GameState.lua 103.36 KiB
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009 - 2016 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
require "engine.class"
require "engine.Entity"
local Particles = require "engine.Particles"
local Shader = require "engine.Shader"
local Map = require "engine.Map"
local NameGenerator = require "engine.NameGenerator"
local NameGenerator2 = require "engine.NameGenerator2"
local Donation = require "mod.dialogs.Donation"
module(..., package.seeall, class.inherit(engine.Entity))
function _M:init(t, no_default)
engine.Entity.init(self, t, no_default)
self.allow_backup_guardians = {}
self.world_artifacts_pool = {}
self.seen_special_farportals = {}
self.unique_death = {}
self.used_events = {}
self.boss_killed = 0
self.stores_restock = 1
self.east_orc_patrols = 4
self.tier1_done = 0
self.birth = {}
end
--- Restock all stores
function _M:storesRestock()
self.stores_restock = self.stores_restock + 1
game.log("#AQUAMARINE#Most stores should have new stock now.")
print("[STORES] restocking")
end
--- Number of bosses killed
function _M:bossKilled(rank)
self.boss_killed = self.boss_killed + 1
end
--- Register a tier1 boss kill
function _M:tier1Kill()
self.tier1_done = self.tier1_done + 1
end
--- Return true if enough tier1 boss killed
function _M:tier1Killed(nb)
return self.tier1_done >= nb
end
--- Sets unique as dead
function _M:registerUniqueDeath(u)
if u.randboss then return end
self.unique_death[u.name] = true
end
--- Is unique dead?
function _M:isUniqueDead(name)
return self.unique_death[name]
end
--- Seen a special farportal location
function _M:seenSpecialFarportal(name)
self.seen_special_farportals[name] = true
end
--- Is farportal already used
function _M:hasSeenSpecialFarportal(name)
return self.seen_special_farportals[name]
end
--- Allow dropping the rod of recall
function _M:allowRodRecall(v)
if v == nil then return self.allow_drop_recall end
self.allow_drop_recall = v
end
--- Discovered the far east
function _M:goneEast()
self.is_advanced = true
end
--- Is the game in an advanced state (gone east ? others ?)
function _M:isAdvanced()
return self.is_advanced
end
--- Reduce the chance of orc patrols
function _M:eastPatrolsReduce()
self.east_orc_patrols = self.east_orc_patrols / 2
end
--- Get the chance of orc patrols
function _M:canEastPatrol()
return self.east_orc_patrols
end
--- Setup a backup guardian for the given zone
function _M:activateBackupGuardian(guardian, on_level, zonelevel, rumor, action)
if self.is_advanced then return end
print("Zone guardian dead, setting up backup guardian", guardian, zonelevel)
self.allow_backup_guardians[game.zone.short_name] =
{
name = game.zone.name,
guardian = guardian,
on_level = on_level,
new_level = zonelevel,
rumor = rumor,
action = action,
}
end
--- Get random emote for townpeople based on backup guardians
function _M:getBackupGuardianEmotes(t)
if not self.is_advanced then return t end
for zone, data in pairs(self.allow_backup_guardians) do
print("possible chatter", zone, data.rumor)
t[#t+1] = data.rumor
end
return t
end
--- Activate a backup guardian & settings, if available
function _M:zoneCheckBackupGuardian()
if not self.is_advanced then print("Not gone east, no backup guardian") return end
-- Adjust level of the zone
if self.allow_backup_guardians[game.zone.short_name] then
local data = self.allow_backup_guardians[game.zone.short_name]
game.zone.base_level = data.new_level
if game.difficulty == game.DIFFICULTY_NIGHTMARE then
game.zone.base_level_range = table.clone(game.zone.level_range, true)
game.zone.specific_base_level.object = -10 -game.zone.base_level
game.zone.base_level = game.zone.base_level * 1.5 + 0
elseif game.difficulty == game.DIFFICULTY_INSANE then
game.zone.base_level_range = table.clone(game.zone.level_range, true)
game.zone.specific_base_level.object = -10 -game.zone.base_level
game.zone.base_level = game.zone.base_level * 1.5 + 1
elseif game.difficulty == game.DIFFICULTY_MADNESS then
game.zone.base_level_range = table.clone(game.zone.level_range, true)
game.zone.specific_base_level.object = -10 -game.zone.base_level
game.zone.base_level = game.zone.base_level * 2.5 + 1
end
if data.action then data.action(false) end
end
-- Spawn the new guardian
if self.allow_backup_guardians[game.zone.short_name] and self.allow_backup_guardians[game.zone.short_name].on_level == game.level.level then
local data = self.allow_backup_guardians[game.zone.short_name]
-- Place the guardian, we do not check for connectivity, vault or whatever, the player is supposed to be strong enough to get there
local m = game.zone:makeEntityByName(game.level, "actor", data.guardian)
if m then
local x, y = rng.range(0, game.level.map.w - 1), rng.range(0, game.level.map.h - 1)
local tries = 0
while not m:canMove(x, y) and tries < 100 do
x, y = rng.range(0, game.level.map.w - 1), rng.range(0, game.level.map.h - 1)
tries = tries + 1
end
if tries < 100 then
game.zone:addEntity(game.level, m, "actor", x, y)
print("Backup Guardian allocated: ", data.guardian, m.uid, m.name)
end
else
print("WARNING: Backup Guardian not found: ", data.guardian)
end
if data.action then data.action(true) end
self.allow_backup_guardians[game.zone.short_name] = nil
end
end
--- A boss refused to drop his artifact! Bastard! Add it to the world pool
function _M:addWorldArtifact(o)
self.world_artifacts_pool[o.define_as] = o
end
--- Load all added artifacts
-- This is called from the world-artifacts.lua file
function _M:getWorldArtifacts()
return self.world_artifacts_pool
end
local randart_name_rules = {
default2 = {
phonemesVocals = "a, e, i, o, u, y",
phonemesConsonants = "b, c, ch, ck, cz, d, dh, f, g, gh, h, j, k, kh, l, m, n, p, ph, q, r, rh, s, sh, t, th, ts, tz, v, w, x, z, zh",
syllablesStart = "Aer, Al, Am, An, Ar, Arm, Arth, B, Bal, Bar, Be, Bel, Ber, Bok, Bor, Bran, Breg, Bren, Brod, Cam, Chal, Cham, Ch, Cuth, Dag, Daim, Dair, Del, Dr, Dur, Duv, Ear, Elen, Er, Erel, Erem, Fal, Ful, Gal, G, Get, Gil, Gor, Grin, Gun, H, Hal, Han, Har, Hath, Hett, Hur, Iss, Khel, K, Kor, Lel, Lor, M, Mal, Man, Mard, N, Ol, Radh, Rag, Relg, Rh, Run, Sam, Tarr, T, Tor, Tul, Tur, Ul, Ulf, Unr, Ur, Urth, Yar, Z, Zan, Zer",
syllablesMiddle = "de, do, dra, du, duna, ga, go, hara, kaltho, la, latha, le, ma, nari, ra, re, rego, ro, rodda, romi, rui, sa, to, ya, zila",
syllablesEnd = "bar, bers, blek, chak, chik, dan, dar, das, dig, dil, din, dir, dor, dur, fang, fast, gar, gas, gen, gorn, grim, gund, had, hek, hell, hir, hor, kan, kath, khad, kor, lach, lar, ldil, ldir, leg, len, lin, mas, mnir, ndil, ndur, neg, nik, ntir, rab, rach, rain, rak, ran, rand, rath, rek, rig, rim, rin, rion, sin, sta, stir, sus, tar, thad, thel, tir, von, vor, yon, zor",
rules = "$s$v$35m$10m$e",
},
default = {
phonemesVocals = "a, e, i, o, u, y",
syllablesStart = "Ad, Aer, Ar, Bel, Bet, Beth, Ce'N, Cyr, Eilin, El, Em, Emel, G, Gl, Glor, Is, Isl, Iv, Lay, Lis, May, Ner, Pol, Por, Sal, Sil, Vel, Vor, X, Xan, Xer, Yv, Zub",
syllablesMiddle = "bre, da, dhe, ga, lda, le, lra, mi, ra, ri, ria, re, se, ya",
syllablesEnd = "ba, beth, da, kira, laith, lle, ma, mina, mira, na, nn, nne, nor, ra, rin, ssra, ta, th, tha, thra, tira, tta, vea, vena, we, wen, wyn",
rules = "$s$v$35m$10m$e",
},
fire = {
syllablesStart ="Phoenix, Stoke, Fire, Blaze, Burn, Bright, Sear, Heat, Scald, Hell, Hells, Inferno, Lava, Pyre, Furnace, Cinder, Singe, Flame, Scorch, Brand, Kindle, Flash, Smolder, Torch, Ash, Abyss, Char, Kiln, Sun, Magma, Flare",
syllablesEnd = "arc, bane, bait, bile, biter, blast, bliss, blood, blow, bloom, butcher, blur, bolt, bone, bore, brace, braid, braze, breacher, breaker, breeze, brawn, burst, bringer, bearer, bender, blight, break, born, black, bright, crypt, crack, clash, clamor, cut, cast, cutter, dredge, dash, dream, dare, death, edge, envy, fury, fear, fame, foe, fiend, fist, gore, gash, gasher, grind, grinder, guile, grit, glean, glory, glamour, hack, hacker, hash, hue, hunger, hunt, hunter, ire, idol, immortal, justice, jeer, jam, kill, killer, kiss, 's kiss, karma, kin, king, knave, knight, lord, lore, lash, lace, lady, maim, mark, moon, master, mistress, mire, monster, might, marrow, mortal, minister, malice, naught, null, noon, nail, nigh, night, oath, order, oracle, oozer, obeisance, oblivion, onslaught, obsidian, peal, parry, power, python, prophet, pain, passion, pierce, piercer, pride, pulverizer, piety, panic, pain, punish, pall, quench, quencher, quake, quarry, queen, quell, queller, quick, quill, reaper, ravage, ravager, raze, razor, roar, rage, race, radiance, raider, rain, rot, ransom, rune, reign, rupture, ream, rebel, raven, river, ripper, rip, ripper, rock, reek, reeve, resolve, rigor, rend, raptor, shine, slice, slicer, spar, spawn, spawner, spitter, squall, steel, stoker, snake, sorrow, sage, stake, serpent, shear, sin, spire, stalker, shaper, strider, streak, streaker, saw, scar, schism, star, streak, sting, stinger, strike, striker, stun, sun, sweep, sweeper, swift, stone, seam, sever, smash, smasher, spike, spiker, thorn, terror, touch, tide, torrent, trial, typhoon, titan, tickler, tooth, treason, trencher, taint, trail, umbra, usher, valor, vagrant, vile, vein, veil, venom, viper, vault, vengeance, vortex, vice, wrack, walker, wake, waker, war, ward, warden, wasp, weeper, wedge, wend, well, whisper, wild, wilder, will, wind, wilter, wing, winnow, winter, wire, wisp, wish, witch, wolf, woe, wither, witherer, worm, wreath, worth, wreck, wrecker, wrest, writher, wyrd, zeal, zephyr",
rules = "$s$e",
},
cold = {
syllablesStart ="Frost, Ice, Freeze, Sleet, Snow, Chill, Shiver, Winter, Blizzard, Glacier, Tundra, Floe, Hail, Frozen, Frigid, Rime, Haze, Rain, Tide, Quench",
syllablesEnd = "arc, bane, bait, bile, biter, blast, bliss, blood, blow, bloom, butcher, blur, bolt, bone, bore, brace, braid, braze, breacher, breaker, breeze, brawn, burst, bringer, bearer, bender, blight, brand, break, born, black, bright, crypt, crack, clash, clamor, cut, cast, cutter, dredge, dash, dream, dare, death, edge, envy, fury, fear, fame, foe, furnace, flash, fiend, fist, gore, gash, gasher, grind, grinder, guile, grit, glean, glory, glamour, hack, hacker, hash, hue, hunger, hunt, hunter, ire, idol, immortal, justice, jeer, jam, kill, killer, kiss, 's kiss, karma, kin, king, knave, knight, lord, lore, lash, lace, lady, maim, mark, moon, master, mistress, mire, monster, might, marrow, mortal, minister, malice, naught, null, noon, nail, nigh, night, oath, order, oracle, oozer, obeisance, oblivion, onslaught, obsidian, peal, pyre, parry, power, python, prophet, pain, passion, pierce, piercer, pride, pulverizer, piety, panic, pain, punish, pall, quench, quencher, quake, quarry, queen, quell, queller, quick, quill, reaper, ravage, ravager, raze, razor, roar, rage, race, radiance, raider, rain, rot, ransom, rune, reign, rupture, ream, rebel, raven, river, ripper, rip, ripper, rock, reek, reeve, resolve, rigor, rend, raptor, shine, slice, slicer, spar, spawn, spawner, spitter, squall, steel, stoker, snake, sorrow, sage, stake, serpent, shear, sin, sear, spire, stalker, shaper, strider, streak, streaker, saw, scar, schism, star, streak, sting, stinger, strike, striker, stun, sun, sweep, sweeper, swift, stone, seam, sever, smash, smasher, spike, spiker, thorn, terror, touch, tide, torrent, trial, typhoon, titan, tickler, tooth, treason, trencher, taint, trail, umbra, usher, valor, vagrant, vile, vein, veil, venom, viper, vault, vengeance, vortex, vice, wrack, walker, wake, waker, war, ward, warden, wasp, weeper, wedge, wend, well, whisper, wild, wilder, will, wind, wilter, wing, winnow, wire, wisp, wish, witch, wolf, woe, wither, witherer, worm, wreath, worth, wreck, wrecker, wrest, writher, wyrd, zeal, zephyr",
