Weather above ground: rain puts out fires, fog shortens sight, storms strike with lightning
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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+2
-1
@@ -56,7 +56,8 @@ impl Game {
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return;
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}
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let i = idx(tx, ty);
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if !self.wooden_bridge(i) || self.burning(i) {
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// nothing catches fire in the rain
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if !self.wooden_bridge(i) || self.burning(i) || self.rain_at(i) {
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return;
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}
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self.bridgework.burning.push((i, 0.0));
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+1
-1
@@ -137,7 +137,7 @@ impl Game {
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}
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}
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// what the creatures and towers see along open ground (walls stop the view)
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let mut eyes: Vec<(usize, i32)> = self.ents.iter().filter(|e| e.alive && !e.held && !e.hero && (e.side == self.me_side || self.allied(self.me_side, e.side)) && !e.chained).map(|e| (e.tile(), SIGHT)).collect();
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let mut eyes: Vec<(usize, i32)> = self.ents.iter().filter(|e| e.alive && !e.held && !e.hero && (e.side == self.me_side || self.allied(self.me_side, e.side)) && !e.chained).map(|e| (e.tile(), self.sight_at(e.tile(), SIGHT))).collect();
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let solo = self.masters.is_empty();
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eyes.extend(self.towers.iter().filter(|t| !t.hero && (solo || allies.contains(&self.map.t[t.tile].owner))).map(|t| (t.tile, t.range() as i32 + 1)));
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let mut stamp = vec![0u32; n];
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@@ -636,6 +636,8 @@ pub struct Game {
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#[serde(default)]
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pub bridgework: crate::bridges::BridgeWork, // burning and worn bridges
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#[serde(default)]
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pub weather: crate::weather::Weather, // above ground (weather.rs)
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#[serde(default)]
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pub trading: crate::traders::Trading, // the visiting trader (traders.rs)
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#[serde(default)]
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pub happenings: Option<crate::events::Events>, // random events (free games and versus), see events.rs
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@@ -991,6 +993,7 @@ impl Game {
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vrng: crate::particles::vrng(),
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dwarf_caves: Vec::new(),
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bridgework: Default::default(),
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weather: Default::default(),
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trading: Default::default(),
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happenings: None,
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snares: Vec::new(),
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@@ -1805,6 +1808,7 @@ impl Game {
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self.update_rivals(dt);
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}
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self.update_dwarves(dt);
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self.update_weather(dt);
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self.update_bridges(dt);
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self.update_wood(dt);
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self.update_events(dt);
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@@ -31,6 +31,7 @@ mod research;
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mod rival;
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mod rogues;
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mod talents;
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mod weather;
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mod render3d;
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mod rooms;
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mod save;
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+79
-2
@@ -512,6 +512,11 @@ fn room_level_at(map: &Map, t: &Tile) -> u8 {
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}
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// Ambient light field: own territory is lit, foreign areas are dim
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thread_local! {
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// daylight above ground (bad weather dims it), in tenths
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static SKY_LIGHT: std::cell::Cell<u32> = const { std::cell::Cell::new(16) };
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}
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fn ambient_field(map: &Map) -> Vec<f32> {
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let mut f = vec![0.0f32; n()];
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for (i, t) in map.t.iter().enumerate() {
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@@ -522,7 +527,7 @@ fn ambient_field(map: &Map) -> Vec<f32> {
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};
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// daylight above ground (cliffs and trees too)
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if map.sky(i) {
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f[i] = 1.6;
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f[i] = SKY_LIGHT.with(|s| s.get()) as f32 / 10.0;
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}
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// rooms of a higher level shine brighter
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let lv = room_level_at(map, t);
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@@ -1279,6 +1284,14 @@ impl R3d {
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fn update_chunks(&mut self, g: &Game, gfx: &Gfx, m: &Mat4) {
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self.ensure_chunks();
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let side = g.me.side().min(7);
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// the weather dims the daylight: the chunks above ground are lit again in steps
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let sky = ((1.6 * (1.0 - g.weather.gloom())) * 10.0).round() as u32;
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if SKY_LIGHT.with(|s| s.get()) != sky {
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SKY_LIGHT.with(|s| s.set(sky));
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for ch in self.chunks.iter_mut() {
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ch.sig = 0;
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}
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}
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if view_side() != side {
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// another master looks: the marks change colour
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VIEW_SIDE.with(|v| v.set(side));
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@@ -1609,6 +1622,7 @@ impl R3d {
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}
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draw_traps_glow(g, t);
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draw_parts_glow(g);
