Speed with TURN_COST and slight randomisation to reduce predictability

This commit is contained in:
Llywelwyn 2023-07-31 05:07:41 +01:00
parent dce40ac741
commit aac6e0ad02
12 changed files with 200 additions and 145 deletions

View file

@ -1,15 +1,16 @@
use crate::{Energy, Position, RunState, TakingTurn};
use crate::{Clock, Energy, Position, RunState, TakingTurn};
use rltk::prelude::*;
use specs::prelude::*;
pub struct EnergySystem {}
const NORMAL_SPEED: i32 = 12;
pub const NORMAL_SPEED: i32 = 12;
const TURN_COST: i32 = NORMAL_SPEED * 4;
impl<'a> System<'a> for EnergySystem {
#[allow(clippy::type_complexity)]
type SystemData = (
ReadStorage<'a, Clock>,
WriteStorage<'a, Energy>,
ReadStorage<'a, Position>,
WriteStorage<'a, TakingTurn>,
@ -20,29 +21,70 @@ impl<'a> System<'a> for EnergySystem {
);
fn run(&mut self, data: Self::SystemData) {
let (mut energies, positions, mut turns, entities, mut rng, mut runstate, player) = data;
if *runstate != RunState::MonsterTurn {
let (clock, mut energies, positions, mut turns, entities, mut rng, mut runstate, player) = data;
// If not ticking, do nothing.
if *runstate != RunState::Ticking {
return;
}
for (_entity, _clock, energy) in (&entities, &clock, &mut energies).join() {
energy.current += NORMAL_SPEED;
if energy.current >= TURN_COST {
energy.current -= TURN_COST;
crate::gamelog::record_event("turns", 1);
}
}
// Clear TakingTurn{} from every entity.
turns.clear();
for (entity, energy, _pos) in (&entities, &mut energies, &positions).join() {
// Every entity has a POTENTIAL equal to their speed.
let mut energy_potential: i32 = energy.speed;
if entity == *player {
console::log(format!(
"TICK for Player with speed {}: [current energy: {}]",
energy.speed, energy.current
));
}
// Increment current energy by NORMAL_SPEED for every
// whole number of NORMAL_SPEEDS in their POTENTIAL.
while energy_potential >= NORMAL_SPEED {
energy_potential -= NORMAL_SPEED;
energy.current += NORMAL_SPEED;
if entity == *player {
console::log(format!(
"Gained 12 energy. [current: {}, potential: {}]",
energy.current, energy_potential
));
}
}
// Roll a NORMAL_SPEED-sided die. If less than their
// remaining POTENTIAL, increment current energy by
// NORMAL_SPEED.
// i.e. An entity with a speed of 3/4ths NORMAL_SPEED
// will gain NORMAL_SPEED energy in 75% of ticks.
if energy_potential > 0 {
if rng.roll_dice(1, NORMAL_SPEED) <= energy_potential {
energy.current += NORMAL_SPEED;
if entity == *player {
console::log(format!(
"Rolled for remainder! Gained 12 energy. [current energy: {}]",
energy.current
));
}
}
}
// TURN_COST is equal to 4 * NORMAL_SPEED. If the current entity
// has enough energy, they take a turn and decrement their energy
// by TURN_COST. If the current entity is the player, await input.
if energy.current >= TURN_COST {
turns.insert(entity, TakingTurn {}).expect("Unable to insert turn.");
energy.current -= TURN_COST;
if entity == *player {
if entity == *player {
console::log(format!(
"Player has >=TURN_COST energy, granting a turn. [remaining energy: {}]",
energy.current
));
}
*runstate = RunState::AwaitingInput;
}
}

View file

@ -1,2 +1,4 @@
mod energy_system;
pub use energy_system::EnergySystem;
pub use energy_system::{EnergySystem, NORMAL_SPEED};
mod turn_status;
pub use turn_status::TurnStatusSystem;

