rust-rl/src/raws/rawmaster.rs
2023-08-22 17:38:30 +01:00

943 lines
37 KiB
Rust

use super::{Raws, Reaction};
use crate::components::*;
use crate::gamesystem::*;
use crate::gui::Ancestry;
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};
/// Applies effects to the entity - e.g. "healing: 1d4+1", where
/// effects are components on the entity with varying parameters.
macro_rules! apply_effects {
($effects:expr, $eb:expr) => {
for effect in $effects.iter() {
let effect_name = effect.0.as_str();
match effect_name {
"healing" => {
let (n_dice, sides, modifier) = parse_dice_string(effect.1.as_str());
$eb = $eb.with(ProvidesHealing { n_dice, sides, modifier })
}
"ranged" => $eb = $eb.with(Ranged { range: effect.1.parse::<i32>().unwrap() }),
"damage" => {
let (n_dice, sides, modifier) = parse_dice_string(effect.1.as_str());
$eb = $eb.with(InflictsDamage { n_dice, sides, modifier })
}
"aoe" => $eb = $eb.with(AOE { radius: effect.1.parse::<i32>().unwrap() }),
"confusion" => $eb = $eb.with(Confusion { turns: effect.1.parse::<i32>().unwrap() }),
"ac" => $eb = $eb.with(ArmourClassBonus { amount: effect.1.parse::<i32>().unwrap() }),
"to_hit" => $eb = $eb.with(ToHitBonus { amount: effect.1.parse::<i32>().unwrap() }),
"particle_line" => $eb = $eb.with(parse_particle_line(&effect.1)),
"particle_burst" => $eb = $eb.with(parse_particle_burst(&effect.1)),
"particle" => $eb = $eb.with(parse_particle(&effect.1)),
_ => console::log(format!("Warning: effect {} not implemented.", effect_name)),
}
}
};
}
/// Applies flags to the entity - e.g. "blocks_tile", where
/// flags are components that have no parameters to modify.
macro_rules! apply_flags {
($flags:expr, $eb:expr) => {
for flag in $flags.iter() {
match flag.as_str() {
// --- PROP FLAGS BEGIN HERE ---
"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 });
$eb = $eb.with(BlocksVisibility {});
$eb = $eb.with(BlocksTile {});
}
// --- EFFECT FLAGS ---
"FOOD" => $eb = $eb.with(ProvidesNutrition {}),
"CONSUMABLE" => $eb = $eb.with(Consumable {}),
"CHARGES" => $eb = $eb.with(Charges { uses: 3, max_uses: 3 }),
"REMOVE_CURSE" => $eb = $eb.with(ProvidesRemoveCurse {}),
"IDENTIFY" => $eb = $eb.with(ProvidesIdentify {}),
"DIGGER" => $eb = $eb.with(Digger {}),
"MAGICMAP" => $eb = $eb.with(MagicMapper {}),
// CAN BE DESTROYED BY DAMAGE
"DESTRUCTIBLE" => $eb = $eb.with(Destructible {}),
// --- EQUIP SLOTS ---
"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 }),
// --- MOB ANCESTRIES ---
"IS_PLAYER" => $eb = $eb.with(Player {}),
"IS_HUMAN" => $eb = $eb.with(HasAncestry { name: Ancestry::Human }),
"IS_DWARF" => $eb = $eb.with(HasAncestry { name: Ancestry::Dwarf }),
"IS_ELF" => $eb = $eb.with(HasAncestry { name: Ancestry::Elf }),
"IS_CATFOLK" => $eb = $eb.with(HasAncestry { name: Ancestry::Catfolk }),
"IS_GNOME" => $eb = $eb.with(HasAncestry { name: Ancestry::Gnome }),
// --- MOB FACTIONS ---
"MINDLESS" => $eb = $eb.with(Faction { name: "mindless".to_string() }),
"NEUTRAL" => $eb = $eb.with(Faction { name: "neutral".to_string() }),
"HERBIVORE" => $eb = $eb.with(Faction { name: "herbivore".to_string() }),
"CARNIVORE" => $eb = $eb.with(Faction { name: "carnivore".to_string() }),
// --- MOVEMENT MODES --- ( defaults to WANDER )
"STATIC" => $eb = $eb.with(MoveMode { mode: Movement::Static }),
"RANDOM_PATH" => $eb = $eb.with(MoveMode { mode: Movement::RandomWaypoint { path: None } }),
// --- RANDOM MOB ATTRIBUTES ---
"SMALL_GROUP" => {} // These flags are for region spawning,
"LARGE_GROUP" => {} // and don't need to apply a component.