rules = "$s$e",
},
lightning = {
syllablesStart ="Tempest, Storm, Lightning, Arc, Shock, Thunder, Charge, Cloud, Air, Nimbus, Gale, Crackle, Shimmer, Flash, Spark, Blast, Blaze, Strike, Sky, Bolt",
syllablesEnd = "bane, bait, bile, biter, blast, bliss, blood, blow, bloom, butcher, blur, bone, bore, brace, braid, braze, breacher, breaker, breeze, brawn, burst, bringer, bearer, bender, blight, brand, break, born, black, bright, crypt, crack, clash, clamor, cut, cast, cutter, dredge, dash, dream, dare, death, edge, envy, fury, fear, fame, foe, furnace, flash, fiend, fist, gore, gash, gasher, grind, grinder, guile, grit, glean, glory, glamour, hack, hacker, hash, hue, hunger, hunt, hunter, ire, idol, immortal, justice, jeer, jam, kill, killer, kiss, 's kiss, karma, kin, king, knave, knight, lord, lore, lash, lace, lady, maim, mark, moon, master, mistress, mire, monster, might, marrow, mortal, minister, malice, naught, null, noon, nail, nigh, night, oath, order, oracle, oozer, obeisance, oblivion, onslaught, obsidian, peal, pyre, parry, power, python, prophet, pain, passion, pierce, piercer, pride, pulverizer, piety, panic, pain, punish, pall, quench, quencher, quake, quarry, queen, quell, queller, quick, quill, reaper, ravage, ravager, raze, razor, roar, rage, race, radiance, raider, rain, rot, ransom, rune, reign, rupture, ream, rebel, raven, river, ripper, rip, ripper, rock, reek, reeve, resolve, rigor, rend, raptor, shine, slice, slicer, spar, spawn, spawner, spitter, squall, steel, stoker, snake, sorrow, sage, stake, serpent, shear, sin, sear, spire, stalker, shaper, strider, streak, streaker, saw, scar, schism, star, streak, sting, stinger, stun, sun, sweep, sweeper, swift, stone, seam, sever, smash, smasher, spike, spiker, thorn, terror, touch, tide, torrent, trial, typhoon, titan, tickler, tooth, treason, trencher, taint, trail, umbra, usher, valor, vagrant, vile, vein, veil, venom, viper, vault, vengeance, vortex, vice, wrack, walker, wake, waker, war, ward, warden, wasp, weeper, wedge, wend, well, whisper, wild, wilder, will, wind, wilter, wing, winnow, winter, wire, wisp, wish, witch, wolf, woe, wither, witherer, worm, wreath, worth, wreck, wrecker, wrest, writher, wyrd, zeal, zephyr",
rules = "$s$e",
},
light = {
syllablesStart ="Light, Shine, Day, Sun, Morning, Star, Blaze, Glow, Gleam, Bright, Prism, Dazzle, Glint, Dawn, Noon, Glare, Flash, Radiance, Blind, Glimmer, Splendour, Glitter, Kindle, Lustre",
syllablesEnd = "arc, bane, bait, bile, biter, blast, bliss, blood, blow, bloom, butcher, blur, bolt, bone, bore, brace, braid, braze, breacher, breaker, breeze, brawn, burst, bringer, bearer, bender, blight, brand, break, born, black, bright, crypt, crack, clash, clamor, cut, cast, cutter, dredge, dash, dream, dare, death, edge, envy, fury, fear, fame, foe, furnace, fiend, fist, gore, gash, gasher, grind, grinder, guile, grit, glean, glory, glamour, hack, hacker, hash, hue, hunger, hunt, hunter, ire, idol, immortal, justice, jeer, jam, kill, killer, kiss, 's kiss, karma, kin, king, knave, knight, lord, lore, lash, lace, lady, maim, mark, moon, master, mistress, mire, monster, might, marrow, mortal, minister, malice, naught, null, nail, nigh, night, oath, order, oracle, oozer, obeisance, oblivion, onslaught, obsidian, peal, pyre, parry, power, python, prophet, pain, passion, pierce, piercer, pride, pulverizer, piety, panic, pain, punish, pall, quench, quencher, quake, quarry, queen, quell, queller, quick, quill, reaper, ravage, ravager, raze, razor, roar, rage, race, radiance, raider, rain, rot, ransom, rune, reign, rupture, ream, rebel, raven, river, ripper, rip, ripper, rock, reek, reeve, resolve, rigor, rend, raptor, shine, slice, slicer, spar, spawn, spawner, spitter, squall, steel, stoker, snake, sorrow, sage, stake, serpent, shear, sin, sear, spire, stalker, shaper, strider, streak, streaker, saw, scar, schism, streak, sting, stinger, strike, striker, stun, sweep, sweeper, swift, stone, seam, sever, smash, smasher, spike, spiker, thorn, terror, touch, tide, torrent, trial, typhoon, titan, tickler, tooth, treason, trencher, taint, trail, umbra, usher, valor, vagrant, vile, vein, veil, venom, viper, vault, vengeance, vortex, vice, wrack, walker, wake, waker, war, ward, warden, wasp, weeper, wedge, wend, well, whisper, wild, wilder, will, wind, wilter, wing, winnow, winter, wire, wisp, wish, witch, wolf, woe, wither, witherer, worm, wreath, worth, wreck, wrecker, wrest, writher, wyrd, zeal, zephyr",
rules = "$s$e",
},
dark = {
syllablesStart ="Night, Umbra, Void, Dark, Gloom, Woe, Dour, Shade, Dusk, Murk, Bleak, Dim, Soot, Pitch, Fog, Black, Coal, Ebony, Shadow, Obsidian, Raven, Jet, Demon, Duathel, Unlight, Eclipse, Blind, Deeps",
syllablesEnd = "arc, bane, bait, bile, biter, blast, bliss, blood, blow, bloom, butcher, blur, bolt, bone, bore, brace, braid, braze, breacher, breaker, breeze, brawn, burst, bringer, bearer, bender, blight, brand, break, born, bright, crypt, crack, clash, clamor, cut, cast, cutter, dredge, dash, dream, dare, death, edge, envy, fury, fear, fame, foe, furnace, flash, fiend, fist, gore, gash, gasher, grind, grinder, guile, grit, glean, glory, glamour, hack, hacker, hash, hue, hunger, hunt, hunter, ire, idol, immortal, justice, jeer, jam, kill, killer, kiss, 's kiss, karma, kin, king, knave, knight, lord, lore, lash, lace, lady, maim, mark, moon, master, mistress, mire, monster, might, marrow, mortal, minister, malice, naught, null, noon, nail, nigh, oath, order, oracle, oozer, obeisance, oblivion, onslaught, obsidian, peal, pyre, parry, power, python, prophet, pain, passion, pierce, piercer, pride, pulverizer, piety, panic, pain, punish, pall, quench, quencher, quake, quarry, queen, quell, queller, quick, quill, reaper, ravage, ravager, raze, razor, roar, rage, race, radiance, raider, rain, rot, ransom, rune, reign, rupture, ream, rebel, raven, river, ripper, rip, ripper, rock, reek, reeve, resolve, rigor, rend, raptor, shine, slice, slicer, spar, spawn, spawner, spitter, squall, steel, stoker, snake, sorrow, sage, stake, serpent, shear, sin, sear, spire, stalker, shaper, strider, streak, streaker, saw, scar, schism, star, streak, sting, stinger, strike, striker, stun, sun, sweep, sweeper, swift, stone, seam, sever, smash, smasher, spike, spiker, thorn, terror, touch, tide, torrent, trial, typhoon, titan, tickler, tooth, treason, trencher, taint, trail, usher, valor, vagrant, vile, vein, veil, venom, viper, vault, vengeance, vortex, vice, wrack, walker, wake, waker, war, ward, warden, wasp, weeper, wedge, wend, well, whisper, wild, wilder, will, wind, wilter, wing, winnow, winter, wire, wisp, wish, witch, wolf, wither, witherer, worm, wreath, worth, wreck, wrecker, wrest, writher, wyrd, zeal, zephyr",
rules = "$s$e",
},
nature = {
syllablesStart ="Nature, Green, Loam, Earth, Heal, Root, Growth, Grow, Bark, Bloom, Satyr, Rain, Pure, Wild, Wind, Cure, Cleanse, Forest, Breeze, Oak, Willow, Tree, Balance, Flower, Ichor, Offal, Rot, Scab, Squalor, Taint, Undeath, Vile, Weep, Plague, Pox, Pus, Gore, Sepsis, Corruption, Filth, Muck, Fester, Toxin, Venom, Scorpion, Serpent, Viper, Cobra, Sulfur, Mire, Ooze, Wretch, Carrion, Bile, Bog, Sewer, Swamp, Corpse, Scum, Mold, Spider, Phlegm, Mucus, Morbus, Murk, Smear, Cyst",
syllablesEnd = "arc, bane, bait, bile, biter, blast, bliss, blood, blow, bloom, butcher, blur, bolt, bone, bore, brace, braid, braze, breacher, breaker, brawn, burst, bringer, bearer, bender, blight, brand, break, born, black, bright, crypt, crack, clash, clamor, cut, cast, cutter, dredge, dash, dream, dare, death, edge, envy, fury, fear, fame, foe, furnace, flash, fiend, fist, gore, gash, gasher, grind, grinder, guile, grit, glean, glory, glamour, hack, hacker, hash, hue, hunger, hunt, hunter, ire, idol, immortal, justice, jeer, jam, kill, killer, kiss, 's kiss, karma, kin, king, knave, knight, lord, lore, lash, lace, lady, maim, mark, moon, master, mistress, mire, monster, might, marrow, mortal, minister, malice, naught, null, noon, nail, nigh, night, oath, order, oracle, oozer, obeisance, oblivion, onslaught, obsidian, peal, pyre, parry, power, python, prophet, pain, passion, pierce, piercer, pride, pulverizer, piety, panic, pain, punish, pall, quench, quencher, quake, quarry, queen, quell, queller, quick, quill, reaper, ravage, ravager, raze, razor, roar, rage, race, radiance, raider, rot, ransom, rune, reign, rupture, ream, rebel, raven, river, ripper, rip, ripper, rock, reek, reeve, resolve, rigor, rend, raptor, shine, slice, slicer, spar, spawn, spawner, spitter, squall, steel, stoker, snake, sorrow, sage, stake, serpent, shear, sin, sear, spire, stalker, shaper, strider, streak, streaker, saw, scar, schism, star, streak, sting, stinger, strike, striker, stun, sun, sweep, sweeper, swift, stone, seam, sever, smash, smasher, spike, spiker, thorn, terror, touch, tide, torrent, trial, typhoon, titan, tickler, tooth, treason, trencher, taint, trail, umbra, usher, valor, vagrant, vile, vein, veil, venom, viper, vault, vengeance, vortex, vice, wrack, walker, wake, waker, war, ward, warden, wasp, weeper, wedge, wend, well, whisper, wild, wilder, will, wind, wilter, wing, winnow, winter, wire, wisp, wish, witch, wolf, woe, wither, witherer, worm, wreath, worth, wreck, wrecker, wrest, writher, wyrd, zeal, zephyr,",
rules = "$s$e",
},
}
--- Unided name possibilities for randarts
local unided_names = {"glowing","scintillating","rune-covered","unblemished","jewel-encrusted","humming","gleaming","immaculate","flawless","crackling","glistening","plated","twisted","silvered","faceted","faded","sigiled","shadowy","laminated"}
--- defined power themes, affects equipment generation
_M.power_themes = {
'physical', 'mental', 'spell', 'defense', 'misc', 'fire',
'lightning', 'acid', 'mind', 'arcane', 'blight', 'nature',
'temporal', 'light', 'dark', 'antimagic'
}
--- defined power sources, used for equipment generation, defined in class descriptors
_M.power_sources = table.map(function(k, v) return k, true end, table.keys_to_values({'technique','technique_ranged','nature','arcane','psionic','antimagic'}))
--- map attributes to power restrictions for an entity
-- returns an updated list of forbidden power types including attributes
-- used for checking for compatible equipment and npc randboss classes
function _M:attrPowers(e, not_ps)
not_ps = table.clone(not_ps or e.not_power_source or e.forbid_power_source) or {}
if e.attr then
if e:attr("has_arcane_knowledge") then not_ps.antimagic = true end
if e:attr("undead") then not_ps.antimagic = true end
if e:attr("forbid_arcane") then not_ps.arcane = true end
-- if e:attr("forbid_nature") then not_ps.nature = true end
end
return not_ps
end
--- Checks power_source compatibility between two entities
-- returns true if e2 is compatible with e1, false otherwise
-- by default, only checks .power_source vs. .forbid_power_source between entities
-- @param e1, e2 entities to check
-- @param require_power if true, will also check that e2.power_source (if present) has a match in e1.power_source
-- @param [opt = string] theme type of checks to perform, default to all
-- use updatePowers to resolve conflicts.