45
src/ai/turn_status.rs Normal file
View file

@ -0,0 +1,45 @@
use crate::{gamelog, Confusion, Name, ParticleBuilder, Position, RunState, TakingTurn};
use rltk::prelude::*;
use specs::prelude::*;
pub struct TurnStatusSystem {}
impl<'a> System<'a> for TurnStatusSystem {
#[allow(clippy::type_complexity)]
type SystemData = (
WriteStorage<'a, TakingTurn>,
WriteStorage<'a, Confusion>,
Entities<'a>,
ReadExpect<'a, RunState>,
ReadStorage<'a, Name>,
ReadStorage<'a, Position>,
WriteExpect<'a, ParticleBuilder>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut turns, mut confusion, entities, runstate, names, positions, mut particle_builder) = data;
if *runstate != RunState::Ticking {
return;
}
let mut remove_turn: Vec<Entity> = Vec::new();
let mut remove_confusion: Vec<Entity> = Vec::new();
for (entity, _turn, confused, name, pos) in (&entities, &mut turns, &mut confusion, &names, &positions).join() {
confused.turns -= 1;
if confused.turns < 1 {
remove_confusion.push(entity);
gamelog::Logger::new().npc_name(&name.name).colour(WHITE).append("snaps out of it.").log();
particle_builder.request(pos.x, pos.y, RGB::named(LIGHT_BLUE), RGB::named(BLACK), to_cp437('!'), 200.0);
} else {
remove_turn.push(entity);
gamelog::Logger::new().npc_name(&name.name).colour(WHITE).append("is confused.").log();
particle_builder.request(pos.x, pos.y, RGB::named(MAGENTA), RGB::named(BLACK), to_cp437('?'), 200.0);
}
}
for e in remove_turn {
turns.remove(e);
}
for e in remove_confusion {
confusion.remove(e);
}
}
}

View file

@ -1,4 +1,4 @@
use super::{gamelog, Bystander, EntityMoved, Map, Name, Point, Position, Quips, RunState, Viewshed};
use super::{gamelog, Bystander, EntityMoved, Map, Name, Point, Position, Quips, TakingTurn, Viewshed};
use specs::prelude::*;
pub struct BystanderAI {}
@ -7,7 +7,6 @@ impl<'a> System<'a> for BystanderAI {
#[allow(clippy::type_complexity)]
type SystemData = (
WriteExpect<'a, Map>,
ReadExpect<'a, RunState>,
Entities<'a>,
WriteStorage<'a, Viewshed>,
ReadStorage<'a, Bystander>,
@ -17,12 +16,12 @@ impl<'a> System<'a> for BystanderAI {
ReadExpect<'a, Point>,
WriteStorage<'a, Quips>,
ReadStorage<'a, Name>,
ReadStorage<'a, TakingTurn>,
);
fn run(&mut self, data: Self::SystemData) {
let (
mut map,
runstate,
entities,
mut viewshed,
bystander,
@ -32,13 +31,11 @@ impl<'a> System<'a> for BystanderAI {
player_pos,
mut quips,
names,
turns,
) = data;
if *runstate != RunState::MonsterTurn {
return;
}
for (entity, mut viewshed, _bystander, mut pos) in (&entities, &mut viewshed, &bystander, &mut position).join()
for (entity, mut viewshed, _bystander, mut pos, _turn) in
(&entities, &mut viewshed, &bystander, &mut position, &turns).join()
{
// Possibly quip
let quip = quips.get_mut(entity);

View file

@ -52,6 +52,9 @@ pub struct Energy {
pub speed: i32,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Clock {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct TakingTurn {}