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draw_weather(g, cam, t);
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gl_use_default_material();
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crate::ui::begin_ui();
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if let (Some((_, _, k)), Some((rt, tw, th))) = (pix, self.target.as_ref()) {
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@@ -1629,7 +1643,7 @@ impl R3d {
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let (ix, iz) = (x as i32, z as i32);
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let own = g.map.get(ix, iz).map_or(false, |t| matches!(t.owner, Owner::Player | Owner::Rival1 | Owner::Rival2 | Owner::Rival3));
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if inb(ix, iz) && g.map.sky(idx(ix, iz)) {
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0.95
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0.95 * (1.0 - 0.6 * g.weather.gloom())
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} else if own {
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0.75
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} else {
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@@ -2489,6 +2503,69 @@ fn draw_landmarks_solid(g: &Game, t: f32) {
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let _ = t;
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}
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// rain streaks and fog veils over the land above ground near the camera; a storm's lightning
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// lights the sky up for a moment
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fn draw_weather(g: &Game, cam: &Cam, t: f32) {
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let w = &g.weather;
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if w.level <= 0.01 || g.map.sky.is_empty() {
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return;
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}
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let (cx, cz) = (cam.rx as i32, cam.rz as i32);
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let reach = (cam.view_h() * 1.2) as i32 + 4;
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let sky = |x: i32, z: i32| inb(x, z) && g.map.sky(idx(x, z));
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// fog: veils at two heights, one plane per run of open sky tiles in a row
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let fog = w.fog();
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if fog > 0.01 {
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for (h, a) in [(0.7f32, 0.22f32), (1.6, 0.16)] {
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let col = Color::new(0.75, 0.78, 0.8, a * fog);
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for z in cz - reach..=cz + reach {
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let mut x = cx - reach;
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while x <= cx + reach {
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if !sky(x, z) {
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x += 1;
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continue;
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}
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let x0 = x;
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while x <= cx + reach && sky(x, z) {
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x += 1;
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}
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let len = (x - x0) as f32;
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let drift = (t * 0.2 + z as f32 * 0.7).sin() * 0.15;
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draw_plane(vec3(x0 as f32 + len * 0.5 + drift, h, z as f32 + 0.5), vec2(len * 0.5, 0.5), None, col);
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}
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}
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}
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}
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// rain: slanted streaks falling over the open land
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let rain = w.rain();
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if rain > 0.01 {
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let n = (1100.0 * rain) as u32;
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let col = Color::new(0.75, 0.82, 0.95, 0.8);
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let span = (2 * reach + 1) as u32;
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for k in 0..n {
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let h = k.wrapping_mul(2654435761) ^ 0x9e37_79b9;
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let x = cx - reach + (h % span) as i32;
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let z = cz - reach + ((h >> 11) % span) as i32;
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if !sky(x, z) {
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continue;
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}
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let fx = x as f32 + ((h >> 3) % 100) as f32 / 100.0;
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let fz = z as f32 + ((h >> 17) % 100) as f32 / 100.0;
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let fall = (t * 1.6 + (h % 1000) as f32 / 1000.0).fract();
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let y = 3.0 * (1.0 - fall);
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line3(vec3(fx, y + 0.5, fz - 0.08), vec3(fx + 0.05, y, fz + 0.08), 0.035, col);
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}
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}
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// the flash of a lightning bolt
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let since = g.time - w.flash;
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if w.flash > 0.0 && (0.0..0.25).contains(&since) {
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let a = 0.35 * (1.0 - since / 0.25);
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for z in (cz - reach..=cz + reach).step_by(4) {
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draw_plane(vec3(cx as f32, 0.05, z as f32 + 2.0), vec2(reach as f32, 2.0), None, Color::new(0.9, 0.92, 1.0, a));
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}
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}
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}
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// growth stage of a giant mushroom: 0 a sprout .. 4 fully grown (felling only then)
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fn mushroom_stage(t: &Tile) -> u32 {
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if t.grown() {
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@@ -264,3 +264,22 @@ fn export_rogues_scene() {
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g.snares.push(idx(cx + 7, cy + 3));
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save("rogues", &mut g, cx as f32 + 6.5, cy as f32 + 4.5, 8.0, 0.0, false);
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}
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// weather above ground: rain and fog over the land
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#[test]
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#[ignore]
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fn export_weather_scenes() {
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std::fs::create_dir_all("/tmp/scenes").unwrap();
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for (name, kind) in [("weather-rain", crate::weather::RAIN), ("weather-fog", crate::weather::FOG), ("weather-storm", crate::weather::STORM)] {
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let mut g = Game::new(7, 96, 96);
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g.add_surface(7, 0.5, 3);
