use super::Raws; use crate::components::*; use crate::gamesystem::*; use crate::random_table::RandomTable; use crate::LOG_SPAWNING; use regex::Regex; use rltk::prelude::*; use specs::prelude::*; use specs::saveload::{MarkedBuilder, SimpleMarker}; use std::collections::{HashMap, HashSet}; pub enum SpawnType { AtPosition { x: i32, y: i32 }, Equipped { by: Entity }, Carried { by: Entity }, } pub struct RawMaster { raws: Raws, item_index: HashMap, mob_index: HashMap, prop_index: HashMap, table_index: HashMap, loot_index: HashMap, } impl RawMaster { pub fn empty() -> RawMaster { RawMaster { raws: Raws { items: Vec::new(), mobs: Vec::new(), props: Vec::new(), spawn_tables: Vec::new(), loot_tables: Vec::new(), }, item_index: HashMap::new(), mob_index: HashMap::new(), prop_index: HashMap::new(), table_index: HashMap::new(), loot_index: HashMap::new(), } } pub fn load(&mut self, raws: Raws) { self.raws = raws; let mut used_names: HashSet = HashSet::new(); for (i, item) in self.raws.items.iter().enumerate() { check_for_duplicate_entries(&used_names, &item.id); self.item_index.insert(item.id.clone(), i); used_names.insert(item.id.clone()); } for (i, mob) in self.raws.mobs.iter().enumerate() { check_for_duplicate_entries(&used_names, &mob.id); self.mob_index.insert(mob.id.clone(), i); used_names.insert(mob.id.clone()); } for (i, prop) in self.raws.props.iter().enumerate() { check_for_duplicate_entries(&used_names, &prop.id); self.prop_index.insert(prop.id.clone(), i); used_names.insert(prop.id.clone()); } for (i, table) in self.raws.spawn_tables.iter().enumerate() { check_for_duplicate_entries(&used_names, &table.id); self.table_index.insert(table.id.clone(), i); used_names.insert(table.id.clone()); for entry in table.table.iter() { check_for_unspecified_entity(&used_names, &entry.id) } } for (i, loot_table) in self.raws.loot_tables.iter().enumerate() { check_for_duplicate_entries(&used_names, &loot_table.id); self.loot_index.insert(loot_table.id.clone(), i); for entry in loot_table.table.iter() { check_for_unspecified_entity(&used_names, &entry.id) } } } } /// Checks a string against a HashSet, logging if a duplicate is found. fn check_for_duplicate_entries(used_names: &HashSet, id: &String) { if used_names.contains(id) { rltk::console::log(format!("DEBUGINFO: Duplicate ID found in raws [{}]", id)); } } /// Checks a string against a HashSet, logging if the string isn't found. fn check_for_unspecified_entity(used_names: &HashSet, id: &String) { if !used_names.contains(id) { rltk::console::log(format!("DEBUGINFO: Table references unspecified entity [{}]", id)); } } pub fn spawn_named_entity( raws: &RawMaster, ecs: &mut World, key: &str, pos: SpawnType, map_difficulty: i32, ) -> Option { if raws.item_index.contains_key(key) { return spawn_named_item(raws, ecs, key, pos); } else if raws.mob_index.contains_key(key) { return spawn_named_mob(raws, ecs, key, pos, map_difficulty); } else if raws.prop_index.contains_key(key) { return spawn_named_prop(raws, ecs, key, pos); } None } pub fn spawn_named_item(raws: &RawMaster, ecs: &mut World, key: &str, pos: SpawnType) -> Option { if raws.item_index.contains_key(key) { let item_template = &raws.raws.items[raws.item_index[key]]; let mut eb = ecs.create_entity().marked::>(); eb = eb.with(Name { name: item_template.name.name.clone(), plural: item_template.name.plural.clone() }); eb = eb.with(Item {}); eb = spawn_position(pos, eb, key, raws); if let Some(renderable) = &item_template.renderable { eb = eb.with(get_renderable_component(renderable)); } let mut weapon_type = -1; if let Some(flags) = &item_template.flags { for flag in flags.iter() { match flag.as_str() { "CONSUMABLE" => eb = eb.with(Consumable {}), "DESTRUCTIBLE" => eb = eb.with(Destructible {}), "CURSED" => eb = eb.with(Cursed {}), "EQUIP_MELEE" => eb = eb.with(Equippable { slot: EquipmentSlot::Melee }), "EQUIP_SHIELD" => eb = eb.with(Equippable { slot: EquipmentSlot::Shield }), "EQUIP_HEAD" => eb = eb.with(Equippable { slot: EquipmentSlot::Head }), "EQUIP_BODY" => eb = eb.with(Equippable { slot: EquipmentSlot::Body }), "EQUIP_FEET" => eb = eb.with(Equippable { slot: EquipmentSlot::Feet }), "EQUIP_HANDS" => eb = eb.with(Equippable { slot: EquipmentSlot::Hands }), "EQUIP_NECK" => eb = eb.with(Equippable { slot: EquipmentSlot::Neck }), "EQUIP_BACK" => eb = eb.with(Equippable { slot: EquipmentSlot::Back }), "WAND" => eb = eb.with(Wand { uses: 3, max_uses: 3 }), "FOOD" => eb = eb.with(ProvidesNutrition {}), "STRENGTH" => weapon_type = 0, "DEXTERITY" => weapon_type = 2, "FINESSE" => weapon_type = 3, _ => rltk::console::log(format!("Unrecognised flag: {}", flag.as_str())), } } } let mut base_damage = "1d4"; let mut hit_bonus = 0; if let Some(effects_list) = &item_template.effects { for effect in effects_list.iter() { let effect_name = effect.0.as_str(); match effect_name { "provides_healing" => eb = eb.with(ProvidesHealing { amount: effect.1.parse::().unwrap() }), "ranged" => eb = eb.with(Ranged { range: effect.1.parse::().unwrap() }), "damage" => eb = eb.with(InflictsDamage { amount: effect.1.parse::().unwrap() }), "aoe" => eb = eb.with(AOE { radius: effect.1.parse::().unwrap() }), "confusion" => eb = eb.with(Confusion { turns: effect.1.parse::().unwrap() }), "base_damage" => base_damage = effect.1, "hit_bonus" => hit_bonus = effect.1.parse::().unwrap(), "ac" => eb = eb.with(ArmourClassBonus { amount: effect.1.parse::().unwrap() }), "magicmapper" => eb = eb.with(MagicMapper {}), "digger" => eb = eb.with(Digger {}), _ => rltk::console::log(format!("Warning: effect {} not implemented.", effect_name)), } } } if weapon_type != -1 { let (n_dice, die_type, bonus) = parse_dice_string(base_damage); let mut wpn = MeleeWeapon { attribute: WeaponAttribute::Strength, damage_n_dice: n_dice, damage_die_type: die_type, damage_bonus: bonus, hit_bonus: hit_bonus, }; match weapon_type { 0 => wpn.attribute = WeaponAttribute::Strength, 1 => wpn.attribute = WeaponAttribute::Dexterity, _ => wpn.attribute = WeaponAttribute::Finesse, } eb = eb.with(wpn); } return Some(eb.build()); } console::log(format!("DEBUGINFO: Tried to spawn named item [{}] but failed", key)); None } pub fn spawn_named_mob( raws: &RawMaster, ecs: &mut World, key: &str, pos: SpawnType, map_difficulty: i32, ) -> Option { if raws.mob_index.contains_key(key) { let mob_template = &raws.raws.mobs[raws.mob_index[key]]; let mut player_level = 1; { let pools = ecs.read_storage::(); let player_entity = ecs.fetch::(); let player_pool = pools.get(*player_entity); if let Some(pool) = player_pool { player_level = pool.level; } } let mut eb; let mut xp_value = 1; // New entity with a position, name, combatstats, and viewshed eb = ecs.create_entity().marked::>(); eb = spawn_position(pos, eb, key, raws); eb = eb.with(Name { name: mob_template.name.clone(), plural: mob_template.name.clone() }); eb = eb.with(Viewshed { visible_tiles: Vec::new(), range: mob_template.vision_range, dirty: true }); if let Some(renderable) = &mob_template.renderable { eb = eb.with(get_renderable_component(renderable)); } let mut has_mind = true; if let Some(flags) = &mob_template.flags { for flag in flags.iter() { match flag.as_str() { "BLOCKS_TILE" => eb = eb.with(BlocksTile {}), "BYSTANDER" => eb = eb.with(Bystander {}), "MONSTER" => eb = eb.with(Monster {}), "MINDLESS" => has_mind = false, "SMALL_GROUP" => {} // These flags are for region spawning, "LARGE_GROUP" => {} // and don't matter here (yet)? "MULTIATTACK" => { eb = eb.with(MultiAttack {}); xp_value += 3; } _ => rltk::console::log(format!