View file

@ -1,40 +1,19 @@
use super::{gamelog, HungerClock, HungerState, RunState, SufferDamage};
use super::{gamelog, HungerClock, HungerState, SufferDamage};
use specs::prelude::*;
pub struct HungerSystem {}
impl<'a> System<'a> for HungerSystem {
#[allow(clippy::type_complexity)]
type SystemData = (
Entities<'a>,
WriteStorage<'a, HungerClock>,
ReadExpect<'a, Entity>,
ReadExpect<'a, RunState>,
WriteStorage<'a, SufferDamage>,
);
type SystemData =
(Entities<'a>, WriteStorage<'a, HungerClock>, ReadExpect<'a, Entity>, WriteStorage<'a, SufferDamage>);
fn run(&mut self, data: Self::SystemData) {
let (entities, mut hunger_clock, player_entity, runstate, mut inflict_damage) = data;
let (entities, mut hunger_clock, player_entity, mut inflict_damage) = data;
for (entity, mut clock) in (&entities, &mut hunger_clock).join() {
let mut proceed = false;
match *runstate {
RunState::PlayerTurn => {
if entity == *player_entity {
proceed = true;
}
}
RunState::MonsterTurn => {
if entity != *player_entity {
proceed = true;
}
}
_ => proceed = false,
}
if !proceed {
return;
if entity == *player_entity {
rltk::console::log(format!("HUNGER TICK for Player [current clock: {}]", clock.duration));
}
clock.duration -= 1;
if clock.duration > 0 {
@ -44,28 +23,28 @@ impl<'a> System<'a> for HungerSystem {
match clock.state {
HungerState::Satiated => {
clock.state = HungerState::Normal;
clock.duration = 300;
clock.duration = 1200;
if entity == *player_entity {
gamelog::Logger::new().append("You are no longer satiated.").log();
}
}
HungerState::Normal => {
clock.state = HungerState::Hungry;
clock.duration = 100;
clock.duration = 400;
if entity == *player_entity {
gamelog::Logger::new().colour(rltk::RED).append("You feel hungry.").log();
}
}
HungerState::Hungry => {
clock.state = HungerState::Weak;
clock.duration = 50;
clock.duration = 200;
if entity == *player_entity {
gamelog::Logger::new().colour(rltk::RED).append("You feel weak with hunger.").log();
}
}
HungerState::Weak => {
clock.state = HungerState::Fainting;
clock.duration = 50;
clock.duration = 200;
if entity == *player_entity {
gamelog::Logger::new().colour(rltk::RED).append("You feel hungry enough to faint.").log();
}

View file

@ -217,7 +217,7 @@ impl<'a> System<'a> for ItemUseSystem {
let hc = hunger_clock.get_mut(target);
if let Some(hc) = hc {
hc.state = HungerState::Satiated;
hc.duration = 50;
hc.duration = 200;
}
}
}