"MULTIATTACK" => $eb = $eb.with(MultiAttack {}),
"BLIND" => $eb = $eb.with(Blind {}),
_ => rltk::console::log(format!("Unrecognised flag: {}", flag.as_str())),
}
}
};
}
pub enum SpawnType {
AtPosition { x: i32, y: i32 },
Equipped { by: Entity },
Carried { by: Entity },
}
pub struct RawMaster {
raws: Raws,
item_index: HashMap<String, usize>,
mob_index: HashMap<String, usize>,
prop_index: HashMap<String, usize>,
table_index: HashMap<String, usize>,
loot_index: HashMap<String, usize>,
faction_index: HashMap<String, HashMap<String, Reaction>>,
ancestry_index: HashMap<String, HashSet<String>>,
}
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(),
factions: Vec::new(),
ancestries: Vec::new(),
},
item_index: HashMap::new(),
mob_index: HashMap::new(),
prop_index: HashMap::new(),
table_index: HashMap::new(),
loot_index: HashMap::new(),
faction_index: HashMap::new(),
ancestry_index: HashMap::new(),
}
}
pub fn load(&mut self, raws: Raws) {
self.raws = raws;
let mut used_names: HashSet<String> = 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)
}
}
for faction in self.raws.factions.iter() {
let mut reactions: HashMap<String, Reaction> = HashMap::new();
for other in faction.responses.iter() {
reactions.insert(
other.0.clone(),
match other.1.as_str() {
"flee" => Reaction::Flee,
"attack" => Reaction::Attack,
_ => Reaction::Ignore,
},
);
}
self.faction_index.insert(faction.id.clone(), reactions);
}
for ancestry in self.raws.ancestries.iter() {
self.ancestry_index.insert(ancestry.id.clone(), ancestry.allies.clone());
}
}
}
/// Checks a string against a HashSet, logging if a duplicate is found.
fn check_for_duplicate_entries(used_names: &HashSet<String>, 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<String>, 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,
buc: Option<BUC>,
pos: SpawnType,
map_difficulty: i32,
) -> Option<Entity> {
if raws.item_index.contains_key(key) {
return spawn_named_item(raws, ecs, key, buc, 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,
buc: Option<BUC>,
pos: SpawnType,
) -> Option<Entity> {
if raws.item_index.contains_key(key) {
let item_template = &raws.raws.items[raws.item_index[key]];
let mut dm = ecs.fetch_mut::<crate::map::MasterDungeonMap>();
let scroll_names = dm.scroll_map.clone();
let potion_names = dm.potion_map.clone();
let wand_names = dm.wand_map.clone();
let identified_items = dm.identified_items.clone();
// --- WE GET ALL THE VALUES FROM THE ECS WE NEED HERE, BEFORE ---
// --- WE CREATE THE EB, TO AVOID BORROW CHECKER COMPLAINTS ---
let roll = ecs.write_resource::<RandomNumberGenerator>().roll_dice(1, 6);
let player_entity = ecs.fetch::<Entity>();
let known_beatitude = match pos {
SpawnType::Equipped { by } => {
if by == *player_entity {
true
} else {
false
}
}
SpawnType::Carried { by } => {
if by == *player_entity {
true
} else {
false
}
}
_ => false,
};
if known_beatitude && !identified_items.contains(&item_template.name.name) {
dm.identified_items.insert(item_template.name.name.clone());
}
std::mem::drop(player_entity);
std::mem::drop(dm);
// -- DROP EVERYTHING THAT INVOLVES THE ECS BEFORE THIS POINT ---
let mut eb = ecs.create_entity().marked::<SimpleMarker<SerializeMe>>();
eb = eb.with(Name { name: item_template.name.name.clone(), plural: item_template.name.plural.clone() });
eb = eb.with(Item { weight: item_template.weight.unwrap_or(0.0), value: item_template.value.unwrap_or(0.0) });