function _M:checkPowers(e1, e2, require_power, theme)
if not e1 or not e2 then return true end
-- print("Comparing power sources",e1.name, e2.name)
-- check for excluded power sources first
if theme == "antimagic_only" then -- check antimagic restrictions only
local not_ps = self:attrPowers(e1)
if e2.power_source and (e2.power_source.antimagic and not_ps.antimagic or e2.power_source.arcane and not_ps.arcane) then return false end
local not_ps = self:attrPowers(e2)
if e1.power_source and (e1.power_source.antimagic and not_ps.antimagic or e1.power_source.arcane and not_ps.arcane) then return false end
return true
else -- check for all conflicts
local not_ps = self:attrPowers(e2)
for ps, _ in pairs(e1.power_source or {}) do
if not_ps[ps] then return false end
end
not_ps = self:attrPowers(e1)
for ps, _ in pairs(e2.power_source or {}) do
if not_ps[ps] then return false end
end
-- check for required power_sources
if require_power and e1.power_source and e2.power_source then
for yes_ps, _ in pairs(e1.power_source) do
if (e2.power_source and e2.power_source[yes_ps]) then return true end
end
return false
end
end
return true
end
--- Adjusts power source parameters and themes to remove conflicts
-- @param forbid_ps = {arcane = true, technique = true, ...} forbidden power sources <none>
-- @param allow_ps = {arcane = true, technique = true, ...} allowed power sources <all allowed>
-- @param randthemes = number of themes to pick randomly from the global pool <0>
-- @param force_themes = themes to always include {"attack", "antimagic", ...} applied last (optional)
-- themes included can add to forbid_ps and allow_ps
-- precedence is: forbid_ps > allow_ps > force_themes
-- returns new forbid_ps, allow_ps, themes (made consistent)
function _M:updatePowers(forbid_ps, allow_ps, randthemes, force_themes)
local spec_powers = allow_ps and next(allow_ps)
local yes_ps = spec_powers and table.clone(allow_ps) or table.clone(self.power_sources)
local not_ps = forbid_ps and table.clone(forbid_ps) or {}
local allthemes, themes = table.clone(self.power_themes), {}
local force_themes = force_themes and table.clone(force_themes) or {}
for fps, _ in pairs(not_ps) do --enforce forbidden power restrictions
yes_ps[fps] = nil
if fps == "arcane" then
table.removeFromList(allthemes, 'spell', 'arcane', 'blight', 'temporal')
yes_ps.arcane = nil
elseif fps == "antimagic" then
table.removeFromList(allthemes, 'antimagic')
yes_ps.antimagic = nil
elseif fps == "nature" then
table.removeFromList(allthemes, 'nature')
elseif fps == "psionic" then
table.removeFromList(allthemes, 'mental', 'mind')
end
end
if spec_powers then --apply specified power sources
if yes_ps.antimagic then
not_ps.arcane = true
table.removeFromList(allthemes, 'spell', 'arcane', 'blight', 'temporal')
end
if yes_ps.arcane then
not_ps.antimagic = true
table.removeFromList(allthemes, 'antimagic')
end
if yes_ps.nature then
if not table.keys_to_values(allthemes).nature then table.insert(allthemes, 'nature') end
end
end
-- build themes list if needed beginning with those requested
local theme_count = (randthemes or 0) + #force_themes
for n = 1, theme_count do
local v = nil
if #force_themes > 0 then -- always add forced_themes if possible
v = rng.tableRemove(force_themes)
table.removeFromList(allthemes, v)
end
if not v then v = rng.tableRemove(allthemes) end -- pick from remaining themes
themes[#themes+1] = v
-- enforce theme-theme exclusions
if v == 'antimagic' then
table.removeFromList(allthemes, 'spell', 'arcane', 'blight', 'temporal')
yes_ps.antimagic, yes_ps.arcane = true, nil
not_ps.arcane = true
elseif v == 'spell' or v == 'arcane' or v == 'blight' or v == 'temporal' then
table.removeFromList(allthemes, 'antimagic')
yes_ps.antimagic, yes_ps.arcane = nil, true
not_ps.antimagic = true
elseif v == 'nature' then
table.removeFromList(allthemes, 'blight')
yes_ps.nature = true
elseif v == 'mind' or v == 'mental' then
yes_ps.psionic = true
elseif v == 'physical' then
yes_ps.technique, yes_ps.technique_ranged = true, true
end
end
return not_ps, yes_ps, themes
end
--- Generate randarts for this state with optional parameters:
-- @param data.base = base object to add powers to (base.randart_able must be defined) <random object>
-- @param data.base_filter = filter passed to makeEntity when making base object
-- @param data.lev = character level to generate for (affects point budget, #themes and #powers) <12-50>
-- @param data.power_points_factor = lev based power points multiplier <1>
-- @param data.nb_points_add = #extra budget points to spend on random powers <0>
-- @param data.powers_special = function(p) that must return true on each random power to add (from base.randart_able)
-- @param data.nb_themes = #power themes (power groups) for random powers to use <scales to 5 with lev>
-- @param data.force_themes = additional power theme(s) to use for random powers = {"attack", "arcane", ...}
-- @param data.egos = total #egos to include (forced + random) <3>
-- @param data.greater_egos_bias = #egos that should be greater egos <2/3 * data.egos>
-- @param data.force_egos = list of egos ("egoname1", "egoname2", ...) to add first (overrides restrictions)
-- @param data.ego_special = function(e) on ego table that must return true for allowed egos
-- @param data.forbid_power_source = disallowed power type(s) for egos
-- eg:{arcane = true, psionic = true, technique = true, nature = true, antimagic = true}
-- note some objects always have a power source by default (i.e. wands are always arcane powered)
-- @param data.power_source = allowed power type(s) <all allowed> if specified, only egos matching at least one of the power types will be added. themes (random or forced) can add allowed power_sources
-- @param data.namescheme = parameters to be passed to the NameGenerator <local randart_name_rules table>
-- @param data.add_pool if true, adds the randart to the world artifact pool <nil>
-- @param data.post = function(o) to be applied to the randart after all egos and powers have been added and resolved
function _M:generateRandart(data)
-- Setup basic parameters and override global variables to match data
data = data or {}
local lev = data.lev or rng.range(12, 50)
data.forbid_power_source = data.forbid_power_source or {}
local oldlev = game.level.level
local oldclev = resolvers.current_level
game.level.level = lev
resolvers.current_level = math.ceil(lev * 1.4)
-- Get a base object
local base = data.base or game.zone:makeEntity(game.level, "object", data.base_filter or {ignore_material_restriction=true, no_tome_drops=true, ego_filter={keep_egos=true, ego_chance=-1000}, special=function(e)
return (not e.unique and e.randart_able) and (not e.material_level or e.material_level >= 2) and true or false
end}, nil, true)
if not base or not base.randart_able then game.level.level = oldlev resolvers.current_level = oldclev return end
local o = base:cloneFull()
local display = o.display
--o.baseobj = base:cloneFull() -- debugging code
--o.gendata = table.clone(data, true) -- debugging code
-- Load possible random powers
local powers_list = engine.Object:loadList(o.randart_able, nil, nil,
function(e)
if data.powers_special and not data.powers_special(e) then e.rarity = nil end
if e.rarity then
e.rarity = math.ceil(e.rarity / 5)
end
end)
--print(" * loaded powers list:")
o.randart_able = nil
-----------------------------------------------------------
-- Pick Themes
-----------------------------------------------------------
local nb_themes = data.nb_themes
if not nb_themes then -- Gradually increase number of themes at higher levels so there are enough powers to spend points on
nb_themes = math.max(2,5*lev/(lev+50)) -- Maximum 5 themes possible
nb_themes= math.floor(nb_themes) + (rng.percent((nb_themes-math.floor(nb_themes))*100) and 1 or 0)
end
-- update power sources and themes lists based on base object properties
local psource
if o.power_source then
psource = table.clone(o.power_source)
if data.power_source then table.merge(psource, data.power_source) end
-- forbid power sources that conflict with existing power source
data.forbid_power_source, psource = self:updatePowers(data.forbid_power_source, psource)
if data.power_source then data.power_source = psource end
end
-- resolve any power/theme conflicts with input data
local themes
data.forbid_power_source, psource, themes = self:updatePowers(data.forbid_power_source, data.power_source, nb_themes, data.force_themes)
if data.power_source then data.power_source = psource end
themes = table.map(function(k, v) return k, true end, table.keys_to_values(themes))
-----------------------------------------------------------
-- Determine power
-----------------------------------------------------------
-- Note double diminishing returns when coupled with scaling factor in merger (below)
-- Maintains randomness throughout level range ~50% variability in points
local points = math.max(0, math.ceil(0.1*lev^0.75*(8 + rng.range(1, 7)) * (data.power_points_factor or 1))+(data.nb_points_add or 0))
local nb_powers = 1 + rng.dice(math.max(1, math.ceil(0.281*lev^0.6)), 2) + (data.nb_powers_add or 0)
local nb_egos = data.egos or 3
local gr_egos = data.greater_egos_bias or math.floor(nb_egos*2/3) -- 2/3 greater egos by default
local powers = {}
print("Begin randart generation:", "level = ", lev, "egos =", nb_egos,"gr egos =", gr_egos, "rand themes = ", nb_themes, "points = ", points, "nb_powers = ",nb_powers)
if data.force_themes and #data.force_themes > 0 then print(" * forcing themes:",table.concat(data.force_themes,",")) end
print(" * using themes", table.concat(table.keys(themes), ','))
local force_egos = table.clone(data.force_egos)
if force_egos then print(" * forcing egos:", table.concat(force_egos, ',')) end
if data.forbid_power_source and next(data.forbid_power_source) then print(" * forbid power sources:", table.concat(table.keys(data.forbid_power_source), ',')) end
if data.power_source and next(data.power_source) then print(" * allowed power sources:", table.concat(table.keys(data.power_source), ',')) end
o.cost = o.cost + points * 7
local use_themes = next(themes) and true or false
-- Select some powers
local themes_fct = function(e)
if use_themes then
for theme, _ in pairs(e.theme) do if themes[theme] then return true end end
return false
end
return true
end
local power_themes = {}
local lst = game.zone:computeRarities("powers", powers_list, game.level, themes_fct) --Note: probabilities diminish as level exceeds 50 (limited to ~1000 by mod.class.zone:adjustComputeRaritiesLevel(level, type, lev))
for i = 1, nb_powers do
local p = game.zone:pickEntity(lst)
if p then
for t, _ in pairs(p.theme) do if themes[t] and randart_name_rules[t] then power_themes[t] = (power_themes[t] or 0) + 1 end end
powers[#powers+1] = p:clone()
end
end
-- print("Selected powers:") for i, p in ipairs(powers) do print(" * ",p.name, table.concat(table.keys(p.theme or {}), ",")) end
power_themes = table.listify(power_themes)
table.sort(power_themes, function(a, b) return a[2] < b[2] end)
-----------------------------------------------------------
-- Make up a name based on themes
-----------------------------------------------------------
local themename = power_themes[#power_themes]
themename = themename and themename[1] or nil
local ngd = NameGenerator.new(rng.chance(2) and randart_name_rules.default or randart_name_rules.default2)
local ngt = (themename and randart_name_rules[themename] and NameGenerator.new(randart_name_rules[themename])) or ngd
local name
local namescheme = data.namescheme or ((ngt ~= ngd) and rng.range(1, 4) or rng.range(1, 3))
if namescheme == 1 then
name = "%s '"..ngt:generate().."'"
elseif namescheme == 2 then
name = ngt:generate().." the %s"
elseif namescheme == 3 then
name = ngt:generate()
elseif namescheme == 4 then
name = ngd:generate().." the "..ngt:generate()
end
o.unided_namescheme = rng.table(unided_names).." %s"
o.unided_name = o.unided_namescheme:format(o.unided_name or o.name)
o.namescheme = name
o.define_as = name:format(o.name):upper():gsub("[^A-Z]", "_")
o.unique = name:format(o.name)
o.name = name:format(o.name)
o.randart = true
o.no_unique_lore = true
o.rarity = rng.range(200, 290)
print("Creating randart "..name.."("..o.unided_name..") with "..(themename or "no themename"))
-----------------------------------------------------------
-- Add ego properties (modified by power_source restrictions)
-----------------------------------------------------------
if o.egos and nb_egos > 0 then
local picked_egos = {}
local legos = {}
local been_greater = 0
game.zone:getEntities(game.level, "object") -- make sure ego definitions are loaded
-- merge all egos into one list to correctly calculate rarities
table.append(legos, game.level:getEntitiesList("object/"..o.egos..":prefix") or {})
table.append(legos, game.level:getEntitiesList("object/"..o.egos..":suffix") or {})
table.append(legos, game.level:getEntitiesList("object/"..o.egos..":") or {})
-- print(" * loaded ", #legos, "ego definitions from ", o.egos)
for i = 1, nb_egos or 3 do
local list = {}
local gr_ego, ignore_filter = false, false
if rng.percent(100*lev/(lev+50)) and been_greater < gr_egos then -- Phase out (but don't eliminate) lesser egos with level
gr_ego = true
end
if force_egos then -- use forced egos list first
local found = false
repeat
local fego = rng.tableRemove(force_egos)
if not fego then break end
for z, e in ipairs(legos) do
if e.e.name:find(fego, nil, true) then
-- print(" * found forced ego", e.e.name)
list[1] = e.e
found = true
gr_ego, ignore_filter = false, true -- make sure forced ego is not filtered out later
break
end
end
until found or #force_egos <= 0
if #force_egos == 0 then force_egos = nil end
end
if #list == 0 then -- no forced egos, copy the whole list
for z = 1, #legos do
list[#list+1] = legos[z].e
end
end
local ef = self:egoFilter(game.zone, game.level, "object", "randartego", o, {special=data.ego_special, forbid_power_source=data.forbid_power_source, power_source=data.power_source}, picked_egos, {})
local filter = function(e) -- check ego definition properties
if ignore_filter then return true end
if not ef.special or ef.special(e) then
if gr_ego and not e.greater_ego then return false end
return game.state:checkPowers(ef, e, true) -- check power_source compatibility
end
end
local pick_egos = game.zone:computeRarities("object", list, game.level, filter, nil, nil)
local ego = game.zone:pickEntity(pick_egos)
if ego then
table.insert(picked_egos, ego)
print(" ** selected ego", ego.name, (ego.greater_ego and "(greater)" or "(normal)"), ego.power_source and table.concat(table.keys(ego.power_source), ","))
if ego.greater_ego then been_greater = been_greater + 1 end
-- OMFG this is ugly, there is a very rare combination that can result in a crash there, so we .. well, ignore it :/
-- Sorry.