View file

@ -50,8 +50,7 @@ pub const SHOW_MAPGEN: bool = false;
pub enum RunState {
AwaitingInput,
PreRun,
PlayerTurn,
MonsterTurn,
Ticking,
ShowInventory,
ShowDropItem,
ShowRemoveItem,
@ -120,10 +119,12 @@ impl State {
}
fn run_systems(&mut self) {
let mut mapindex = MapIndexingSystem {};
let mut vis = VisibilitySystem {};
let mut energy = ai::EnergySystem {};
let mut turn_status_system = ai::TurnStatusSystem {};
let mut mob = MonsterAI {};
let mut bystanders = bystander_ai_system::BystanderAI {};
let mut mapindex = MapIndexingSystem {};
let mut trigger_system = trigger_system::TriggerSystem {};
let mut melee_system = MeleeCombatSystem {};
let mut damage_system = DamageSystem {};
@ -134,10 +135,12 @@ impl State {
let mut hunger_clock = hunger_system::HungerSystem {};
let mut particle_system = particle_system::ParticleSpawnSystem {};
mapindex.run_now(&self.ecs);
vis.run_now(&self.ecs);
energy.run_now(&self.ecs);
turn_status_system.run_now(&self.ecs);
mob.run_now(&self.ecs);
bystanders.run_now(&self.ecs);
mapindex.run_now(&self.ecs);
trigger_system.run_now(&self.ecs);
inventory_system.run_now(&self.ecs);
item_use_system.run_now(&self.ecs);
@ -151,6 +154,11 @@ impl State {
self.ecs.maintain();
}
fn run_map_index(&mut self) {
let mut mapindex = MapIndexingSystem {};
mapindex.run_now(&self.ecs);
}
fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
let entities = self.ecs.entities();
let player = self.ecs.read_storage::<Player>();
@ -270,23 +278,36 @@ impl GameState for State {
new_runstate = RunState::AwaitingInput;
}
RunState::AwaitingInput => {
new_runstate = player_input(self, ctx);
}
RunState::PlayerTurn => {
self.run_systems();
self.ecs.maintain();
gamelog::record_event("turns", 1);
match *self.ecs.fetch::<RunState>() {
RunState::MagicMapReveal { row, cursed } => {
new_runstate = RunState::MagicMapReveal { row: row, cursed: cursed }
self.run_map_index();
// Sanity-checking that the player actually *should*
// be taking a turn before giving them one. If they
// don't have a turn component, go back to ticking.
let mut can_act = false;
{
let player_entity = self.ecs.fetch::<Entity>();
let turns = self.ecs.read_storage::<TakingTurn>();
if let Some(_) = turns.get(*player_entity) {
can_act = true;
}
_ => new_runstate = RunState::MonsterTurn,
}
if can_act {
new_runstate = player_input(self, ctx);
} else {
new_runstate = RunState::Ticking;
}
}
RunState::MonsterTurn => {
self.run_systems();
self.ecs.maintain();
new_runstate = RunState::AwaitingInput;
RunState::Ticking => {
while new_runstate == RunState::Ticking {
self.run_systems();
self.ecs.maintain();
match *self.ecs.fetch::<RunState>() {
RunState::AwaitingInput => new_runstate = RunState::AwaitingInput,
RunState::MagicMapReveal { row, cursed } => {
new_runstate = RunState::MagicMapReveal { row: row, cursed: cursed }
}
_ => new_runstate = RunState::Ticking,
}
}
}
RunState::ShowInventory => {
let result = gui::show_inventory(self, ctx);
@ -315,7 +336,7 @@ impl GameState for State {
intent
.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem { item: item_entity, target: None })
.expect("Unable to insert intent.");
new_runstate = RunState::PlayerTurn;
new_runstate = RunState::Ticking;
}
}
}
@ -331,7 +352,7 @@ impl GameState for State {
intent
.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem { item: item_entity })
.expect("Unable to insert intent");
new_runstate = RunState::PlayerTurn;
new_runstate = RunState::Ticking;
}
}
}
@ -346,7 +367,7 @@ impl GameState for State {
intent
.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem { item: item_entity })
.expect("Unable to insert intent");
new_runstate = RunState::PlayerTurn;
new_runstate = RunState::Ticking;
}
}
}
@ -360,7 +381,7 @@ impl GameState for State {
intent
.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem { item, target: result.1 })
.expect("Unable to insert intent.");
new_runstate = RunState::PlayerTurn;
new_runstate = RunState::Ticking;
}
}
}
@ -447,7 +468,7 @@ impl GameState for State {
}
if row as usize == map.height as usize - 1 {
new_runstate = RunState::MonsterTurn;
new_runstate = RunState::Ticking;
} else {
new_runstate = RunState::MagicMapReveal { row: row + 1, cursed: cursed };
}
@ -515,6 +536,7 @@ fn main() -> rltk::BError {
gs.ecs.register::<Renderable>();
gs.ecs.register::<Prop>();
gs.ecs.register::<Player>();
gs.ecs.register::<Clock>();
gs.ecs.register::<Monster>();
gs.ecs.register::<Bystander>();
gs.ecs.register::<Quips>();

