combat system overhaul - d20/hack-like

This commit is contained in:
Llywelwyn 2023-07-28 06:29:59 +01:00
parent 32044dbb6a
commit c169a1eae6
20 changed files with 762 additions and 292 deletions

View file

@ -1,6 +1,7 @@
use super::{
random_table::RandomTable, raws, Attribute, Attributes, CombatStats, HungerClock, HungerState, Map, Name, Player,
Position, Rect, Renderable, SerializeMe, TileType, Viewshed,
gamesystem, gamesystem::attr_bonus, random_table::RandomTable, raws, Attribute, Attributes, HungerClock,
HungerState, Map, Name, Player, Pool, Pools, Position, Rect, Renderable, SerializeMe, Skill, Skills, TileType,
Viewshed,
};
use rltk::{RandomNumberGenerator, RGB};
use specs::prelude::*;
@ -9,8 +10,23 @@ use std::collections::HashMap;
/// Spawns the player and returns his/her entity object.
pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
let mut skills = Skills { skills: HashMap::new() };
skills.skills.insert(Skill::Melee, 0);
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);
// d8 hit die - but always maxxed at level 1, so player doesn't have to roll.
ecs.create_entity()
let player = ecs
.create_entity()
.with(Position { x: player_x, y: player_y })
.with(Renderable {
glyph: rltk::to_cp437('@'),
@ -21,22 +37,39 @@ 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(CombatStats { max_hp: 12, hp: 12, defence: 0, power: 4 })
.with(HungerClock { state: HungerState::Satiated, duration: 50 })
.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 },
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(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,
})
.with(skills)
.marked::<SimpleMarker<SerializeMe>>()
.build()
.build();
raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs,
"equip_dagger",
raws::SpawnType::Equipped { by: player },
);
raws::spawn_named_entity(&raws::RAWS.lock().unwrap(), ecs, "food_apple", raws::SpawnType::Carried { by: player });
return player;
}
// Consts
const MAX_ENTITIES: i32 = 3;
const MAX_ENTITIES: i32 = 2;
/// Fills a room with stuff!
pub fn spawn_room(map: &Map, rng: &mut RandomNumberGenerator, room: &Rect, spawn_list: &mut Vec<(usize, String)>) {
@ -61,6 +94,18 @@ pub fn spawn_region(map: &Map, rng: &mut RandomNumberGenerator, area: &[usize],
let mut areas: Vec<usize> = Vec::from(area);
let difficulty = map.difficulty;
if areas.len() == 0 {
rltk::console::log("DEBUGINFO: No areas capable of spawning mobs!");
return;
}
if rng.roll_dice(1, 3) == 1 {
let array_idx = if areas.len() == 1 { 0usize } else { (rng.roll_dice(1, areas.len() as i32) - 1) as usize };
let map_idx = areas[array_idx];
spawn_points.insert(map_idx, mob_table(difficulty).roll(rng));
areas.remove(array_idx);
}
let num_spawns = i32::min(areas.len() as i32, rng.roll_dice(1, MAX_ENTITIES + 2) - 2);
if num_spawns <= 0 {
return;
@ -70,7 +115,6 @@ pub fn spawn_region(map: &Map, rng: &mut RandomNumberGenerator, area: &[usize],
let category = category_table().roll(rng);
let spawn_table;
match category.as_ref() {
"mob" => spawn_table = mob_table(difficulty),
"item" => {
let item_category = item_category_table().roll(rng);
match item_category.as_ref() {
@ -104,13 +148,8 @@ pub fn spawn_entity(ecs: &mut World, spawn: &(&usize, &String)) {
let y = (*spawn.0 / width) as i32;
std::mem::drop(map);
let spawn_result = raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs.create_entity(),
&spawn.1,
raws::SpawnType::AtPosition { x, y },
&mut rltk::RandomNumberGenerator::new(),
);
let spawn_result =
raws::spawn_named_entity(&raws::RAWS.lock().unwrap(), ecs, &spawn.1, raws::SpawnType::AtPosition { x, y });
if spawn_result.is_some() {
return;
}
@ -118,9 +157,9 @@ pub fn spawn_entity(ecs: &mut World, spawn: &(&usize, &String)) {
rltk::console::log(format!("WARNING: We don't know how to spawn [{}]!", spawn.1));
}
// 12 mobs : 6 items : 2 food : 1 trap
// 3 items : 1 food : 1 trap
fn category_table() -> RandomTable {
return RandomTable::new().add("mob", 12).add("item", 6).add("food", 2).add("trap", 1);
return RandomTable::new().add("item", 3).add("food", 1).add("trap", 1);
}
// 3 scrolls : 3 potions : 1 equipment : 1 wand?