-- Fixed against overflow
local ok, err = pcall(game.zone.applyEgo, game.zone, o, ego, "object", true)
if not ok then
data.fails = (data.fails or 0) + 1
print("randart creation error", err)
print("game.zone.applyEgo failed at creating a randart, retrying", data.fails)
game.level.level = oldlev
resolvers.current_level = oldclev
if data.fails < 4 then return self:generateRandart(data) else return end
end
else -- no ego found: increase budget for random powers to compensate
local xpoints = gr_ego and 8 or 5
print((" ** no ego found (+%d points)"):format(xpoints))
points = points + xpoints
end
end
-- o.egos = nil o.egos_chance = nil o.force_ego = nil
end
-- Re-resolve with the (possibly) new resolvers
o:resolve()
-----------------------------------------------------------
-- Imbue random powers into the randart according to themes
-----------------------------------------------------------
local function merger(d, e, k, dst, src, rules, state) --scale: factor to adjust power limits for levels higher than 50
if (not state.path or #state.path == 0) and not state.copy then
if k == "copy" then -- copy into root
state.copy = true
table.applyRules(dst, e, rules, state)
end
end
local scale = state.scaleup or 1
if type(e) == "table" and e.__resolver and e.__resolver == "randartmax" and d then
d.v = d.v + e.v
d.max = e.max
if e.max < 0 then
if d.v < e.max * scale then --Adjust maximum values for higher levels
d.v = math.floor(e.max * scale)
end
else
if d.v > e.max * scale then --Adjust maximum values for higher levels
d.v = math.floor(e.max * scale)
end
end
return true
end
end
-- Distribute points: half to any powers and half to a shortened list of powers to focus their effects
local selected_powers = {}
local hpoints = math.ceil(points / 2)
local i = 0
local fails = 0
while hpoints > 0 and #powers >0 and fails <= #powers do
i = util.boundWrap(i + 1, 1, #powers)
local p = powers[i]
if p and p.points <= hpoints*2 then -- Intentionally allow the budget to be exceeded slightly to guarantee powers at low levels
local state = {scaleup = math.max(1,(lev/(p.level_range[2] or 50))^0.5)} --Adjust scaleup factor for each power based on lev and level_range max
print(" * adding power: "..p.name.."("..p.points.." points)")
selected_powers[p.name] = selected_powers[p.name] or {}
table.ruleMergeAppendAdd(selected_powers[p.name], p, {merger}, state)
hpoints = hpoints - p.points
p.points = p.points * 1.5 --increased cost (=diminishing returns) on extra applications of the same power
else
fails = fails + 1
end
end
-- o:resolve() o:resolve(nil, true)
-- Bias towards a shortened list of powers
local bias_powers = {}
local nb_bias = math.max(1,rng.range(math.ceil(#powers/2), 20*lev /(lev+50))) --Limit bias powers to 20 (50/5 * 2) powers
for i = 1, nb_bias do bias_powers[#bias_powers+1] = rng.table(powers) end
local hpoints = math.ceil(points / 2)
local i = 0
fails = 0
while hpoints > 0 and fails <= #bias_powers do
i = util.boundWrap(i + 1, 1, #bias_powers)
local p = bias_powers[i] and bias_powers[i]
if p and p.points <= hpoints * 2 then
local state = {scaleup = math.max(1,(lev/(p.level_range[2] or 50))^0.5)} --Adjust scaleup factor for each power based on lev and level_range max
-- print(" * adding bias power: "..p.name.."("..p.points.." points)")
selected_powers[p.name] = selected_powers[p.name] or {}
table.ruleMergeAppendAdd(selected_powers[p.name], p, {merger}, state)
hpoints = hpoints - p.points
p.points = p.points * 1.5 --increased cost (=diminishing returns) on extra applications of the same power
else
fails = fails + 1
end
end
for _, ego in pairs(selected_powers) do
ego.instant_resolve = true -- resolve to be able to add
ego = engine.Entity.new(ego) -- get a real uid
game.zone:applyEgo(o, ego, "object", true)
end
o:resolve()
o:resolve(nil, true)
-- Always assign at least one power source based on themes and restrictions
if not o.power_source then
local not_ps = data.forbid_power_source or {}
local ps = data.power_source or {}
if themes.physical or themes.defense then ps.technique = true end
if themes.mental then ps[rng.percent(50) and 'nature' or 'psionic'] = true end
if themes.spell or themes.arcane or themes.blight or themes.temporal then
ps.arcane = true not_ps.antimagic = true
end
if themes.nature then ps.nature = true end
if themes.antimagic then
ps.antimagic = true not_ps.arcane = true
end
if not next(ps) then ps[rng.tableIndex(data.power_source or self.power_sources)] = true end
ps = table.minus_keys(ps, not_ps)
if not next(ps) then ps = {unknown = true} end
print(" * using implied power source(s) ", table.concat(table.keys(ps), ','))
o.power_source = ps
end
-- Assign weapon damage
if o.combat and not (o.subtype == "staff" or o.subtype == "mindstar" or o.fixed_randart_damage_type) then
local theme_map = {
physical = engine.DamageType.PHYSICAL,
--mental = engine.DamageType.MIND,
fire = engine.DamageType.FIRE,
lightning = engine.DamageType.LIGHTNING,
acid = engine.DamageType.ACID,
mind = engine.DamageType.MIND,
arcane = engine.DamageType.ARCANE,
blight = engine.DamageType.BLIGHT,
nature = engine.DamageType.NATURE,
temporal = engine.DamageType.TEMPORAL,
light = engine.DamageType.LIGHT,
dark = engine.DamageType.DARK,
}
local pickDamtype = function(themes_list)
if not rng.percent(18) then return engine.DamageType.PHYSICAL end
for k, v in pairs(themes_list) do
if theme_map[k] then return theme_map[k] end
end
return engine.DamageType.PHYSICAL
end
o.combat.damtype = pickDamtype(themes)
end
o.display = display
if data.post then
data.post(o)
end
if data.add_pool then self:addWorldArtifact(o) end
-- restore global variables
game.level.level = oldlev
resolvers.current_level = oldclev
return o
end
--- Adds randart properties (egos and random powers) to an existing object
-- @param o is the object to be updated (o.egos and o.randart_able should be defined as needed)
-- @param data is the table of randart parameters passed to generateRandart
-- usable powers and set properties are not overwritten if present
function _M:addRandartProperties(o, data)
print(" ** adding randart properties to ", o.name, o.uid)
data.base = o
-- properties to not overwrite
local protect_props = {name = true, uid=true, rarity = true, unided_name = true, define_as = true, unique = o.unique, randart = o.unique, no_unique_lore = true, require=true, egos = true, randart_able = true}
if o.use_power or o.use_talent or o.use_simple then -- allow only one use power
table.merge(protect_props, {use_power = true, use_talent = true, use_simple = true,
use_no_energy=true, use_no_blind = o.use_no_blind, use_no_silence = o.use_no_silence, use_no_wear = o.use_no_wear,
talent_cooldown = true, power = true, max_power=true, power_regen = true, charm_on_use = o.charm_on_use})
end
if o.set_list then -- preserve set properties Note: mindstar set flags ARE copied
table.merge(protect_props, {set_list = true, on_set_complete = true, on_set_broken = true})
end
print(" ** addRandartProperties: property merge restrictions: ", table.concat(table.keys(protect_props), ','))
local art = game.state:generateRandart(data)
if art then
table.merge(o, art, true, protect_props, nil)
else
print(" ** FAILED to generate randart properties to add to ", o.name, o.uid)
end
end
local wda_cache = {}
--- Runs the worldmap directory AI
function _M:worldDirectorAI()
if not game.level.data.wda or not game.level.data.wda.script then return end
local script = wda_cache[game.level.data.wda.script]
if not script then
local function getBaseName(name)
local base = "/data"
local _, _, addon, rname = name:find("^([^+]+)%+(.+)$")
if addon and rname then
base = "/data-"..addon
name = rname
end
return base.."/wda/"..name..".lua"
end
local f, err = loadfile(getBaseName(game.level.data.wda.script))
if not f then error(err) end
wda_cache[game.level.data.wda.script] = f
script = f
end
game.level.level = game.player.level
setfenv(script, setmetatable({wda=game.level.data.wda}, {__index=_G}))
local ok, err = pcall(script)
if not ok and err then error(err) end
end
function _M:spawnWorldAmbush(enc, dx, dy, kind)
game:onTickEnd(function()
local gen = { class = "engine.generator.map.Forest",
edge_entrances = {4,6},
sqrt_percent = 50,
zoom = 10,
floor = "GRASS",
wall = "TREE",
down = "DOWN",
up = "GRASS_UP_WILDERNESS",
}
local g1 = game.level.map(dx, dy, engine.Map.TERRAIN)
local g2 = game.level.map(game.player.x, game.player.y, engine.Map.TERRAIN)
local g = g1
if not g or not g.can_encounter then g = g2 end
if not g or not g.can_encounter then return false end
if g.can_encounter == "desert" then gen.floor = "SAND" gen.wall = "PALMTREE" end
local terrains = mod.class.Grid:loadList{"/data/general/grids/basic.lua", "/data/general/grids/forest.lua", "/data/general/grids/sand.lua"}
terrains[gen.up].change_level_shift_back = true
local zone = mod.class.Zone.new("ambush", {
name = "Ambush!",
level_range = {game.player.level, game.player.level},
level_scheme = "player",
max_level = 1,
actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
width = enc.width or 20, height = enc.height or 20,
-- no_worldport = true,
all_lited = true,
ambient_music = "last",
max_material_level = util.bound(math.ceil(game.player.level / 10), 1, 5),
min_material_level = util.bound(math.ceil(game.player.level / 10), 1, 5) - 1,
generator = {
map = gen,
actor = { class = "mod.class.generator.actor.Random", nb_npc = enc.nb or {1,1}, filters=enc.filters },
},
reload_lists = false,
npc_list = mod.class.NPC:loadList("/data/general/npcs/all.lua", nil, nil, function(e) e.make_escort=nil end),
grid_list = terrains,
object_list = mod.class.Object:loadList("/data/general/objects/objects.lua"),
trap_list = {},
post_process = function(level)
-- Find a good starting location, on the opposite side of the exit
local sx, sy = level.map.w-1, rng.range(0, level.map.h-1)
level.spots[#level.spots+1] = {
check_connectivity = "entrance",
x = sx,
y = sy,
}
level.default_down = level.default_up
level.default_up = {x=sx, y=sy}
end,
})
self.farm_factor = self.farm_factor or {}
self.farm_factor[kind] = self.farm_factor[kind] or 1
zone.objects_cost_modifier = self.farm_factor[kind]
zone.exp_worth_mult = self.farm_factor[kind]
self.farm_factor[kind] = self.farm_factor[kind] * 0.9
game.player:runStop()
game.player.energy.value = game.energy_to_act
game.paused = true
game:changeLevel(1, zone, {temporary_zone_shift=true})
engine.ui.Dialog:simplePopup("Ambush!", "You have been ambushed!")