View file

@ -1,6 +1,4 @@
use super::{
gamelog, Confusion, EntityMoved, Map, Monster, Name, ParticleBuilder, Position, RunState, Viewshed, WantsToMelee,
};
use super::{EntityMoved, Map, Monster, Position, TakingTurn, Viewshed, WantsToMelee};
use rltk::Point;
use specs::prelude::*;
@ -12,16 +10,13 @@ impl<'a> System<'a> for MonsterAI {
WriteExpect<'a, Map>,
ReadExpect<'a, Point>,
ReadExpect<'a, Entity>,
ReadExpect<'a, RunState>,
Entities<'a>,
WriteStorage<'a, Viewshed>,
ReadStorage<'a, Monster>,
WriteStorage<'a, Position>,
WriteStorage<'a, WantsToMelee>,
WriteStorage<'a, Confusion>,
ReadStorage<'a, Name>,
WriteExpect<'a, ParticleBuilder>,
WriteStorage<'a, EntityMoved>,
ReadStorage<'a, TakingTurn>,
);
fn run(&mut self, data: Self::SystemData) {
@ -29,71 +24,38 @@ impl<'a> System<'a> for MonsterAI {
mut map,
player_pos,
player_entity,
runstate,
entities,
mut viewshed,
monster,
mut position,
mut wants_to_melee,
mut confused,
name,
mut particle_builder,
mut entity_moved,
turns,
) = data;
if *runstate != RunState::MonsterTurn {
return;
}
for (entity, mut viewshed, _monster, mut pos) in (&entities, &mut viewshed, &monster, &mut position).join() {
let mut can_act = true;
// Check confusion
let is_confused = confused.get_mut(entity);
if let Some(i_am_confused) = is_confused {
i_am_confused.turns -= 1;
let entity_name = name.get(entity).unwrap();
let mut fg = rltk::RGB::named(rltk::MAGENTA);
let mut glyph = rltk::to_cp437('?');
if i_am_confused.turns < 1 {
confused.remove(entity);
gamelog::Logger::new()
.npc_name(&entity_name.name)
.colour(rltk::WHITE)
.append("snaps out of it.")
.log();
fg = rltk::RGB::named(rltk::MEDIUMSLATEBLUE);
glyph = rltk::to_cp437('!');
} else {
gamelog::Logger::new().npc_name(&entity_name.name).colour(rltk::WHITE).append("is confused.").log();
}
particle_builder.request(pos.x, pos.y, fg, rltk::RGB::named(rltk::BLACK), glyph, 200.0);
can_act = false;
}
if can_act {
let distance = rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
if distance < 1.5 {
wants_to_melee
.insert(entity, WantsToMelee { target: *player_entity })
.expect("Unable to insert attack.");
} else if viewshed.visible_tiles.contains(&*player_pos) {
// If the player is visible, but the path is obstructed, this will currently search
// the entire map (i.e. Will do a huge ASTAR to find an alternate route), and the
// mob will follow that path until it leaves vision, then lose sight of the player
// and stop.
let path =
rltk::a_star_search(map.xy_idx(pos.x, pos.y), map.xy_idx(player_pos.x, player_pos.y), &*map);
if path.success && path.steps.len() > 1 {
let mut idx = map.xy_idx(pos.x, pos.y);
map.blocked[idx] = false;
pos.x = (path.steps[1] as i32) % map.width;
pos.y = (path.steps[1] as i32) / map.width;
idx = map.xy_idx(pos.x, pos.y);
map.blocked[idx] = true;
viewshed.dirty = true;
entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert marker");
}
for (entity, mut viewshed, _monster, mut pos, _turn) in
(&entities, &mut viewshed, &monster, &mut position, &turns).join()
{
let distance = rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
if distance < 1.5 {
wants_to_melee
.insert(entity, WantsToMelee { target: *player_entity })
.expect("Unable to insert attack.");
} else if viewshed.visible_tiles.contains(&*player_pos) {
// If the player is visible, but the path is obstructed, this will currently search
// the entire map (i.e. Will do a huge ASTAR to find an alternate route), and the
// mob will follow that path until it leaves vision, then lose sight of the player
// and stop.
let path = rltk::a_star_search(map.xy_idx(pos.x, pos.y), map.xy_idx(player_pos.x, player_pos.y), &*map);
if path.success && path.steps.len() > 1 {
let mut idx = map.xy_idx(pos.x, pos.y);
map.blocked[idx] = false;
pos.x = (path.steps[1] as i32) % map.width;
pos.y = (path.steps[1] as i32) / map.width;
idx = map.xy_idx(pos.x, pos.y);
map.blocked[idx] = true;
viewshed.dirty = true;
entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert marker");
}
}
}