eb = spawn_position(pos, eb, key, raws);
if let Some(renderable) = &item_template.renderable {
eb = eb.with(get_renderable_component(renderable));
}
// BEATITUDE
let buc = if let Some(buc_status) = buc {
buc_status
} else {
match roll {
1 => BUC::Cursed,
2 => BUC::Blessed,
_ => BUC::Uncursed,
}
};
eb = eb.with(Beatitude { buc, known: known_beatitude });
if let Some(flags) = &item_template.flags {
apply_flags!(flags, eb);
}
if let Some(effects_list) = &item_template.effects {
apply_effects!(effects_list, eb);
}
if let Some(magic_item) = &item_template.magic {
let item_class = match magic_item.class.as_str() {
"common" => MagicItemClass::Common,
"uncommon" => MagicItemClass::Uncommon,
"rare" => MagicItemClass::Rare,
"veryrare" => MagicItemClass::VeryRare,
_ => MagicItemClass::Legendary,
};
eb = eb.with(MagicItem { class: item_class });
if !identified_items.contains(&item_template.name.name) {
#[allow(clippy::single_match)]
match magic_item.naming.as_str() {
"scroll" => {
let singular = scroll_names[&item_template.name.name].clone();
let mut plural = singular.clone();
plural += "s";
eb = eb.with(ObfuscatedName { name: singular, plural: plural })
}
"potion" => {
let singular = potion_names[&item_template.name.name].clone();
let mut plural = singular.clone();
plural += "s";
eb = eb.with(ObfuscatedName { name: singular, plural: plural })
}
"wand" => {
let singular = wand_names[&item_template.name.name].clone();
let mut plural = singular.clone();
plural += "s";
eb = eb.with(ObfuscatedName { name: singular, plural: plural })
}
_ => {
let singular = magic_item.naming.clone();
let mut plural = singular.clone();
plural += "s";
eb = eb.with(ObfuscatedName { name: singular, plural: plural })
}
}
}
}
if let Some(weapon) = &item_template.equip {
let (n_dice, die_type, bonus) = parse_dice_string(weapon.damage.as_str());
let weapon_attribute = match weapon.flag.as_str() {
"DEXTERITY" => WeaponAttribute::Dexterity,
"FINESSE" => WeaponAttribute::Finesse,
_ => WeaponAttribute::Strength,
};
let wpn = MeleeWeapon {
attribute: weapon_attribute,
damage_n_dice: n_dice,
damage_die_type: die_type,
damage_bonus: bonus,
hit_bonus: weapon.to_hit.unwrap_or(0),
};
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<Entity> {
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::<Pools>();
let player_entity = ecs.fetch::<Entity>();
let player_pool = pools.get(*player_entity);
if let Some(pool) = player_pool {
player_level = pool.level;
}
}
let mut eb;
// New entity with a position, name, combatstats, and viewshed
eb = ecs.create_entity().marked::<SimpleMarker<SerializeMe>>();
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(telepath) = &mob_template.telepathy_range {
eb = eb.with(Telepath { telepath_tiles: Vec::new(), range: *telepath, dirty: true });
}
if let Some(renderable) = &mob_template.renderable {
eb = eb.with(get_renderable_component(renderable));
}
eb = eb.with(BlocksTile {});
eb = eb.with(Faction { name: "hostile".to_string() });
eb = eb.with(MoveMode { mode: Movement::Random });
let mut xp_value = 1;
let mut has_mind = true;
if let Some(flags) = &mob_template.flags {
apply_flags!(flags, eb);
if flags.contains(&"MULTIATTACK".to_string()) {
xp_value += 3;
}
if flags.contains(&"MINDLESS".to_string()) {
has_mind = false;
}
}
if has_mind {
eb = eb.with(Mind {});
}
// Add quips, if we have some listed.
