercise += 1;
if self.exercise < 50 {
self.exercise += 1;
}
}
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 WIS: i32 = 4;
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) {
match attr {
Self::STR => {
if improve {
console::log("Improving strength.");
console::log(format!("Value before: {}", self.strength.exercise));
self.strength.improve();
console::log(format!("Value after: {}", self.strength.exercise));
} else {
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 hp_gained = hp_per_level(
&mut rng,
source_attributes.constitution.base + source_attributes.constitution.modifiers
source_attributes.constitution.base + source_attributes.constitution.bonuses
);
let mana_gained = mana_per_level(
&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.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 (str, dex, con, int, wis, cha) = get_attribute_rolls(&mut rng, class, ancestry);
attributes
.insert(player, Attributes {
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,
},
})
.insert(player, Attributes::with_stats(str, dex, con, int, wis, cha))
.expect("Unable to insert attributes component");
let mut pools = ecs.write_storage::<Pools>();

View file

@ -193,7 +193,7 @@ pub fn draw_ui2(
}
}
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);
x = draw.last_text_bounds().max_x();
draw.text(&font, &format!("{}", armour_class)).position(x, row1).size(FONTSIZE);
@ -340,7 +340,7 @@ pub fn draw_ui2(
&format!(
"[{:.1}/{} lbs]",
stats.weight,
(attributes.strength.base + attributes.strength.modifiers) *
(attributes.strength.base + attributes.strength.bonuses) *
CARRY_CAPACITY_PER_STRENGTH
)
)
@ -405,7 +405,7 @@ pub fn draw_ui(ecs: &World, ctx: &mut BTerm) {
}
}
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(28 * TEXT_FONT_MOD, 53, RGB::named(WHITE), RGB::named(BLACK), armour_class);
// Draw level
@ -607,7 +607,7 @@ pub fn draw_ui(ecs: &World, ctx: &mut BTerm) {
&format!(
"[{:.1}/{} lbs]",
stats.weight,
(attributes.strength.base + attributes.strength.modifiers) *
(attributes.strength.base + attributes.strength.bonuses) *
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);
if let Some(a) = attr {
let mut s = "".to_string();
if a.strength.bonus < -2 { s += "weak "};
if a.strength.bonus > 2 { s += "strong "};
if a.dexterity.bonus < -2 { s += "clumsy "};
if a.dexterity.bonus > 2 { s += "agile "};
if a.constitution.bonus < -2 { s += "frail "};
if a.constitution.bonus > 2 { s += "hardy "};
if a.intelligence.bonus < -2 { s += "dim "};
if a.intelligence.bonus > 2 { s += "smart "};
if a.wisdom.bonus < -2 { s += "unwise "};
if a.wisdom.bonus > 2 { s += "wisened "};
if a.charisma.bonus < -2 { s += "ugly"};
if a.charisma.bonus > 2 { s += "attractive"};
if a.strength.modifier() < -2 { s += "weak "};
if a.strength.modifier() > 2 { s += "strong "};
if a.dexterity.modifier() < -2 { s += "clumsy "};
if a.dexterity.modifier() > 2 { s += "agile "};
if a.constitution.modifier() < -2 { s += "frail "};
if a.constitution.modifier() > 2 { s += "hardy "};
if a.intelligence.modifier() < -2 { s += "dim "};
if a.intelligence.modifier() > 2 { s += "smart "};
if a.wisdom.modifier() < -2 { s += "unwise "};
if a.wisdom.modifier() > 2 { s += "wisened "};
if a.charisma.modifier() < -2 { s += "ugly"};
if a.charisma.modifier() > 2 { s += "attractive"};
if !s.is_empty() {
if s.ends_with(" ") {
s.pop();