end)
end
function _M:handleWorldEncounter(target)
local enc = target.on_encounter
if type(enc) == "function" then return enc() end
if type(enc) == "table" then
if enc.type == "ambush" then
local x, y = target.x, target.y
target:die()
self:spawnWorldAmbush(enc, x, y, target.name or "generic")
end
end
end
--------------------------------------------------------------------
-- Ambient sounds stuff
--------------------------------------------------------------------
function _M:makeAmbientSounds(level, t)
local s = {}
level.data.ambient_bg_sounds = s
for chan, data in pairs(t) do
data.name = chan
s[#s+1] = data
end
end
function _M:playAmbientSounds(level, s, nb_keyframes)
for i = 1, #s do
local data = s[i]
if data._sound then if not data._sound:playing() then data._sound = nil end end
if not data._sound and nb_keyframes > 0 and rng.chance(math.ceil(data.chance / nb_keyframes)) then
local f = rng.table(data.files)
data._sound = game:playSound(f)
local pos = {x=0,y=0,z=0}
if data.random_pos then
local a, r = rng.float(0, 2 * math.pi), rng.float(1, data.random_pos.rad or 10)
pos.x = math.cos(a) * r
pos.y = math.sin(a) * r
end
-- print("===playing", data.name, f, data._sound)
if data._sound then
if data.volume_mod then data._sound:volume(data._sound:volume() * data.volume_mod) end
if data.pitch then data._sound:pitch(data.pitch) end
end
end
end
end
--------------------------------------------------------------------
-- Weather stuff
--------------------------------------------------------------------
function _M:makeWeather(level, nb, params, typ)
if not config.settings.tome.weather_effects then return end
local ps = {}
params.width = level.map.w*level.map.tile_w
params.height = level.map.h*level.map.tile_h
for i = 1, nb do
local p = table.clone(params, true)
p.particle_name = p.particle_name:format(nb)
ps[#ps+1] = Particles.new(typ or "weather_storm", 1, p)
end
level.data.weather_particle = ps
end
function _M:displayWeather(level, ps, nb_keyframes)
local dx, dy = level.map:getScreenUpperCorner() -- Display at map border, always, so it scrolls with the map
for j = 1, #ps do
ps[j].ps:toScreen(dx, dy, true, 1)
end
end
function _M:makeWeatherShader(level, shader, params)
if not config.settings.tome.weather_effects then return end
local ps = level.data.weather_shader or {}
ps[#ps+1] = Shader.new(shader, params)
level.data.weather_shader = ps
end
function _M:displayWeatherShader(level, ps, x, y, nb_keyframes)
local dx, dy = level.map:getScreenUpperCorner() -- Display at map border, always, so it scrolls with the map
local sx, sy = level.map._map:getScroll()
local mapcoords = {(-sx + level.map.mx * level.map.tile_w) / level.map.viewport.width , (-sy + level.map.my * level.map.tile_h) / level.map.viewport.height}
for j = 1, #ps do
if ps[j].shad then
ps[j]:setUniform("mapCoord", mapcoords)
ps[j].shad:use(true)
core.display.drawQuad(x, y, level.map.viewport.width, level.map.viewport.height, 255, 255, 255, 255)
ps[j].shad:use(false)
end
end
end
local function doTint(from, to, amount)
local tint = {r = 0, g = 0, b = 0}
tint.r = (from.r * (1 - amount) + to.r * amount)
tint.g = (from.g * (1 - amount) + to.g * amount)
tint.b = (from.b * (1 - amount) + to.b * amount)
return tint
end
--- Compute a day/night cycle
-- Works by changing the tint of the map gradualy
function _M:dayNightCycle()
local map = game.level.map
local shown = map.color_shown
local obscure = map.color_obscure
if not config.settings.tome.daynight then
-- Restore defaults
map._map:setShown(unpack(shown))
map._map:setObscure(unpack(obscure))
return
end
local hour, minute = game.calendar:getTimeOfDay(game.turn)
hour = hour + (minute / 60)
local tint = {r = 0.1, g = 0.1, b = 0.1}
local startTint = {r = 0.1, g = 0.1, b = 0.1}
local endTint = {r = 0.1, g = 0.1, b = 0.1}
if hour <= 4 then
tint = {r = 0.1, g = 0.1, b = 0.1}
elseif hour > 4 and hour <= 7 then
startTint = { r = 0.1, g = 0.1, b = 0.1 }
endTint = { r = 0.3, g = 0.3, b = 0.5 }
tint = doTint(startTint, endTint, (hour - 4) / 3)
elseif hour > 7 and hour <= 12 then
startTint = { r = 0.3, g = 0.3, b = 0.5 }
endTint = { r = 0.9, g = 0.9, b = 0.9 }
tint = doTint(startTint, endTint, (hour - 7) / 5)
elseif hour > 12 and hour <= 18 then
startTint = { r = 0.9, g = 0.9, b = 0.9 }
endTint = { r = 0.9, g = 0.9, b = 0.6 }
tint = doTint(startTint, endTint, (hour - 12) / 6)
elseif hour > 18 and hour < 24 then
startTint = { r = 0.9, g = 0.9, b = 0.6 }
endTint = { r = 0.1, g = 0.1, b = 0.1 }
tint = doTint(startTint, endTint, (hour - 18) / 6)
end
map._map:setShown(shown[1] * (tint.r+0.4), shown[2] * (tint.g+0.4), shown[3] * (tint.b+0.4), shown[4])
map._map:setObscure(obscure[1] * (tint.r+0.2), obscure[2] * (tint.g+0.2), obscure[3] * (tint.b+0.2), obscure[4])
end
--------------------------------------------------------------------
-- Donations
--------------------------------------------------------------------
function _M:checkDonation(back_insert)
-- Multiple checks to see if this is a "good" time
-- This is only called when something nice happens (like an achievement)
-- We then check multiple conditions to make sure the player is in a good state of mind
-- Steam users have paid
if core.steam then
print("Donation check: steam user")
return
end
-- If this is a reccuring donator, do not bother her/him
if profile.auth and tonumber(profile.auth.donated) and profile.auth.sub == "yes" then
print("Donation check: already a reccuring donator")
return
end
-- Dont ask often
if profile.auth and tonumber(profile.auth.donated) then
local last = profile.mod.donations and profile.mod.donations.last_ask or 0
local min_interval = 30 * 24 * 60 * 60 -- 1 month
if os.time() < last + min_interval then
print("Donation check: too soon (donator)")
return
end
else
local last = profile.mod.donations and profile.mod.donations.last_ask or 0
local min_interval = 7 * 24 * 60 * 60 -- 1 week
if os.time() < last + min_interval then
print("Donation check: too soon (player)")
return
end
end
-- Not as soon as they start playing, wait 15 minutes
if os.time() - game.real_starttime < 15 * 60 then
print("Donation check: not started tome long enough")
return
end
-- Total playtime must be over a few hours
local total = profile.generic.modules_played and profile.generic.modules_played.tome or 0
if total + (os.time() - game.real_starttime) < 4 * 60 * 60 then
print("Donation check: total time too low")
return
end
-- Dont ask low level characters, they are probably still pissed to not have progressed further
if game.player.level < 10 then
print("Donation check: too low level")
return
end
-- Dont ask people in immediate danger
if game.player.life / game.player.max_life < 0.7 then
print("Donation check: too low life")
return
end
-- Dont ask people that already have their hands full
local nb_foes = 0
for i = 1, #game.player.fov.actors_dist do
local act = game.player.fov.actors_dist[i]
if act and game.player:reactionToward(act) < 0 and not act.dead then
if act.rank and act.rank > 3 then nb_foes = nb_foes + 1000 end -- Never with bosses in sight
nb_foes = nb_foes + 1
end
end
if nb_foes > 2 then
print("Donation check: too many foes")
return
end
-- Request money! Even a god has to eat :)
profile:saveModuleProfile("donations", {last_ask=os.time()})
if back_insert then
game:registerDialogAt(Donation.new(), 2)
else
game:registerDialog(Donation.new())
end
end
--------------------------------------------------------------
-- Loot filters
--------------------------------------------------------------
local drop_tables = {
normal = {
[1] = {
uniques = 0.5,
double_greater = 0,
greater_normal = 0,
greater = 0,
double_ego = 20,
ego = 45,
basic = 38,
money = 7,
lore = 2,
},
[2] = {
uniques = 0.7,
double_greater = 0,
greater_normal = 0,
greater = 10,
double_ego = 35,
ego = 30,
basic = 41,
money = 8,
lore = 2.5,
},
[3] = {
uniques = 1,
double_greater = 10,
greater_normal = 15,
greater = 25,
double_ego = 25,
ego = 25,
basic = 10,
money = 8.5,
lore = 2.5,
},
[4] = {
uniques = 1.1,
double_greater = 15,
greater_normal = 35,
greater = 25,
double_ego = 20,
ego = 5,
basic = 5,
money = 8,
lore = 3,
},
[5] = {
uniques = 1.2,
double_greater = 35,
greater_normal = 30,
greater = 20,
double_ego = 10,
ego = 5,
basic = 5,
money = 8,
lore = 3,
},
},
store = {
[1] = {
uniques = 0.5,
double_greater = 10,
greater_normal = 15,
greater = 25,
double_ego = 45,
ego = 10,
basic = 0,
money = 0,
lore = 0,
},
[2] = {
uniques = 0.5,
double_greater = 20,
greater_normal = 18,
greater = 25,
double_ego = 35,
ego = 8,
basic = 0,
money = 0,
lore = 0,
},
[3] = {
uniques = 0.5,
double_greater = 30,
greater_normal = 22,
greater = 25,
double_ego = 25,
ego = 6,
basic = 0,
money = 0,
lore = 0,
},
[4] = {
uniques = 0.5,
double_greater = 40,
greater_normal = 30,
greater = 25,
double_ego = 20,
ego = 4,
basic = 0,
money = 0,
lore = 0,
},
[5] = {
uniques = 0.5,
double_greater = 50,
greater_normal = 30,
greater = 25,
double_ego = 10,
ego = 0,
basic = 0,
money = 0,
lore = 0,
},
},
boss = {
[1] = {
uniques = 3,
double_greater = 0,
greater_normal = 0,
greater = 5,
double_ego = 45,
ego = 45,
basic = 0,
money = 4,
lore = 0,
},
[2] = {
uniques = 4,
double_greater = 0,
greater_normal = 8,
greater = 15,
double_ego = 40,
ego = 35,
basic = 0,
money = 4,
lore = 0,
},
[3] = {
uniques = 5,
double_greater = 10,
greater_normal = 22,
greater = 25,
double_ego = 25,
ego = 20,
basic = 0,
money = 4,
lore = 0,
},
[4] = {
uniques = 6,
double_greater = 40,
greater_normal = 30,
greater = 25,
double_ego = 20,
ego = 0,
basic = 0,
money = 4,
lore = 0,
},
[5] = {
uniques = 7,
double_greater = 50,
greater_normal = 30,
greater = 25,
double_ego = 10,
ego = 0,
basic = 0,
money = 4,
lore = 0,
},
},
}
local loot_mod = {
uvault = { -- Uber vault
uniques = 40,
double_greater = 8,
greater_normal = 5,
greater = 3,
double_ego = 0,
ego = 0,
basic = 0,
money = 0,
lore = 0,
material_mod = 1,
},
gvault = { -- Greater vault
uniques = 10,
double_greater = 2,
greater_normal = 2,
greater = 2,
double_ego = 1,
ego = 0,
basic = 0,
money = 0,
lore = 0,
material_mod = 1,
},
vault = { -- Default vault
uniques = 5,
double_greater = 2,
greater_normal = 3,
greater = 3,
double_ego = 2,
ego = 0,
basic = 0,
money = 0,
lore = 0,
material_mod = 1,
},
}
local default_drops = function(zone, level, what)
if zone.default_drops then return zone.default_drops end
local lev = util.bound(math.ceil(zone:level_adjust_level(level, "object") / 10), 1, 5)
-- print("[TOME ENTITY FILTER] making default loot table for", what, lev)
return table.clone(drop_tables[what][lev])
end
function _M:defaultEntityFilter(zone, level, type)
if type ~= "object" then return end
-- By default we dont apply special filters, but we always provide one so that entityFilter is called
return {
tome = default_drops(zone, level, "normal"),
}
end
--- Alter any entity filters to process tome specific loot tables
-- Here be magic! We tweak and convert and turn and create filters! It's magic but it works :)
function _M:entityFilterAlter(zone, level, type, filter)
if type ~= "object" then return filter end
if filter.force_tome_drops or (not filter.tome and not filter.defined and not filter.special and not filter.unique and not filter.ego_chance and not filter.ego_filter and not filter.no_tome_drops) then
filter = table.clone(filter)
filter.tome = default_drops(zone, level, filter.tome_drops or "normal")
end
if filter.tome then
local t = (filter.tome == true) and default_drops(zone, level, "normal") or filter.tome
filter.tome = nil
if filter.tome_mod then
t = table.clone(t)
if _G.type(filter.tome_mod) == "string" then filter.tome_mod = loot_mod[filter.tome_mod] end
for k, v in pairs(filter.tome_mod) do
-- print(" ***** LOOT MOD", k, v)
t[k] = (t[k] or 0) * v
end
end
-- If we request a specific type/subtype, we don't want categories that could make that not happen
if filter.type or filter.subtype or filter.name then t.money = 0 t.lore = 0 end
local u = t.uniques or 0
local dg = u + (t.double_greater or 0)
local ge = dg + (t.greater_normal or 0)
local g = ge + (t.greater or 0)
local de = g + (t.double_ego or 0)
local e = de + (t.ego or 0)
local m = e + (t.money or 0)
local l = m + (t.lore or 0)
local total = l + (t.basic or 0)
local r = rng.float(0, total)
if r < u then
print("[TOME ENTITY FILTER] selected Uniques", r, u)
filter.unique = true
filter.not_properties = filter.not_properties or {}
filter.not_properties[#filter.not_properties+1] = "lore"
elseif r < dg then
print("[TOME ENTITY FILTER] selected Double Greater", r, dg)
filter.not_properties = filter.not_properties or {}
filter.not_properties[#filter.not_properties+1] = "unique"
filter.ego_chance={tries = { {ego_chance=100, properties={"greater_ego"}, power_source=filter.power_source, forbid_power_source=filter.forbid_power_source}, {ego_chance=100, properties={"greater_ego"}, power_source=filter.power_source, forbid_power_source=filter.forbid_power_source} } }
elseif r < ge then
print("[TOME ENTITY FILTER] selected Greater + Ego", r, ge)
filter.not_properties = filter.not_properties or {}
filter.not_properties[#filter.not_properties+1] = "unique"
filter.ego_chance={tries = { {ego_chance=100, properties={"greater_ego"}, power_source=filter.power_source, forbid_power_source=filter.forbid_power_source}, {ego_chance=100, not_properties={"greater_ego"}, power_source=filter.power_source, forbid_power_source=filter.forbid_power_source} }}
elseif r < g then
print("[TOME ENTITY FILTER] selected Greater", r, g)
filter.not_properties = filter.not_properties or {}