View file

@ -66,7 +66,7 @@ pub fn try_door(i: i32, j: i32, ecs: &mut World) -> RunState {
render_data.glyph = rltk::to_cp437('+'); // Nethack open door, maybe just use '/' instead.
door_pos = Some(Point::new(pos.x + delta_x, pos.y + delta_y));
}
result = RunState::PlayerTurn;
result = RunState::Ticking;
} else {
gamelog::Logger::new().append("It's already closed.").log();
}
@ -139,7 +139,7 @@ pub fn open(i: i32, j: i32, ecs: &mut World) -> RunState {
render_data.glyph = rltk::to_cp437('▓'); // Nethack open door, maybe just use '/' instead.
door_pos = Some(Point::new(pos.x + delta_x, pos.y + delta_y));
}
result = RunState::PlayerTurn;
result = RunState::Ticking;
} else {
gamelog::Logger::new().append("It's already open.").log();
}
@ -266,7 +266,7 @@ pub fn kick(i: i32, j: i32, ecs: &mut World) -> RunState {
}
gamelog::record_event("kick_count", 1);
return RunState::PlayerTurn;
return RunState::Ticking;
}
pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> bool {
@ -483,7 +483,7 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
},
}
if result {
return RunState::PlayerTurn;
return RunState::Ticking;
} else {
return RunState::AwaitingInput;
}

View file

@ -53,6 +53,7 @@ pub fn save_game(ecs: &mut World) {
BlocksTile,
BlocksVisibility,
Bystander,
Clock,
Confusion,
Consumable,
Cursed,
@ -159,6 +160,7 @@ pub fn load_game(ecs: &mut World) {
BlocksTile,
BlocksVisibility,
Bystander,
Clock,
Confusion,
Consumable,
Cursed,

View file

@ -1,7 +1,7 @@
use super::{
gamesystem, gamesystem::attr_bonus, random_table::RandomTable, raws, Attribute, Attributes, Energy, HungerClock,
HungerState, Map, Name, Player, Pool, Pools, Position, Rect, Renderable, SerializeMe, Skill, Skills, TileType,
Viewshed,
ai::NORMAL_SPEED, gamesystem, gamesystem::attr_bonus, random_table::RandomTable, raws, Attribute, Attributes,
Clock, Energy, HungerClock, HungerState, Map, Name, Player, Pool, Pools, Position, Rect, Renderable, SerializeMe,
Skill, Skills, TileType, Viewshed,
};
use rltk::{RandomNumberGenerator, RGB};
use specs::prelude::*;
@ -24,7 +24,8 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
let cha = gamesystem::roll_4d6(&mut rng);
std::mem::drop(rng);
// d8 hit die - but always maxxed at level 1, so player doesn't have to roll.
// 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
.create_entity()
.with(Position { x: player_x, y: player_y })
@ -37,7 +38,7 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
.with(Player {})
.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: 50 })
.with(HungerClock { state: HungerState::Satiated, duration: 200 })
.with(Attributes {
strength: Attribute { base: str, modifiers: 0, bonus: attr_bonus(str) },
dexterity: Attribute { base: dex, modifiers: 0, bonus: attr_bonus(dex) },
@ -54,7 +55,7 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
bac: 10,
})
.with(skills)
.with(Energy { current: 0, speed: 12 })
.with(Energy { current: 0, speed: NORMAL_SPEED })
.marked::<SimpleMarker<SerializeMe>>()
.build();