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g.weather = crate::weather::Weather { kind, shown: kind, level: 1.0, left: 900.0, ..Default::default() };
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// the camera on the land above ground, near the edge of the dungeon side
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let i = (0..g.map.t.len()).filter(|&i| g.map.sky(i)).min_by_key(|&i| {
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let (x, y) = xy(i);
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(x - 52).abs() + (y - 48).abs()
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}).unwrap();
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let (x, y) = xy(i);
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save(name, &mut g, x as f32 + 4.5, y as f32 + 0.5, 18.0, 0.0, false);
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}
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}
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@@ -809,6 +809,13 @@ impl Ui {
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};
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segs.insert(3, vec![txt(tr(key), col), Part::Gap, Part::Bar(rv.hp / crate::rival::RIVAL_CORE_HP, col)]);
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}
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// the weather above ground (maps with land above ground only)
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if g.has_sky() {
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let w = &g.weather;
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let k = if w.level > 0.05 { w.shown } else { crate::weather::FAIR };
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let col = [GOLD, Color::new(0.55, 0.7, 1.0, 1.0), Color::new(0.75, 0.78, 0.8, 1.0), Color::new(0.75, 0.6, 1.0, 1.0)][k as usize];
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segs.push(vec![txt(tr(crate::weather::NAMES[k as usize]), col)]);
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}
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if g.waves_on() {
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segs.push(vec![txt(trf("hud.wave", &[(g.wave + 1).to_string()]), wave_col), Part::Gap, txt(mmss(g.wave_timer), TXT)]);
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}
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+240
@@ -0,0 +1,240 @@
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// Weather above ground: mostly fair, now and then rain, fog or a storm, each for a few minutes
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// with soft changes. Rain puts out burning bridges and keeps fire from catching; fog shortens the
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// sight of everyone outside; a storm brings both rain and lightning that strikes units and trees.
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// Only maps with land above ground have weather. It runs in the shared simulation (same on every
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// computer of a match).
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use crate::game::*;
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use crate::map::*;
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use serde::{Deserialize, Serialize};
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pub const FAIR: u8 = 0;
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pub const RAIN: u8 = 1;
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pub const FOG: u8 = 2;
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pub const STORM: u8 = 3;
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pub const NAMES: [&str; 4] = ["weather.fair", "weather.rain", "weather.fog", "weather.storm"];
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// seconds for a change to fade in or out
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const FADE: f32 = 20.0;
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// damage of a lightning strike
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pub const BOLT_DAMAGE: f32 = 40.0;
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#[derive(Clone, Debug, Default, Serialize, Deserialize)]
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pub struct Weather {
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pub kind: u8, // the weather that is coming or here
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pub shown: u8, // the weather that is felt now (changes when the old one has faded out)
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pub level: f32, // how strong it is: 0 none .. 1 full
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pub left: f32, // seconds until the next change
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pub strike_t: f32, // seconds until the next lightning (storm)
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pub flash: f32, // game time of the last lightning (the sky lights up)
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}
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// the weather that comes next: about 60% fair, 20% rain, 12% fog, 8% storm
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fn pick(r: f32) -> u8 {
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if r < 0.6 {
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FAIR
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} else if r < 0.8 {
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RAIN
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} else if r < 0.92 {
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FOG
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} else {
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STORM
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}
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}
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impl Weather {
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// strength of an effect: rain falls in rain and storms, fog in fog (a little in storms)
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pub fn rain(&self) -> f32 {
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if matches!(self.shown, RAIN | STORM) { self.level } else { 0.0 }
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}
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pub fn fog(&self) -> f32 {
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match self.shown {
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FOG => self.level,
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STORM => self.level * 0.4,
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_ => 0.0,
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}
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}
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// how much the daylight is dimmed (0 .. 1)
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pub fn gloom(&self) -> f32 {
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self.level
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* match self.shown {
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RAIN => 0.3,
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FOG => 0.2,
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STORM => 0.55,
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_ => 0.0,
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}
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}
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}
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impl Game {
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pub fn has_sky(&self) -> bool {
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self.map.sky.iter().any(|&s| s)
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}
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// it rains on tile i right now (enough to put out fire)
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pub fn rain_at(&self, i: usize) -> bool {
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self.weather.rain() > 0.4 && self.map.sky(i)
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}