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_at_level(&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 },
weight: 0.0,
god: false,
};
eb = eb.with(pools);
eb = eb.with(EquipmentChanged {});
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, None, 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<Entity> {
if raws.prop_index.contains_key(key) {
// ENTITY BUILDER PREP
let prop_template = &raws.raws.props[raws.prop_index[key]];
let mut eb = ecs.create_entity().marked::<SimpleMarker<SerializeMe>>();
eb = spawn_position(pos, eb, key, raws);
// APPLY MANDATORY COMPONENTS FOR A PROP:
// - Name
// - Prop {}
eb = eb.with(Name { name: prop_template.name.clone(), plural: prop_template.name.clone() });
eb = eb.with(Prop {});
// APPLY OPTIONAL COMPONENTS FOR A PROP:
// - Renderable
// - Flags
// - Effects
if let Some(renderable) = &prop_template.renderable {
eb = eb.with(get_renderable_component(renderable));
}
if let Some(flags) = &prop_template.flags {
apply_flags!(flags, eb);
}
if let Some(effects_list) = &prop_template.effects {
apply_effects!(effects_list, eb);
}
// BUILD THE ENTITY
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, optional_difficulty: Option<i32>) -> RandomTable {
let (difficulty, upper_bound, lower_bound);
if optional_difficulty.is_some() {
difficulty = optional_difficulty.unwrap();
upper_bound = difficulty;
lower_bound = if key != "mobs" { 0 } else { difficulty / 6 };
} else {
difficulty = -1;
upper_bound = 100;
lower_bound = 0;
}
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 = 1;
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::<i32>().expect("Not a digit");
}
if let Some(group) = cap.get(2) {
die_type = group.as_str().parse::<i32>().expect("Not a digit");
}
if let Some(group) = cap.get(3) {
die_bonus = group.as_str().parse::<i32>().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<String> {
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,
}
/// Looks up a key in the mob index, and if a corresponding mob is found, searches the
/// entry for a group spawn flag. i.e. SMALL_GROUP/LARGE_GROUP.
pub fn get_mob_spawn_type(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;
}
pub fn get_mob_spawn_amount(rng: &mut RandomNumberGenerator, spawn_type: &SpawnsAs, player_level: i32) -> i32 {
let n = match spawn_type {
// Single mobs always spawn alone.
SpawnsAs::Single => 1,
// Small groups either spawn alone or as a small group (2-4).
SpawnsAs::SmallGroup => {
if rng.roll_dice(1, 2) == 1 {
1
} else {
4
}
}
// Large groups either spawn in a small group or as a large group (2-11).
SpawnsAs::LargeGroup => {
if rng.roll_dice(1, 2) == 1 {
4
} else {
11
}
}
};
let roll = if n == 1 { 1 } else { rng.roll_dice(2, n) };
// We want to constrain group sizes depending on player's level, so
// we don't get large groups of mobs when the player is unequipped.
match player_level {
0..=2 => return i32::max(1, roll / 4),
3..=4 => return i32::max(1, roll / 2),
_ => return roll,
};
}
pub fn get_scroll_tags() -> Vec<String> {
let raws = &super::RAWS.lock().unwrap();
let mut result = Vec::new();
for item in raws.raws.items.iter() {
if let Some(magic) = &item.magic {
if &magic.naming == "scroll" {
result.push(item.name.name.clone());
}
}
}
return result;
}
pub fn get_potion_tags() -> Vec<String> {
let raws = &super::RAWS.lock().unwrap();
let mut result = Vec::new();
for item in raws.raws.items.iter() {
if let Some(magic) = &item.magic {
if &magic.naming == "potion" {
result.push(item.name.name.clone());
}
}
}
return result;
}
pub fn get_wand_tags() -> Vec<String> {
let raws = &super::RAWS.lock().unwrap();
let mut result = Vec::new();
for item in raws.raws.items.iter() {
if let Some(magic) = &item.magic {
if &magic.naming == "wand" {
result.push(item.name.name.clone());
}
}
}
return result;
}
pub fn get_id_from_name(name: String) -> String {
let raws = &super::RAWS.lock().unwrap();
for item in &raws.raws.items {
if item.name.name == name {
return item.id.clone();
}
}
return "null".to_string();
}
pub fn is_tag_magic(tag: &str) -> bool {
let raws = &super::RAWS.lock().unwrap();
if raws.item_index.contains_key(tag) {
let item_template = &raws.raws.items[raws.item_index[tag]];
return item_template.magic.is_some();
} else {
return false;
}
}
/// Queries the faction index to obtain one faction's reaction to another faction.
