chance to log dungeon features per clock turn

This commit is contained in:
Llywelwyn 2023-08-30 12:08:03 +01:00
parent 050973eae4
commit a038a3f586
6 changed files with 59 additions and 8 deletions

View file

@ -1,11 +1,15 @@
30-August-2023
- overmap: bare, but exists. player now starts on the overworld, and can move to local maps (like the old starting town) via >. can leave local maps back to the overmap by walking out of the map boundaries.
- added dungeon features: grassy forest room, and barracks variants (bunks, squads of mobtypes)
- added support for map messages: i.e. notifications for present dungeon features logged to chat every now and again
Pre-29-August-2023
- added overmap: bare, but exists. player now starts on the overworld, and can move to local maps (like the old starting town) via >. can leave local maps back to the overmap by walking out of the map boundaries.
- mouse begone: support still there if wanted, but targeting/e(x)amining can now be done via keyboard only
- config.toml: non-wasm builds read from config.toml at runtime, or generate a new copy if not present in the exe dir. includes options for logging various details to the console, and visual choices like post-processing effects, all-black bgs vs. full-coloured, etc.
- morgue files: y/n prompt to write a morgue file on death (or write to console in the case of wasm), containing a map of the floor the player died on, class/race/attribute/etc. details, a fully identified backpack, and a list of significant events that took place this run w/ turn number
- added config.toml: non-wasm builds read from config.toml at runtime, or generate a new copy if not present in the exe dir. includes options for logging various details to the console, and visual choices like post-processing effects, all-black bgs vs. full-coloured, etc.
- improved morgue files: y/n prompt to write a morgue file on death (or write to console in the case of wasm), containing a map of the floor the player died on, class/race/attribute/etc. details, a fully identified backpack, and a list of significant events that took place this run w/ turn number
- refactored colour offsets: now per-tile (and per-theme), instead of global. now can include varying fg/bg offset for every type of tile.
- consistent chatlog colours: renderables for mobs, beatitude for items
- rooms themes: grassy room theme proof-of-concept, propagates grass/foliage/etc. out from a room if rolled, and spawns themed mobs
- dungeon features: framework
- map identifiers (instead of displaying an incorrect depth) on ui: e.g. D1, D2, Town, Woods, etc.
- bugfixes:
- map params are saved on map transition, instead of only at creation. now bloodstains, vision, etc. will persist when changing between floors

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@ -43,3 +43,9 @@ pub const PLAYER_DIED_ADDENDUM_LAST: &str = ", and ";
pub const STATUS_CONFUSED_STRING: &str = "confused";
pub const STATUS_BLIND_STRING: &str = "blinded";
// Results in something like: "You died! You were killed by a kobold captain, whilst confused."
// Dungeon features
pub const FEATURE_TREANTS: &str = "You feel an unusual freshness in the air.";
pub const FEATURE_BARRACKS_GOBLIN: &str = "You hear an order being barked, and ignored.";
pub const FEATURE_BARRACKS_KOBOLD: &str = "You hear someone being reprimanded for disobedience.";
pub const FEATURE_BARRACKS_ORC: &str = "You hear someone barking orders.";

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@ -273,6 +273,7 @@ impl GameState for State {
self.run_systems();
self.ecs.maintain();
try_spawn_interval(&mut self.ecs);
maybe_map_message(&mut self.ecs);
match *self.ecs.fetch::<RunState>() {
RunState::AwaitingInput => {
new_runstate = RunState::AwaitingInput;

View file

@ -3,6 +3,33 @@ use specs::prelude::*;
use crate::data::events::*;
const TRY_SPAWN_CHANCE: i32 = 70;
const FEATURE_MESSAGE_CHANCE: i32 = 110;
pub fn maybe_map_message(ecs: &mut World) {
let mut maybe_message = false;
let map = ecs.fetch::<Map>();
if map.messages.is_empty() {
return;
}
// Scope for borrow checker (ECS)
{
let clock = ecs.read_storage::<Clock>();
let turns = ecs.read_storage::<TakingTurn>();
let mut rng = ecs.write_resource::<rltk::RandomNumberGenerator>();
for (_c, _t) in (&clock, &turns).join() {
if rng.roll_dice(1, FEATURE_MESSAGE_CHANCE) == 1 {
maybe_message = true;
}
}
}
if maybe_message {
let mut logger = gamelog::Logger::new();
for message in map.messages.clone() {
logger = logger.append(message);
}
logger.log();
}
}
pub fn try_spawn_interval(ecs: &mut World) {
let mut try_spawn = false;

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@ -4,7 +4,7 @@ use std::collections::{ HashSet, HashMap };
mod tiletype;
pub use tiletype::{ tile_cost, tile_opaque, tile_walkable, TileType, get_dest, Destination };
mod interval_spawning_system;
pub use interval_spawning_system::try_spawn_interval;
pub use interval_spawning_system::{ maybe_map_message, try_spawn_interval };
pub mod dungeon;
pub use dungeon::{ level_transition, MasterDungeonMap };
pub mod themes;
@ -30,6 +30,7 @@ pub struct Map {
pub name: String,
pub short_name: String,
pub depth: i32,
pub messages: HashSet<String>,
pub difficulty: i32,
pub bloodstains: HashMap<usize, RGB>,
pub view_blocked: HashSet<usize>,
@ -70,6 +71,7 @@ impl Map {
id: new_id,
name: name.to_string(),
short_name: short_name.to_string(),
messages: HashSet::new(),
depth: depth,
difficulty: difficulty,
bloodstains: HashMap::new(),

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@ -1,5 +1,6 @@
use super::{ BuilderMap, MetaMapBuilder, Rect, TileType };
use crate::tile_walkable;
use crate::data::messages::{ FEATURE_TREANTS, FEATURE_BARRACKS_GOBLIN, FEATURE_BARRACKS_KOBOLD, FEATURE_BARRACKS_ORC };
use crate::raws;
use rltk::RandomNumberGenerator;
@ -59,6 +60,7 @@ impl ThemeRooms {
}
}
}
build_data.map.messages.insert(FEATURE_TREANTS.to_string());
}
fn place_barracks(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap, room: &Rect) {
@ -75,9 +77,18 @@ impl ThemeRooms {
let mut needs_captain = if rng.roll_dice(1, 3) == 1 { false } else { true };
let (captain, squad) = match rng.roll_dice(1, 4) {
1 => ("goblin_chieftain", "squad_goblin"),
2 => ("kobold_captain", "squad_kobold"),
_ => ("orc_captain", "squad_orc"),
1 => {
build_data.map.messages.insert(FEATURE_BARRACKS_GOBLIN.to_string());
("goblin_chieftain", "squad_goblin")
}
2 => {
build_data.map.messages.insert(FEATURE_BARRACKS_KOBOLD.to_string());
("kobold_captain", "squad_kobold")
}
_ => {
build_data.map.messages.insert(FEATURE_BARRACKS_ORC.to_string());
("orc_captain", "squad_orc")
}
};
for idx in possible {
if idx % 2 == 0 && rng.roll_dice(1, 2) == 1 {