rust-rl/src/raws/rawmaster.rs
Llywelwyn 6f8f42d9fc Mind component is now properly applied
Applied by default to all mobs, unless they have the MINDLESS flag
2023-08-01 12:28:57 +01:00

589 lines
23 KiB
Rust

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<String, usize>,
mob_index: HashMap<String, usize>,
prop_index: HashMap<String, usize>,
table_index: HashMap<String, usize>,
loot_index: HashMap<String, usize>,
}
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<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)
}
}
}
}
/// 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,
pos: SpawnType,
map_difficulty: i32,
) -> Option<Entity> {
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<Entity> {
if raws.item_index.contains_key(key) {
let item_template = &raws.raws.items[raws.item_index[key]];
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 {});
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::<i32>().unwrap() }),
"ranged" => eb = eb.with(Ranged { range: effect.1.parse::<i32>().unwrap() }),
"damage" => eb = eb.with(InflictsDamage { amount: effect.1.parse::<i32>().unwrap() }),
"aoe" => eb = eb.with(AOE { radius: effect.1.parse::<i32>().unwrap() }),
"confusion" => eb = eb.with(Confusion { turns: effect.1.parse::<i32>().unwrap() }),
"base_damage" => base_damage = effect.1,
"hit_bonus" => hit_bonus = effect.1.parse::<i32>().unwrap(),
"ac" => eb = eb.with(ArmourClassBonus { amount: effect.1.parse::<i32>().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<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;
let mut xp_value = 1;
// 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(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<Entity> {
if raws.prop_index.contains_key(key) {
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);
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::<i32>().unwrap() }),
"confusion" => eb = eb.with(Confusion { turns: effect.1.parse::<i32>().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::<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,
}
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;
}