pub fn faction_reaction(this_faction: &str, other_faction: &str, raws: &RawMaster) -> Reaction {
if raws.faction_index.contains_key(this_faction) {
let mine = &raws.faction_index[this_faction];
if mine.contains_key(other_faction) {
return mine[other_faction];
} else if mine.contains_key("default") {
return mine["default"];
}
}
return Reaction::Ignore;
}
pub fn ancestry_reaction(this_ancestry: Ancestry, other_ancestry: Ancestry, raws: &RawMaster) -> Option<Reaction> {
if this_ancestry == other_ancestry {
return Some(Reaction::Ignore);
} else {
let this_ancestry = get_ancestry_string(this_ancestry);
let other_ancestry = get_ancestry_string(other_ancestry);
if raws.ancestry_index.contains_key(this_ancestry) {
let mine = &raws.ancestry_index[this_ancestry];
if mine.contains(other_ancestry) {
return Some(Reaction::Ignore);
}
}
}
return None;
}
pub fn get_reactions(
this_entity: Entity,
other_entity: Entity,
factions: &ReadStorage<Faction>,
ancestries: &ReadStorage<HasAncestry>,
raws: &RawMaster,
) -> Reaction {
if let Some(this_ancestry) = ancestries.get(this_entity) {
if let Some(other_ancestry) = ancestries.get(other_entity) {
let result = ancestry_reaction(this_ancestry.name, other_ancestry.name, raws);
if result.is_some() {
return result.unwrap();
}
}
}
if let Some(this_faction) = factions.get(this_entity) {
if let Some(other_faction) = factions.get(other_entity) {
return faction_reaction(&this_faction.name, &other_faction.name, raws);
}
}
return Reaction::Ignore;
}
fn get_ancestry_string(ancestry: Ancestry) -> &'static str {
match ancestry {
Ancestry::Human => return "human",
Ancestry::Elf => return "elf",
Ancestry::Dwarf => return "dwarf",
Ancestry::Catfolk => return "catfolk",
Ancestry::Gnome => return "gnome",
Ancestry::NULL => return "NULL",
}
}
fn parse_particle_line(n: &str) -> SpawnParticleLine {
let tokens: Vec<_> = n.split(';').collect();
SpawnParticleLine {
glyph: to_cp437(tokens[0].chars().next().unwrap()),
tail_glyph: to_cp437(tokens[1].chars().next().unwrap()),
colour: RGB::from_hex(tokens[2]).expect("Invalid RGB"),
lifetime_ms: tokens[3].parse::<f32>().unwrap(),
trail_colour: RGB::from_hex(tokens[4]).expect("Invalid trail RGB"),
trail_lifetime_ms: tokens[5].parse::<f32>().unwrap(),
}
}
fn parse_particle(n: &str) -> SpawnParticleSimple {
let tokens: Vec<_> = n.split(';').collect();
SpawnParticleSimple {
glyph: to_cp437(tokens[0].chars().next().unwrap()),
colour: RGB::from_hex(tokens[1]).expect("Invalid RGB"),
lifetime_ms: tokens[2].parse::<f32>().unwrap(),
}
}
fn parse_particle_burst(n: &str) -> SpawnParticleBurst {
let tokens: Vec<_> = n.split(';').collect();
SpawnParticleBurst {
glyph: to_cp437(tokens[0].chars().next().unwrap()),
head_glyph: to_cp437(tokens[1].chars().next().unwrap()),
tail_glyph: to_cp437(tokens[2].chars().next().unwrap()),
colour: RGB::from_hex(tokens[3]).expect("Invalid RGB"),
lerp: RGB::from_hex(tokens[4]).expect("Invalid LERP RGB"),
lifetime_ms: tokens[5].parse::<f32>().unwrap(),
trail_colour: RGB::from_hex(tokens[6]).expect("Invalid trail RGB"),
trail_lifetime_ms: tokens[7].parse::<f32>().unwrap(),
}
}