("Unrecognised flag: {}", flag.as_str())), } } } if has_mind { eb = eb.with(Mind {}); } if let Some(quips) = &mob_template.quips { eb = eb.with(Quips { available: quips.clone() }); } // Setup combat stats let mut attr = 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 }, }; 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) }; } if let Some(dex) = attributes.dex { attr.strength = Attribute { base: dex, modifiers: 0, bonus: attr_bonus(dex) }; } if let Some(con) = attributes.con { attr.constitution = Attribute { base: con, modifiers: 0, bonus: attr_bonus(con) }; mob_con = con; } if let Some(int) = attributes.int { attr.intelligence = Attribute { base: int, modifiers: 0, bonus: attr_bonus(int) }; mob_int = int; } if let Some(wis) = attributes.wis { attr.wisdom = Attribute { base: wis, modifiers: 0, bonus: attr_bonus(wis) }; } if let Some(cha) = attributes.cha { attr.charisma = Attribute { base: cha, modifiers: 0, bonus: attr_bonus(cha) }; } } eb = eb.with(attr); let speed = if mob_template.speed.is_some() { mob_template.speed.unwrap() } else { 12 }; eb = eb.with(Energy { current: 0, speed: speed }); let base_mob_level = if mob_template.level.is_some() { mob_template.level.unwrap() } else { 0 }; let mut mob_level = base_mob_level; // If the level difficulty is smaller than the mob's base level, subtract 1; // else, if the level difficulty is larger, add one-fifth of the difference if base_mob_level > map_difficulty { mob_level -= 1; } else if base_mob_level < map_difficulty { mob_level += (map_difficulty - base_mob_level) / 5; } // If the player is a higher level than the mob, add one-fifth of the difference if base_mob_level < player_level { mob_level += (player_level - base_mob_level) / 4; } // If the resulting mob level is more than 1.5x the base, lower it to that number mob_level = i32::min(mob_level, (1.5 * base_mob_level as f32).trunc() as i32); // Should really use existing RNG here let mut rng = rltk::RandomNumberGenerator::new(); let mob_hp = npc_hp(&mut rng, mob_con, mob_level); let mob_mana = mana_at_level(&mut rng, mob_int, mob_level); let mob_bac = if mob_template.bac.is_some() { mob_template.bac.unwrap() } else { 10 }; let pools = Pools { level: mob_level, xp: 0, bac: mob_bac, hit_points: Pool { current: mob_hp, max: mob_hp }, mana: Pool { current: mob_mana, max: mob_mana }, }; eb = eb.with(pools); let mut skills = Skills { skills: HashMap::new() }; skills.skills.insert(Skill::Melee, 0); skills.skills.insert(Skill::Defence, 0); if let Some(mobskills) = &mob_template.skills { for sk in mobskills.iter() { match sk.0.as_str() { "melee" => { skills.skills.insert(Skill::Melee, *sk.1); } "defence" => { skills.skills.insert(Skill::Defence, *sk.1); } "magic" => { skills.skills.insert(Skill::Magic, *sk.1); } _ => { rltk::console::log(format!