filter.not_properties[#filter.not_properties+1] = "unique"
filter.ego_chance={tries = { {ego_chance=100, properties={"greater_ego"}, power_source=filter.power_source, forbid_power_source=filter.forbid_power_source} } }
elseif r < de then
print("[TOME ENTITY FILTER] selected Double Ego", r, de)
filter.not_properties = filter.not_properties or {}
filter.not_properties[#filter.not_properties+1] = "unique"
filter.ego_chance={tries = { {ego_chance=100, not_properties={"greater_ego"}, power_source=filter.power_source, forbid_power_source=filter.forbid_power_source}, {ego_chance=100, not_properties={"greater_ego"}, power_source=filter.power_source, forbid_power_source=filter.forbid_power_source} }}
elseif r < e then
print("[TOME ENTITY FILTER] selected Ego", r, e)
filter.not_properties = filter.not_properties or {}
filter.not_properties[#filter.not_properties+1] = "unique"
filter.ego_chance={tries = { {ego_chance=100, not_properties={"greater_ego"}, power_source=filter.power_source, forbid_power_source=filter.forbid_power_source} } }
elseif r < m then
print("[TOME ENTITY FILTER] selected Money", r, m)
filter.special = function(e) return e.type == "money" or e.type == "gem" end
elseif r < l then
print("[TOME ENTITY FILTER] selected Lore", r, l)
filter.special = function(e) return e.lore and true or false end
else
print("[TOME ENTITY FILTER] selected basic", r, total)
filter.not_properties = filter.not_properties or {}
filter.not_properties[#filter.not_properties+1] = "unique"
filter.ego_chance = -1000
end
end
if filter.random_object then
print("[TOME ENTITY FILTER] random object requested, removing ego chances")
filter.ego_chance = -1000
end
-- By default we dont apply special filters, but we always provide one so that entityFilter is called
return filter
end
function _M:entityFilter(zone, e, filter, type)
if filter.forbid_power_source then
if e.power_source then
for k, _ in pairs(filter.forbid_power_source) do
if e.power_source[k] then return false end
end
end
end
if filter.power_source and e.power_source then
local ok = false
for k, _ in pairs(filter.power_source) do
if e.power_source[k] then ok = true break end
end
if not ok then return false end
end
if type == "object" then
if not filter.ignore_material_restriction then
local min_mlvl = util.getval(zone.min_material_level)
local max_mlvl = util.getval(zone.max_material_level)
if filter.tome_mod and filter.tome_mod.material_mod then max_mlvl = util.bound((max_mlvl or 3) + filter.tome_mod.material_mod, 1, 5) end
if min_mlvl and not e.material_level_min_only then
if not e.material_level then return true end
if e.material_level < min_mlvl then return false end
end
if max_mlvl then
if not e.material_level then return true end
if e.material_level > max_mlvl then return false end
end
end
if e.lore and e.rarity and util.getval(zone.no_random_lore) then return false end
if filter.random_object and not e.randart_able then return false end
return true
else
return true
end
end
function _M:entityFilterPost(zone, level, type, e, filter)
if type == "actor" then
if filter.random_boss and not e.unique then
if _G.type(filter.random_boss) == "boolean" then filter.random_boss = {}
else filter.random_boss = table.clone(filter.random_boss, true) end
filter.random_boss.level = filter.random_boss.level or zone:level_adjust_level(level, zone, type)
e = self:createRandomBoss(e, filter.random_boss)
elseif filter.random_elite and not e.unique then
if _G.type(filter.random_elite) == "boolean" then filter.random_elite = {}
else filter.random_elite = table.clone(filter.random_elite, true) end
local lev = filter.random_elite.level or zone:level_adjust_level(level, zone, type)
local base = {
nb_classes=1,
rank=3.2, ai = "tactical",
life_rating = filter.random_elite.life_rating or function(v) return v * 1.3 + 2 end,
loot_quality = "store",
loot_quantity = 0,
drop_equipment = false,
no_loot_randart = true,
resources_boost = 1.5,
talent_cds_factor = (lev <= 10) and 3 or ((lev <= 20) and 2 or nil),
class_filter = filter.class_filter,
no_class_restrictions = filter.no_class_restrictions,
level = lev,
nb_rares = filter.random_elite.nb_rares or 1,
check_talents_level = true,
user_post = filter.post,
post = function(b, data)
if data.level <= 20 then
b.inc_damage = b.inc_damage or {}
b.inc_damage.all = (b.inc_damage.all or 0) - 40 * (20 - data.level + 1) / 20
end
-- Drop
for i = 1, data.nb_rares do -- generate rares as weak (1 ego) randarts
local fil = {lev=lev, egos=1, greater_egos_bias = 0, forbid_power_source=b.not_power_source,
base_filter = {no_tome_drops=true, ego_filter={keep_egos=true, ego_chance=-1000},
special=function(e)
return (not e.unique and e.randart_able) and (not e.material_level or e.material_level >= 1) and true or false
end}
}
local o = game.state:generateRandart(fil,nil, true)
if o then
-- print("[entityFilterPost]: Generated random object for", tostring(b.name))
o.unique, o.randart, o.rare = nil, nil, true
if o.__original then
local e = o.__original
e.unique, e.randart, e.rare = nil, nil, true
end
b:addObject(b.INVEN_INVEN, o)
game.zone:addEntity(game.level, o, "object")
else
print("[entityFilterPost]: Failed to generate random object for", tostring(b.name))
end
end
if data.user_post then data.user_post(b, data) end
end,
}
e = self:createRandomBoss(e, table.merge(base, filter.random_elite, true))
end
elseif type == "object" then
if filter.random_object and not e.unique and e.randart_able then
local data = _G.type(filter.random_object) == "table" and filter.random_object or {}
local lev = math.max(1, game.zone:level_adjust_level(game.level, game.zone, "object"))
print("[entityFilterPost]: Generating obsolete random_object")
print(debug.traceback())
e = game.state:generateRandart{
lev = lev,
egos = 0,
nb_powers_add = data.nb_powers_add or 2,
nb_points_add = data.nb_points_add or 4, -- ~1 ego Note: resolvers conflicts prevent specifying egos here
force_themes = data.force_themes or nil,
base = e,
post = function(o) o.rare = true o.unique = nil o.randart = nil end,
namescheme = 3
}
end
end
return e
end
function _M:egoFilter(zone, level, type, etype, e, ego_filter, egos_list, picked_etype)
if type ~= "object" then return ego_filter end
if not ego_filter then ego_filter = {}
else ego_filter = table.clone(ego_filter, true) end
local arcane_check = false
local nature_check = false
local am_check = false
for i = 1, #egos_list do
local e = egos_list[i]
if e.power_source and e.power_source.arcane then arcane_check = true end
if e.power_source and e.power_source.nature then nature_check = true end
if e.power_source and e.power_source.antimagic then am_check = true end
end
local fcts = {}
if arcane_check then
fcts[#fcts+1] = function(ego) return not ego.power_source or not ego.power_source.nature or rng.percent(20) end
fcts[#fcts+1] = function(ego) return not ego.power_source or not ego.power_source.antimagic end
end
if nature_check then
fcts[#fcts+1] = function(ego) return not ego.power_source or not ego.power_source.arcane or rng.percent(20) end
end
if am_check then
fcts[#fcts+1] = function(ego) return not ego.power_source or not ego.power_source.arcane end
end
if #fcts > 0 then
local old = ego_filter.special
ego_filter.special = function(ego)
for i = 1, #fcts do
if not fcts[i](ego) then return false end
end
if old and not old(ego) then return false end
return true
end
end
return ego_filter
end
--------------------------------------------------------------
-- Random zones
--------------------------------------------------------------
local random_zone_layouts = {
-- Forest
{ name="forest", rarity=3, gen=function(data) return {
class = "engine.generator.map.Forest",
edge_entrances = {data.less_dir, data.more_dir},
zoom = rng.range(2,6),
sqrt_percent = rng.range(20, 50),
noise = "fbm_perlin",
floor = data:getFloor(),
wall = data:getWall(),
up = data:getUp(),
down = data:getDown(),
} end },
-- Cavern
{ name="cavern", rarity=3, gen=function(data)
local floors = data.w * data.h * 0.4
return {
class = "engine.generator.map.Cavern",
zoom = rng.range(10, 20),
min_floor = rng.range(floors / 2, floors),
floor = data:getFloor(),
wall = data:getWall(),
up = data:getUp(),
down = data:getDown(),
} end },
-- Rooms
{ name="rooms", rarity=3, gen=function(data)
local rooms = {"random_room"}
if rng.percent(30) then rooms = {"forest_clearing"} end
return {
class = "engine.generator.map.Roomer",
nb_rooms = math.floor(data.w * data.h / 250),
rooms = rooms,
lite_room_chance = rng.range(0, 100),
['.'] = data:getFloor(),
['#'] = data:getWall(),
up = data:getUp(),
down = data:getDown(),
door = data:getDoor(),
} end },
-- Maze
{ name="maze", rarity=3, gen=function(data)
return {
class = "engine.generator.map.Maze",
floor = data:getFloor(),
wall = data:getWall(),
up = data:getUp(),
down = data:getDown(),
door = data:getDoor(),
} end, guardian_alert=true },
-- Sets
{ name="sets", rarity=3, gen=function(data)
local set = rng.table{
{"3x3/base", "3x3/tunnel", "3x3/windy_tunnel"},
{"5x5/base", "5x5/tunnel", "5x5/windy_tunnel", "5x5/crypt"},
{"7x7/base", "7x7/tunnel"},
}
return {
class = "engine.generator.map.TileSet",
tileset = set,
['.'] = data:getFloor(),
['#'] = data:getWall(),
up = data:getUp(),
down = data:getDown(),
door = data:getDoor(),
["'"] = data:getDoor(),
} end },
-- Building
--[[ not yet { name="building", rarity=4, gen=function(data)
return {
class = "engine.generator.map.Building",
lite_room_chance = rng.range(0, 100),
max_block_w = rng.range(14, 20), max_block_h = rng.range(14, 20),
max_building_w = rng.range(4, 8), max_building_h = rng.range(4, 8),
floor = data:getFloor(),
wall = data:getWall(),
up = data:getUp(),
down = data:getDown(),
door = data:getDoor(),
} end },
]]
-- "Octopus"
{ name="octopus", rarity=6, gen=function(data)
return {
class = "engine.generator.map.Octopus",
main_radius = {0.3, 0.4},
arms_radius = {0.1, 0.2},
arms_range = {0.7, 0.8},
nb_rooms = {5, 9},
['.'] = data:getFloor(),
['#'] = data:getWall(),
up = data:getUp(),
down = data:getDown(),
door = data:getDoor(),
} end },
}
local random_zone_themes = {
-- Trees
{ name="trees", rarity=3, gen=function() return {
load_grids = {"/data/general/grids/forest.lua"},
getDoor = function(self) return "GRASS" end,
getFloor = function(self) return function() if rng.chance(20) then return "FLOWER" else return "GRASS" end end end,
getWall = function(self) return "TREE" end,
getUp = function(self) return "GRASS_UP"..self.less_dir end,
getDown = function(self) return "GRASS_DOWN"..self.more_dir end,
} end },
-- Walls
{ name="walls", rarity=2, gen=function() return {
load_grids = {"/data/general/grids/basic.lua"},
getDoor = function(self) return "DOOR" end,
getFloor = function(self) return "FLOOR" end,
getWall = function(self) return "WALL" end,
getUp = function(self) return "UP" end,
getDown = function(self) return "DOWN" end,
} end },
-- Underground
{ name="underground", rarity=5, gen=function() return {
load_grids = {"/data/general/grids/underground.lua"},
getDoor = function(self) return "UNDERGROUND_FLOOR" end,
getFloor = function(self) return "UNDERGROUND_FLOOR" end,
getWall = function(self) return "UNDERGROUND_TREE" end,
getUp = function(self) return "UNDERGROUND_LADDER_UP" end,
getDown = function(self) return "UNDERGROUND_LADDER_DOWN" end,
} end },
-- Crystals
{ name="crystal", rarity=4, gen=function() return {
load_grids = {"/data/general/grids/underground.lua"},
getDoor = function(self) return "CRYSTAL_FLOOR" end,
getFloor = function(self) return "CRYSTAL_FLOOR" end,
getWall = function(self) return {"CRYSTAL_WALL","CRYSTAL_WALL2","CRYSTAL_WALL3","CRYSTAL_WALL4","CRYSTAL_WALL5","CRYSTAL_WALL6","CRYSTAL_WALL7","CRYSTAL_WALL8","CRYSTAL_WALL9","CRYSTAL_WALL10","CRYSTAL_WALL11","CRYSTAL_WALL12","CRYSTAL_WALL13","CRYSTAL_WALL14","CRYSTAL_WALL15","CRYSTAL_WALL16","CRYSTAL_WALL17","CRYSTAL_WALL18","CRYSTAL_WALL19","CRYSTAL_WALL20",} end,
getUp = function(self) return "CRYSTAL_LADDER_UP" end,
getDown = function(self) return "CRYSTAL_LADDER_DOWN" end,
} end },
-- Sand
{ name="sand", rarity=3, gen=function() return {
load_grids = {"/data/general/grids/sand.lua"},
getDoor = function(self) return "UNDERGROUND_SAND" end,
getFloor = function(self) return "UNDERGROUND_SAND" end,
getWall = function(self) return "SANDWALL" end,
getUp = function(self) return "SAND_LADDER_UP" end,
getDown = function(self) return "SAND_LADDER_DOWN" end,
} end },
-- Desert
{ name="desert", rarity=3, gen=function() return {
load_grids = {"/data/general/grids/sand.lua"},
getDoor = function(self) return "SAND" end,
getFloor = function(self) return "SAND" end,
getWall = function(self) return "PALMTREE" end,
getUp = function(self) return "SAND_UP"..self.less_dir end,
getDown = function(self) return "SAND_DOWN"..self.more_dir end,
} end },
-- Slime
{ name="slime", rarity=4, gen=function() return {
load_grids = {"/data/general/grids/slime.lua"},
getDoor = function(self) return "SLIME_DOOR" end,
getFloor = function(self) return "SLIME_FLOOR" end,
getWall = function(self) return "SLIME_WALL" end,
getUp = function(self) return "SLIME_UP" end,
getDown = function(self) return "SLIME_DOWN" end,
} end },
}
function _M:createRandomZone(zbase)
zbase = zbase or {}
------------------------------------------------------------
-- Select theme
------------------------------------------------------------
local themes = {}
for i, theme in ipairs(random_zone_themes) do for j = 1, 100 / theme.rarity do themes[#themes+1] = theme end end
local theme = rng.table(themes)
print("[RANDOM ZONE] Using theme", theme.name)
local data = theme.gen()