View file

@ -149,7 +149,7 @@ impl<'a> System<'a> for MeleeCombatSystem {
let attack_verb = attack.1;
// Get all offensive bonuses
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 mut equipment_hit_bonus = weapon_info.hit_bonus;
for (wielded, to_hit) in (&equipped, &to_hit).join() {
@ -187,7 +187,7 @@ impl<'a> System<'a> for MeleeCombatSystem {
// Get armour class
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 mut armour_ac_bonus = 0;
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;
match weapon_info.attribute {
WeaponAttribute::Dexterity => {
attribute_damage_bonus += attacker_attributes.dexterity.bonus;
attribute_damage_bonus += attacker_attributes.dexterity.modifier();
}
WeaponAttribute::Strength => {
attribute_damage_bonus += attacker_attributes.strength.bonus;
attribute_damage_bonus += attacker_attributes.strength.modifier();
}
WeaponAttribute::Finesse => {
if
attacker_attributes.dexterity.bonus >
attacker_attributes.strength.bonus
attacker_attributes.dexterity.modifier() >
attacker_attributes.strength.modifier()
{
attribute_damage_bonus += attacker_attributes.dexterity.bonus;
attribute_damage_bonus += attacker_attributes.dexterity.modifier();
} 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,
"",
"",
attr.strength.base + attr.strength.modifiers,
attr.strength.bonus,
attr.constitution.base + attr.constitution.modifiers,
attr.constitution.bonus,
attr.wisdom.base + attr.wisdom.modifiers,
attr.wisdom.bonus,
attr.strength.base + attr.strength.bonuses,
attr.strength.modifier(),
attr.constitution.base + attr.constitution.bonuses,
attr.constitution.modifier(),
attr.wisdom.base + attr.wisdom.bonuses,
attr.wisdom.modifier(),
"",
attr.dexterity.base + attr.dexterity.modifiers,
attr.dexterity.bonus,
attr.intelligence.base + attr.intelligence.modifiers,
attr.intelligence.bonus,
attr.charisma.base + attr.charisma.modifiers,
attr.charisma.bonus,
attr.dexterity.base + attr.dexterity.bonuses,
attr.dexterity.modifier(),
attr.intelligence.base + attr.intelligence.bonuses,
attr.intelligence.modifier(),
attr.charisma.base + attr.charisma.bonuses,
attr.charisma.modifier(),
"",
"",
map.name,

View file

@ -102,7 +102,7 @@ pub fn try_door(i: i32, j: i32, ecs: &mut World) -> RunState {
.append("is blocked.")
.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) {
gamelog::Logger
::new()
@ -208,7 +208,7 @@ pub fn open(i: i32, j: i32, ecs: &mut World) -> RunState {
if let Some(door) = door {
if door.open == false {
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) {
gamelog::Logger
::new()
@ -345,7 +345,7 @@ pub fn kick(i: i32, j: i32, ecs: &mut World) -> RunState {
Targets::Entity { target: potential_target }
);
// ~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
::new()
.append("As you kick the")

View file

@ -440,66 +440,29 @@ pub fn spawn_named_mob(
}
// Setup combat stats
let mut attr = Attributes {
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 attr = Attributes::default();
let mut mob_con = 10;
let mut mob_int = 10;
if let Some(attributes) = &mob_template.attributes {
if let Some(str) = attributes.str {
attr.strength = Attribute {
base: str,
modifiers: 0,
bonus: attr_bonus(str),
exercise: 0,
};
attr.strength = Attribute::new(str);
}
if let Some(dex) = attributes.dex {
attr.strength = Attribute {
base: dex,
modifiers: 0,
bonus: attr_bonus(dex),
exercise: 0,
};
attr.strength = Attribute::new(dex);
}
if let Some(con) = attributes.con {
attr.constitution = Attribute {
base: con,
modifiers: 0,
bonus: attr_bonus(con),
exercise: 0,
};
attr.constitution = Attribute::new(con);
mob_con = con;
}
if let Some(int) = attributes.int {
attr.intelligence = Attribute {
base: int,
modifiers: 0,
bonus: attr_bonus(int),
exercise: 0,
};
attr.intelligence = Attribute::new(int);
mob_int = int;
}
if let Some(wis) = attributes.wis {
attr.wisdom = Attribute {
base: wis,
modifiers: 0,
bonus: attr_bonus(wis),
exercise: 0,
};
attr.wisdom = Attribute::new(wis);
}
if let Some(cha) = attributes.cha {
attr.charisma = Attribute {
base: cha,
modifiers: 0,
bonus: attr_bonus(cha),
exercise: 0,
};
attr.charisma = Attribute::new(cha);
}
}
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(HungerClock { state: HungerState::Satiated, duration: 1200 })
.with(Attributes {
// 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(Attributes::default())
.with(Pools {
// These are overwritten with chargen later -- placeholders.
hit_points: Pool { current: 8 + attr_bonus(con), max: 8 + attr_bonus(con) },