("Unknown skill referenced: [{}]", sk.0)); } } } } eb = eb.with(skills); if let Some(natural_attacks) = &mob_template.attacks { let mut natural = NaturalAttacks { attacks: Vec::new() }; for na in natural_attacks.iter() { let (n, d, b) = parse_dice_string(&na.damage); let attack = NaturalAttack { name: na.name.clone(), hit_bonus: na.hit_bonus, damage_n_dice: n, damage_die_type: d, damage_bonus: b, }; natural.attacks.push(attack); } eb = eb.with(natural); } xp_value += mob_level * mob_level; if speed > 18 { xp_value += 5; } else if speed > 12 { xp_value += 3; } if mob_bac < 0 { xp_value += 14 + 2 * mob_bac; } else if mob_bac == 0 { xp_value += 7; } else if mob_bac == 1 { xp_value += 6; } else if mob_bac == 2 { xp_value += 5; } if mob_level > 9 { xp_value += 50; } // Final xp value = 1 + level^2 + bonus for low ac + bonus for speed + bonus for multiattack + bonus for level>9 eb = eb.with(GrantsXP { amount: xp_value }); // Setup loot table if let Some(loot) = &mob_template.loot { eb = eb.with(LootTable { table: loot.table.clone(), chance: loot.chance }); } if LOG_SPAWNING { rltk::console::log(format!( "SPAWNLOG: {} ({}HP, {}MANA, {}BAC) spawned at level {} ({}[base], {}[map difficulty], {}[player level]), worth {} XP", &mob_template.name, mob_hp, mob_mana, mob_bac, mob_level, base_mob_level, map_difficulty, player_level, xp_value )); } let new_mob = eb.build(); // Build entity, then check for anything they're wearing if let Some(wielding) = &mob_template.equipped { for tag in wielding.iter() { spawn_named_entity(raws, ecs, tag, SpawnType::Equipped { by: new_mob }, map_difficulty); } } return Some(new_mob); } None } pub fn spawn_named_prop(raws: &RawMaster, ecs: &mut World, key: &str, pos: SpawnType) -> Option { if raws.prop_index.contains_key(key) { let prop_template = &raws.raws.props[raws.prop_index[key]]; let mut eb = ecs.create_entity().marked::>(); eb = spawn_position(pos, eb, key, raws); if let Some(renderable) = &prop_template.renderable { eb = eb.with(get_renderable_component(renderable)); } eb = eb.with(Name { name: prop_template.name.clone(), plural: prop_template.name.clone() }); if let Some(flags) = &prop_template.flags { for flag in flags.iter() { match flag.as_str() { "HIDDEN" => eb = eb.with(Hidden {}), "BLOCKS_TILE" => eb = eb.with(BlocksTile {}), "BLOCKS_VISIBILITY" => eb = eb.with(BlocksVisibility {}), "ENTRY_TRIGGER" => eb = eb.with(EntryTrigger {}), "SINGLE_ACTIVATION" => eb = eb.with(SingleActivation {}), "DOOR" => eb = eb.with(Door { open: false }), "PROP" => eb = eb.with(Prop {}), _ => rltk::console::log(format!("Unrecognised flag: {}", flag.as_str())), } } } if let Some(effects_list) = &prop_template.effects { for effect in effects_list.iter() { let effect_name = effect.0.as_str(); match effect_name { "damage" => eb = eb.with(InflictsDamage { amount: effect.1.parse::().unwrap() }), "confusion" => eb = eb.with(Confusion { turns: effect.1.parse::().unwrap() }), _ => rltk::console::log(format!("Warning: effect {} not implemented.", effect_name)), } } } return Some(eb.build()); } None } fn spawn_position<'a>(pos: SpawnType, new_entity: EntityBuilder<'a>, tag: &str, raws: &RawMaster) -> EntityBuilder<'a> { let mut eb = new_entity; match pos { SpawnType::AtPosition { x, y } => eb = eb.with(Position { x, y }), SpawnType::Carried { by } => eb = eb.with(InBackpack { owner: by }), SpawnType::Equipped { by } => { let slot = find_slot_for_equippable_item(tag, raws); eb = eb.with(Equipped { owner: by, slot }) } } eb } fn get_renderable_component(renderable: &super::item_structs::Renderable) -> crate::components::Renderable { crate::components::Renderable { glyph: rltk::to_cp437(renderable.glyph.chars().next().unwrap()), fg: rltk::RGB::from_hex(&renderable.fg).expect("Invalid RGB"), bg: rltk::RGB::from_hex(&renderable.bg).expect("Invalid RGB"), render_order: renderable.order, } } pub fn table_by_name(raws: &RawMaster, key: &str, difficulty: i32) -> RandomTable { let upper_bound = difficulty; let lower_bound = if key != "mobs" { 0 } else { difficulty / 6 }; if raws.table_index.contains_key(key) { let spawn_table = &raws.raws.spawn_tables[raws.table_index[key]]; use super::SpawnTableEntry; let available_options: Vec<&SpawnTableEntry> = spawn_table .table .iter() .filter(|entry| entry.difficulty >= lower_bound && entry.difficulty <= upper_bound) .collect(); let mut rt = RandomTable::new(); if !available_options.is_empty() { for e in available_options.iter() { rt = rt.add(e.id.clone(), e.weight); } return rt; } } rltk::console::log(format!( "DEBUGINFO: Something went wrong when trying to spawn {} @ map difficulty {} [upper bound: {}, lower bound: {}]. Returned debug entry.", key, difficulty, upper_bound, lower_bound )); return RandomTable::new().add("debug", 1); } pub fn parse_dice_string(dice: &str) -> (i32, i32, i32) { lazy_static! { static ref DICE_RE: Regex = Regex::new(r"(\d+)d(\d+)([\+\-]\d+)?").unwrap(); } let mut n_dice = 1; let mut die_type = 4; let mut die_bonus = 0; for cap in DICE_RE.captures_iter(dice) { if let Some(group) = cap.get(1) { n_dice = group.as_str().parse::().expect("Not a digit"); } if let Some(group) = cap.get(2) { die_type = group.as_str().parse::().expect("Not a digit"); } if let Some(group) = cap.get(3) { die_bonus = group.as_str().parse::().expect("Not a digit"); } } (n_dice, die_type, die_bonus) } fn find_slot_for_equippable_item(tag: &str, raws: &RawMaster) -> EquipmentSlot { if !raws.item_index.contains_key(tag) { panic!("Trying to equip an unknown item: {}", tag); } let item_index = raws.item_index[tag]; let item = &raws.raws.items[item_index]; if let Some(flags) = &item.flags { for flag in flags { match flag.as_str() { "EQUIP_MELEE" => return EquipmentSlot::Melee, "EQUIP_SHIELD" => return EquipmentSlot::Shield, "EQUIP_BODY" => return EquipmentSlot::Body, "EQUIP_HEAD" => return EquipmentSlot::Head, "EQUIP_FEET" => return EquipmentSlot::Feet, "EQUIP_NECK" => return EquipmentSlot::Neck, "EQUIP_BACK" => return EquipmentSlot::Back, "EQUIP_HANDS" => return EquipmentSlot::Hands, _ => {} } } } panic!("Trying to equip {}, but it has no slot tag.", tag); } pub fn roll_on_loot_table(raws: &RawMaster, rng: &mut RandomNumberGenerator, key: &str) -> Option { if raws.loot_index.contains_key(key) { console::log(format!("DEBUGINFO: Rolling on loot table: {}", key)); let mut rt = RandomTable::new(); let available_options = &raws.raws.loot_tables[raws.loot_index[key]]; for item in available_options.table.iter() { rt = rt.add(item.id.clone(), item.weight); } return Some(rt.roll(rng)); } else if raws.table_index.contains_key(key) { console::log(format!("DEBUGINFO: No loot table found, so using spawn table: {}", key)); let mut rt = RandomTable::new(); let available_options = &raws.raws.spawn_tables[raws.table_index[key]]; for item in available_options.table.iter() { rt = rt.add(item.id.clone(), item.weight); } return Some(rt.roll(rng)); } console::log(format!("DEBUGINFO: Unknown loot table {}", key)); return None; } #[derive(PartialEq, Copy, Clone)] pub enum SpawnsAs { Single, SmallGroup, LargeGroup, } pub fn check_if_mob_spawns_in_group(raws: &RawMaster, key: &str) -> SpawnsAs { if raws.mob_index.contains_key(key) { let mob_template = &raws.raws.mobs[raws.mob_index[key]]; if let Some(flags) = &mob_template.flags { for flag in flags { match flag.as_str() { "SMALL_GROUP" => return SpawnsAs::SmallGroup, "LARGE_GROUP" => return SpawnsAs::LargeGroup, _ => {} } } } } return SpawnsAs::Single; }