local grids = {}
for i, file in ipairs(data.load_grids) do
mod.class.Grid:loadList(file, nil, grids)
end
------------------------------------------------------------
-- Misc data
------------------------------------------------------------
data.depth = zbase.depth or rng.range(2, 4)
data.min_lev, data.max_lev = zbase.min_lev or game.player.level, zbase.max_lev or game.player.level + 15
data.w, data.h = zbase.w or rng.range(40, 60), zbase.h or rng.range(40, 60)
data.max_material_level = util.bound(math.ceil(data.min_lev / 10), 1, 5)
data.min_material_level = data.max_material_level - 1
data.less_dir = rng.table{2, 4, 6, 8}
data.more_dir = ({[2]=8, [8]=2, [4]=6, [6]=4})[data.less_dir]
-- Give a random tint
data.tint_s = {1, 1, 1, 1}
if rng.percent(10) then
local sr, sg, sb
sr = rng.float(0.3, 1)
sg = rng.float(0.3, 1)
sb = rng.float(0.3, 1)
local max = math.max(sr, sg, sb)
data.tint_s[1] = sr / max
data.tint_s[2] = sg / max
data.tint_s[3] = sb / max
end
data.tint_o = {data.tint_s[1] * 0.6, data.tint_s[2] * 0.6, data.tint_s[3] * 0.6, 0.6}
------------------------------------------------------------
-- Select layout
------------------------------------------------------------
local layouts = {}
for i, layout in ipairs(random_zone_layouts) do for j = 1, 100 / layout.rarity do layouts[#layouts+1] = layout end end
local layout = rng.table(layouts)
print("[RANDOM ZONE] Using layout", layout.name)
------------------------------------------------------------
-- Select Music
------------------------------------------------------------
local musics = {}
for i, file in ipairs(fs.list("/data/music/")) do
if file:find("%.ogg$") then musics[#musics+1] = file end
end
------------------------------------------------------------
-- Create a boss
------------------------------------------------------------
local npcs = mod.class.NPC:loadList("/data/general/npcs/random_zone.lua")
local list = {}
for _, e in ipairs(npcs) do
if e.rarity and e.level_range and e.level_range[1] <= data.min_lev and (not e.level_range[2] or e.level_range[2] >= data.min_lev) and e.rank > 1 and not e.unique then
list[#list+1] = e
end
end
local base = rng.table(list)
local boss, boss_id = self:createRandomBoss(base, {level=data.min_lev + data.depth + rng.range(2, 4)})
npcs[boss_id] = boss
------------------------------------------------------------
-- Entities
------------------------------------------------------------
local base_nb = math.sqrt(data.w * data.h)
local nb_npc = { math.ceil(base_nb * 0.4), math.ceil(base_nb * 0.6) }
local nb_trap = { math.ceil(base_nb * 0.1), math.ceil(base_nb * 0.2) }
local nb_object = { math.ceil(base_nb * 0.06), math.ceil(base_nb * 0.12) }
if rng.percent(20) then nb_trap = {0,0} end
if rng.percent(10) then nb_object = {0,0} end
------------------------------------------------------------
-- Name
------------------------------------------------------------
local ngd = NameGenerator.new(randart_name_rules.default2)
local name = ngd:generate()
local short_name = name:lower():gsub("[^a-z]", "_")
------------------------------------------------------------
-- Final glue
------------------------------------------------------------
local zone = mod.class.Zone.new(short_name, {
name = name,
level_range = {data.min_lev, data.max_lev},
level_scheme = "player",
max_level = data.depth,
actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
width = data.w, height = data.h,
color_shown = data.tint_s,
color_obscure = data.tint_o,
ambient_music = rng.table(musics),
min_material_level = data.min_material_level,
max_material_level = data.max_material_level,
no_random_lore = true,
persistent = "zone_temporary",
reload_lists = false,
generator = {
map = layout.gen(data),
actor = { class = "mod.class.generator.actor.Random", nb_npc = nb_npc, guardian = boss_id, abord_no_guardian=true, guardian_alert=layout.guardian_alert },
trap = { class = "engine.generator.trap.Random", nb_trap = nb_trap, },
object = { class = "engine.generator.object.Random", nb_object = nb_object, },
},
levels = { [1] = { generator = { map = { up = data:getFloor() } } } },
basic_floor = util.getval(data:getFloor()),
npc_list = npcs,
grid_list = grids,
object_list = mod.class.Object:loadList("/data/general/objects/objects.lua"),
trap_list = mod.class.Trap:loadList("/data/general/traps/alarm.lua"),
})
return zone, boss
end
--- Add character classes to an actor updating stats, talents, and equipment
-- @param b = actor(boss) to update
-- @param data = optional parameters:
-- @param data.force_classes = specific classes to apply first {Corruptor = true, Bulwark = true, ...} ignores restrictions
-- forced classes are applied first, ignoring restrictions
-- @param data.nb_classes = random classes to add (in addition to any forced classes) <2>
-- @param data.class_filter = function(cdata, b) that must return true for any class picked.
-- (cdata, b = subclass definition in engine.Birther.birth_descriptor_def.subclass, boss (before classes are applied))
-- @param data.no_class_restrictions set true to skip class compatibility checks <nil>
-- @param data.add_trees = {["talent tree name 1"]=true, ["talent tree name 2"]=true, ..} additional talent trees to learn
-- @param data.check_talents_level set true to enforce talent level restrictions <nil>
-- @param data.auto_sustain set true to activate sustained talents at birth <nil>
-- @param data.forbid_equip set true for no equipment <nil>
-- @param data.loot_quality = drop table to use <"boss">
-- @param data.drop_equipment set true to force dropping of equipment <nil>
-- @param instant set true to force instant learning of talents and generating golem <nil>
function _M:applyRandomClass(b, data, instant)
if not data.level then data.level = b.level end
------------------------------------------------------------
-- Apply talents from classes
------------------------------------------------------------
-- Apply a class
local Birther = require "engine.Birther"
b.learn_tids = {}
local function apply_class(class)
local mclasses = Birther.birth_descriptor_def.class
local mclass = nil
for name, data in pairs(mclasses) do
if data.descriptor_choices and data.descriptor_choices.subclass and data.descriptor_choices.subclass[class.name] then mclass = data break end
end
if not mclass then return end
print("Adding to random boss class", class.name, mclass.name)
-- add class to list and build inherent power sources
b.descriptor = b.descriptor or {}
b.descriptor.classes = b.descriptor.classes or {}
table.append(b.descriptor.classes, {class.name})
-- build inherent power sources and forbidden power sources
-- b.forbid_power_source --> b.not_power_source used for classes
b.power_source = table.merge(b.power_source or {}, class.power_source or {})
b.not_power_source = table.merge(b.not_power_source or {}, class.not_power_source or {})
-- update power source parameters with the new class
b.not_power_source, b.power_source = self:updatePowers(self:attrPowers(b, b.not_power_source), b.power_source)
print(" power types: not_power_source =", table.concat(table.keys(b.not_power_source),","), "power_source =", table.concat(table.keys(b.power_source),","))
-- Add stats
if b.auto_stats then
b.stats = b.stats or {}
for stat, v in pairs(class.stats or {}) do
b.stats[stat] = (b.stats[stat] or 10) + v
for i = 1, v do b.auto_stats[#b.auto_stats+1] = b.stats_def[stat].id end
end
end
-- Add talent categories
for tt, d in pairs(mclass.talents_types or {}) do b:learnTalentType(tt, true) b:setTalentTypeMastery(tt, (b:getTalentTypeMastery(tt) or 1) + d[2]) end
for tt, d in pairs(mclass.unlockable_talents_types or {}) do b:learnTalentType(tt, true) b:setTalentTypeMastery(tt, (b:getTalentTypeMastery(tt) or 1) + d[2]) end
for tt, d in pairs(class.talents_types or {}) do b:learnTalentType(tt, true) b:setTalentTypeMastery(tt, (b:getTalentTypeMastery(tt) or 1) + d[2]) end
for tt, d in pairs(class.unlockable_talents_types or {}) do b:learnTalentType(tt, true) b:setTalentTypeMastery(tt, (b:getTalentTypeMastery(tt) or 1) + d[2]) end
-- Add starting equipment
local apply_resolvers = function(k, resolver)
if type(resolver) == "table" and resolver.__resolver then
if resolver.__resolver == "equip" and not data.forbid_equip then
resolver[1].id = nil
-- Make sure we equip some nifty stuff instead of player's starting iron stuff
for i, d in ipairs(resolver[1]) do
d.name = nil
d.ego_chance = nil
d.forbid_power_source=b.not_power_source
d.tome_drops = data.loot_quality or "boss"
d.force_drop = (data.drop_equipment == nil) and true or data.drop_equipment
end
b[#b+1] = resolver
elseif resolver.__resolver == "inscription" then -- add support for inscriptions
b[#b+1] = resolver
end
elseif k == "innate_alchemy_golem" then
b.innate_alchemy_golem = true
elseif k == "birth_create_alchemist_golem" then
b.birth_create_alchemist_golem = resolver
if instant then b:check("birth_create_alchemist_golem") end
elseif k == "soul" then
b.soul = util.bound(1 + math.ceil(data.level / 10), 1, 10) -- Does this need to scale?
end
end
for k, resolver in pairs(mclass.copy or {}) do apply_resolvers(k, resolver) end
for k, resolver in pairs(class.copy or {}) do apply_resolvers(k, resolver) end
-- Starting talents are autoleveling
local tres = nil
for k, resolver in pairs(b) do if type(resolver) == "table" and resolver.__resolver and resolver.__resolver == "talents" then tres = resolver break end end
if not tres then tres = resolvers.talents{} b[#b+1] = tres end
for tid, v in pairs(class.talents or {}) do
local t = b:getTalentFromId(tid)
if not t.no_npc_use and (not t.random_boss_rarity or rng.chance(t.random_boss_rarity)) then
local max = (t.points == 1) and 1 or math.ceil(t.points * 1.2)
local step = max / 50
tres[1][tid] = v + math.ceil(step * data.level)
end
end
-- Select additional talents from the class
local list = {}
for _, t in pairs(b.talents_def) do
if (b.talents_types[t.type[1]] or (data.add_trees and data.add_trees[t.type[1]])) and not t.no_npc_use and not t.not_on_random_boss then
local ok = true
if data.check_talents_level and rawget(t, 'require') then
local req = t.require
if type(req) == "function" then req = req(b, t) end
if req and req.level and util.getval(req.level, 1) > math.ceil(data.level/2) then
print("Random boss forbade talent because of level", t.name, data.level)
ok = false
end
end
if ok then list[t.id] = true end
end
end
local nb = 4 + 0.38*data.level^.75 -- = 11 at level 50
nb = math.max(rng.range(math.floor(nb * 0.7), math.ceil(nb * 1.3)), 1)
print("Adding "..nb.." random class talents to boss")
for i = 1, nb do
local tid = rng.tableIndex(list, b.learn_tids)
local t = b:getTalentFromId(tid)
if t then
print(" * talent", tid)
local max = (t.points == 1) and 1 or math.ceil(t.points * 1.2)
local step = max / 50
local lev = math.ceil(step * data.level)
if instant then
if b:getTalentLevelRaw(tid) < lev then b:learnTalent(tid, true, lev - b:getTalentLevelRaw(tid)) end
if t.mode == "sustained" and data.auto_sustain then b:forceUseTalent(tid, {ignore_energy=true}) end
else
b.learn_tids[tid] = lev
end
end
end
return true
end
-- Select classes
local classes = Birther.birth_descriptor_def.subclass
local list = {}
local force_classes = data.force_classes and table.clone(data.force_classes)
for name, cdata in ipairs(classes) do
if force_classes and force_classes[cdata.name] then apply_class(table.clone(cdata, true)) force_classes[cdata.name] = nil
elseif not cdata.not_on_random_boss and (not cdata.random_rarity or rng.chance(cdata.random_rarity)) and (not data.class_filter or data.class_filter(cdata, b)) then list[#list+1] = cdata
end
end
local to_apply = data.nb_classes or 2
while to_apply > 0 do
local c = rng.tableRemove(list)
if not c then break end --repeat attempts until list is exhausted
if data.no_class_restrictions or self:checkPowers(b, c) then -- recheck power restricts here to account for any previously picked classes
if apply_class(table.clone(c, true)) then to_apply = to_apply - 1 end
else
print(" class", c.name, " rejected due to power source")
end
end
end
--- Creates a random Boss (or elite) actor
-- @param base = base actor to add classes/talents to
-- calls _M:applyRandomClass(b, data, instant) to add classes, talents, and equipment based on class descriptors
-- handles data.nb_classes, data.force_classes, data.class_filter, ...
-- optional parameters:
-- @param data.init = function(data, b) to run before generation
-- @param data.level = minimum level range for actor generation <1>
-- @param data.rank = rank <3.5-4>
-- @param data.life_rating = function(b.life_rating) <1.7 * base.life_rating + 4-9>
-- @param data.resources_boost = multiplier for maximum resource pool sizes <3>
-- @param data.talent_cds_factor = multiplier for all talent cooldowns <1>
-- @param data.ai = ai_type <"tactical" if rank>3 or base.ai>
-- @param data.ai_tactic = tactical weights table for the tactical ai <nil - generated based on talents>
-- @param data.no_loot_randart set true to not drop a randart <nil>
-- @param data.on_die set true to run base.rng_boss_on_die and base.rng_boss_on_die_custom on death <nil>
-- @param data.name_scheme <randart_name_rules.default>
-- @param data.post = function(b, data) to run last to finish generation
function _M:createRandomBoss(base, data)
local b = base:clone()
data = data or {level=1}
if data.init then data.init(data, b) end
data.nb_classes = data.nb_classes or 2
------------------------------------------------------------
-- Basic stuff, name, rank, ...
------------------------------------------------------------
local ngd, name
if base.random_name_def then
ngd = NameGenerator2.new("/data/languages/names/"..base.random_name_def:gsub("#sex#", base.female and "female" or "male")..".txt")
name = ngd:generate(nil, base.random_name_min_syllables, base.random_name_max_syllables)
else
ngd = NameGenerator.new(randart_name_rules.default)
name = ngd:generate()
end
if data.name_scheme then
b.name = data.name_scheme:gsub("#rng#", name):gsub("#base#", b.name)
else
b.name = name.." the "..b.name
end
print("Creating random boss ", b.name, data.level, "level", data.nb_classes, "classes")
if data.force_classes then print(" * forcing classes:",table.concat(table.keys(data.force_classes),",")) end
b.unique = b.name
b.randboss = true
local boss_id = "RND_BOSS_"..b.name:upper():gsub("[^A-Z]", "_")
b.define_as = boss_id
b.color = colors.VIOLET
b.rank = data.rank or (rng.percent(30) and 4 or 3.5)
b.level_range[1] = data.level
b.fixed_rating = true
if data.life_rating then
b.life_rating = data.life_rating(b.life_rating)
else
b.life_rating = b.life_rating * 1.7 + rng.range(4, 9)
end
b.max_life = b.max_life or 150
b.max_inscriptions = 5
if b.can_multiply or b.clone_on_hit then
b.clone_base = base:clone()
b.clone_base:resolve()
b.clone_base:resolve(nil, true)
end
-- Force resolving some stuff
if type(b.max_life) == "table" and b.max_life.__resolver then b.max_life = resolvers.calc[b.max_life.__resolver](b.max_life, b, b, b, "max_life", {}) end
-- All bosses have all body parts .. yes snake bosses can use archery and so on ..
-- This is to prevent them from having unusable talents
b.inven = {}
b.body = { INVEN = 1000, QS_MAINHAND = 1, QS_OFFHAND = 1, MAINHAND = 1, OFFHAND = 1, FINGER = 2, NECK = 1, LITE = 1, BODY = 1, HEAD = 1, CLOAK = 1, HANDS = 1, BELT = 1, FEET = 1, TOOL = 1, QUIVER = 1, QS_QUIVER = 1 }
b:initBody()
b:resolve()
-- Start with sustains sustained
b[#b+1] = resolvers.sustains_at_birth()
-- Leveling stats
b.autolevel = "random_boss"
b.auto_stats = {}
-- Remove default equipment, if any
local todel = {}
for k, resolver in pairs(b) do if type(resolver) == "table" and resolver.__resolver and (resolver.__resolver == "equip" or resolver.__resolver == "drops") then todel[#todel+1] = k end end
for _, k in ipairs(todel) do b[k] = nil end
-- Boss worthy drops
b[#b+1] = resolvers.drops{chance=100, nb=data.loot_quantity or 3, {tome_drops=data.loot_quality or "boss"} }
if not data.no_loot_randart then b[#b+1] = resolvers.drop_randart{} end
-- On die
if data.on_die then
b.rng_boss_on_die = b.on_die
b.rng_boss_on_die_custom = data.on_die
b.on_die = function(self, src)
self:check("rng_boss_on_die_custom", src)
self:check("rng_boss_on_die", src)
end
end
------------------------------------------------------------
-- Apply talents from classes
------------------------------------------------------------
self:applyRandomClass(b, data)
b.rnd_boss_on_added_to_level = b.on_added_to_level
b._rndboss_resources_boost = data.resources_boost or 3
b._rndboss_talent_cds = data.talent_cds_factor
b.on_added_to_level = function(self, ...)
self:check("birth_create_alchemist_golem")
for tid, lev in pairs(self.learn_tids) do
if self:getTalentLevelRaw(tid) < lev then
self:learnTalent(tid, true, lev - self:getTalentLevelRaw(tid))
end
end
self:check("rnd_boss_on_added_to_level", ...)
self.rnd_boss_on_added_to_level = nil
self.learn_tids = nil
self.on_added_to_level = nil
-- Increase talent cds
if self._rndboss_talent_cds then
local fact = self._rndboss_talent_cds
for tid, _ in pairs(self.talents) do
local t = self:getTalentFromId(tid)
if t.mode ~= "passive" then
local bcd = self:getTalentCooldown(t) or 0
self.talent_cd_reduction[tid] = (self.talent_cd_reduction[tid] or 0) - math.ceil(bcd * (fact - 1))
end
end
end
-- Enhance resource pools (cheat a bit with recovery)
for res, res_def in ipairs(self.resources_def) do
if res_def.randomboss_enhanced then
local capacity
if self[res_def.minname] and self[res_def.maxname] then -- expand capacity
capacity = (self[res_def.maxname] - self[res_def.minname]) * self._rndboss_resources_boost
end
if res_def.invert_values then
if capacity then self[res_def.minname] = self[res_def.maxname] - capacity end
self[res_def.regen_prop] = self[res_def.regen_prop] - (res_def.min and res_def.max and (res_def.max-res_def.min)*.01 or 1) * self._rndboss_resources_boost
else
if capacity then self[res_def.maxname] = self[res_def.minname] + capacity end
self[res_def.regen_prop] = self[res_def.regen_prop] + (res_def.min and res_def.max and (res_def.max-res_def.min)*.01 or 1) * self._rndboss_resources_boost
end
end
end
self:resetToFull()
end
-- Update AI
if data.ai then b.ai = data.ai
else b.ai = (b.rank > 3) and "tactical" or b.ai
end
b.ai_state = { talent_in=1, ai_move=data.ai_move or "move_astar" }
if data.ai_tactic then
b.ai_tactic = data.ai_tactic
else
b[#b+1] = resolvers.talented_ai_tactic() --calculate ai_tactic table based on talents
end
-- Anything else
if data.post then data.post(b, data) end
return b, boss_id
end
function _M:debugRandomZone()
local zone = self:createRandomZone()
game:changeLevel(zone.max_level, zone)
game.level.map:liteAll(0, 0, game.level.map.w, game.level.map.h)
game.level.map:rememberAll(0, 0, game.level.map.w, game.level.map.h)
for i = 0, game.level.map.w - 1 do
for j = 0, game.level.map.h - 1 do
local trap = game.level.map(i, j, game.level.map.TRAP)
if trap then
trap:setKnown(game.player, true)
game.level.map:updateMap(i, j)
end
end
end
end
function _M:locationRevealAround(x, y)
game.level.map.lites(x, y, true)
game.level.map.remembers(x, y, true)
for _, c in pairs(util.adjacentCoords(x, y)) do
game.level.map.lites(x+c[1], y+c[2], true)
game.level.map.remembers(x+c[1], y+c[2], true)
end
end
function _M:doneEvent(id)
return self.used_events[id]
end
function _M:canEventGrid(level, x, y)
return game.player:canMove(x, y) and not level.map.attrs(x, y, "no_teleport") and not level.map:checkAllEntities(x, y, "change_level") and not level.map:checkAllEntities(x, y, "special")
end
function _M:canEventGridRadius(level, x, y, radius, min)
local list = {}
for i = -radius, radius do for j = -radius, radius do
if game.state:canEventGrid(level, x+i, y+j) then list[#list+1] = {x=x+i, y=y+j, bx=x, by=y} end
end end
if #list < min then return false
else list.center_x, list.center_y = x, y return list end
end
function _M:findEventGrid(level, checker)
local x, y = rng.range(1, level.map.w - 2), rng.range(1, level.map.h - 2)
local tries = 0
local can = checker or self.canEventGrid
while not can(self, level, x, y) and tries < 100 do
x, y = rng.range(1, level.map.w - 2), rng.range(1, level.map.h - 2)
tries = tries + 1
end
if tries >= 100 then return false end
return x, y
end
function _M:findEventGridRadius(level, radius, min)
local x, y = rng.range(3, level.map.w - 4), rng.range(3, level.map.h - 4)
local tries = 0
while not self:canEventGridRadius(level, x, y, radius, min) and tries < 100 do
x, y = rng.range(3, level.map.w - 4), rng.range(3, level.map.h - 4)
tries = tries + 1
end
if tries >= 100 then return false end
return self:canEventGridRadius(level, x, y, radius, min)
end
function _M:eventBaseName(sub, name)
local base = "/data"
local _, _, addon, rname = name:find("^([^+]+)%+(.+)$")
if addon and rname then
base = "/data-"..addon
name = rname
end
return base.."/general/events/"..sub..name..".lua"
end
function _M:startEvents()
if not game.zone.events then print("No zone events loaded") return end
if not game.zone.assigned_events then
local levels = {}
if game.zone.events_by_level then
levels[game.level.level] = {}
else
for i = 1, game.zone.max_level do levels[i] = {} end
end
-- Generate the events list for this zone, eventually loading from group files
local evts, mevts = {}, {}
for i, e in ipairs(game.zone.events) do
if e.name then if e.minor then mevts[#mevts+1] = e else evts[#evts+1] = e end
elseif e.group then
local f, err = loadfile(self:eventBaseName("groups/", e.group))
if not f then error(err) end
setfenv(f, setmetatable({level=game.level, zone=game.zone}, {__index=_G}))
local list = f()
for j, ee in ipairs(list) do
if e.percent_factor and ee.percent then ee.percent = math.floor(ee.percent * e.percent_factor) end
if e.forbid then ee.forbid = table.append(ee.forbid or {}, e.forbid) end
if ee.name then if ee.minor then mevts[#mevts+1] = ee else evts[#evts+1] = ee end end
end
end
end
-- Randomize the order they are checked as
table.shuffle(evts)
print("[STARTEVENTS] Zone events list:")
table.print(evts)
table.shuffle(mevts)
table.print(mevts)
for i, e in ipairs(evts) do
-- If we allow it, try to find a level to host it
if (e.always or rng.percent(e.percent) or (e.special and e.special() == true)) and (not e.unique or not self:doneEvent(e.name)) then
local lev = nil
local forbid = e.forbid or {}
forbid = table.reverse(forbid)
if game.zone.events_by_level then
lev = game.level.level
else
if game.zone.events.one_per_level then
local list = {}
for i = 1, #levels do if #levels[i] == 0 and not forbid[i] then list[#list+1] = i end end
if #list > 0 then
lev = rng.table(list)
end
else
if forbid then
local t = table.genrange(1, game.zone.max_level, true)
t = table.minus_keys(t, forbid)
lev = rng.table(table.keys(t))
else
lev = rng.range(1, game.zone.max_level)
end
end
end
if lev then
lev = levels[lev]
lev[#lev+1] = e.name
end
end
end
for i, e in ipairs(mevts) do
local forbid = e.forbid or {}
forbid = table.reverse(forbid)
local start, stop = 1, game.zone.max_level
if game.zone.events_by_level then start, stop = game.level.level, game.level.level end
for lev = start, stop do
if rng.percent(e.percent) and not forbid[lev] then
local lev = levels[lev]
lev[#lev+1] = e.name
if e.max_repeat then
local nb = 1
local p = e.percent
while nb <= e.max_repeat do
if rng.percent(p) then
lev[#lev+1] = e.name
nb = nb + 1
else
break
end
p = p / 2
end
end
end
end
end
game.zone.assigned_events = levels
end
return function()
print("[STARTEVENTS] Assigned events list:")
table.print(game.zone.assigned_events)
for i, e in ipairs(game.zone.assigned_events[game.level.level] or {}) do
local f, err = loadfile(self:eventBaseName("", e))
if not f then error(err) end
setfenv(f, setmetatable({level=game.level, zone=game.zone, event_id=e.name, Map=Map}, {__index=_G}))
f()
end
game.zone.assigned_events[game.level.level] = {}
if game.zone.events_by_level then game.zone.assigned_events = nil end
end
end
function _M:alternateZone(short_name, ...)
if not world:hasSeenZone(short_name) and not config.settings.cheat and not world:hasAchievement("VAMPIRE_CRUSHER") then print("Alternate layout for "..short_name.." refused: never visited") return "DEFAULT" end
local list = {...}
table.insert(list, 1, {"DEFAULT", 1})
print("[ZONE] Alternate layout computing for")
table.print(list)
local probs = {}
for _, kind in ipairs(list) do
local p = math.ceil(100 / kind[2])
for i = 1, p do probs[#probs+1] = kind[1] end
end
return rng.table(probs)
end
function _M:alternateZoneTier1(short_name, ...)
if not game.state:tier1Killed(1) and not config.settings.cheat then return "DEFAULT" end
return self:alternateZone(short_name, ...)
end
function _M:grabOnlineEventZone()
if not config.settings.tome.allow_online_events then return end
if self.birth.grab_online_event_forbid then return end
if not self.birth.grab_online_event_zone or not self.birth.grab_online_event_spot then return nil end
return self.birth.grab_online_event_zone()
end
function _M:grabOnlineEventSpot(zone, level)
if not config.settings.tome.allow_online_events then return end
if self.birth.grab_online_event_forbid then return end
if not self.birth.grab_online_event_zone or not self.birth.grab_online_event_spot then return nil end
return self.birth.grab_online_event_spot(zone, level)
end
function _M:allowOnlineEvent()
if not config.settings.tome.allow_online_events then return end
if self.birth.grab_online_event_forbid then return end
return true
end
function _M:infiniteDungeonChallenge(zone, lev, data, id_layout_name, id_grids_name)
end