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// sight of a unit standing on tile i (fog outside shortens it)
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pub fn sight_at(&self, i: usize, base: i32) -> i32 {
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if !self.map.sky(i) {
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return base;
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}
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((base as f32) * (1.0 - 0.5 * self.weather.fog())).round().max(2.0) as i32
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}
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pub(crate) fn update_weather(&mut self, dt: f32) {
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if self.map.sky.is_empty() {
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return;
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}
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let w = &mut self.weather;
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w.left -= dt;
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if w.left <= 0.0 {
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// after bad weather it clears up more often
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let r = self.rng.f();
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let next = if w.kind != FAIR && r < 0.5 { FAIR } else { pick(self.rng.f()) };
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let w = &mut self.weather;
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w.kind = next;
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w.left = if next == FAIR { 180.0 + self.rng.f() * 240.0 } else { 90.0 + self.rng.f() * 150.0 };
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let w = &mut self.weather;
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if w.kind != w.shown || w.level < 0.99 {
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let key = ["msg.weather_clear", "msg.weather_rain", "msg.weather_fog", "msg.weather_storm"][next as usize];
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if next != FAIR || w.shown != FAIR {
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self.tell_local(key, vec![], None);
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}
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}
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}
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// soft changes: the old weather fades out before the new one fades in
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let w = &mut self.weather;
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if w.shown != w.kind {
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w.level -= dt / FADE;
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if w.level <= 0.0 {
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w.level = 0.0;
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w.shown = w.kind;
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}
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} else if w.kind != FAIR {
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w.level = (w.level + dt / FADE).min(1.0);
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} else {
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w.level = (w.level - dt / FADE).max(0.0);
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}
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// rain puts out the burning bridges outside
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if self.weather.rain() > 0.4 && !self.bridgework.burning.is_empty() {
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let map = &self.map;
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self.bridgework.burning.retain(|b| !map.sky(b.0));
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}
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// lightning in a storm
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if self.weather.shown == STORM && self.weather.level > 0.6 {
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self.weather.strike_t -= dt;
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if self.weather.strike_t <= 0.0 {
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self.weather.strike_t = 6.0 + self.rng.f() * 14.0;
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self.lightning_strike();
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}
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}
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}
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// a bolt from the sky: a unit outside (now and then) or a tree, else bare land
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pub(crate) fn lightning_strike(&mut self) {
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let outside: Vec<usize> = (0..self.ents.len()).filter(|&j| {
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let e = &self.ents[j];
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e.alive && !e.held && e.captive == 0 && self.map.sky(e.tile())
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}).collect();
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let r = self.rng.f();
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let (x, y) = if r < 0.35 && !outside.is_empty() {
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let j = outside[(self.rng.next() as usize) % outside.len()];
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let e = &mut self.ents[j];
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e.hp -= BOLT_DAMAGE;
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e.flash = 0.3;
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let (x, y, side, kind, hero, dead) = (e.x, e.y, e.side, e.kind, e.hero, e.hp <= 0.0);
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if !hero && side == self.local_side {
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self.tell_local("msg.lightning_unit", vec![format!("@{}", st(kind).name)], None);
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}
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if dead {
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self.kill(j);
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}
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(x, y)
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} else {
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let trees: Vec<usize> = (0..self.map.t.len()).filter(|&i| self.map.t[i].kind == Kind::Tree && self.map.sky(i)).collect();
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if let Some(&i) = trees.get((self.rng.next() as usize) % trees.len().max(1)) {
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// the tree is split and burns down
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let t = &mut self.map.t[i];
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t.kind = Kind::Floor;
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t.owner = Owner::None;
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t.marked = false;
|
||||
t.hp = 0.0;
|
||||
let (tx, ty) = xy(i);
|
||||
self.fx(3, tx as f32 + 0.5, ty as f32 + 0.5, 0.0, 0.0, 1.2, 0xff304050);
|
||||
(tx as f32 + 0.5, ty as f32 + 0.5)
|
||||
} else {
|
||||
let sky: Vec<usize> = (0..self.map.t.len()).filter(|&i| self.map.sky(i)).collect();
|
||||
let Some(&i) = sky.get((self.rng.next() as usize) % sky.len().max(1)) else { return };
|
||||
let (tx, ty) = xy(i);
|
||||
(tx as f32 + 0.5, ty as f32 + 0.5)
|
||||
}
|
||||
};
|
||||
self.weather.flash = self.time;
|
||||
self.fx(1, x, y, 0.0, 0.0, 0.5, 0xffffeeaa);
|
||||
self.sfx(Sfx::Lightning, x, y);
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
fn surface_game() -> Game {
|
||||
let mut g = Game::new(7, 96, 96);
|
||||
g.add_surface(7, 0.5, 3);
|
||||
assert!(g.has_sky());
|
||||
g
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn the_weather_changes_and_is_mostly_fair() {
|
||||
let mut g = surface_game();
|
||||
let mut seen = [0usize; 4];
|
||||
for _ in 0..(4 * 60 * 60) {
|
||||
g.update_weather(1.0);
|
||||
seen[g.weather.shown as usize] += 1;
|
||||
}
|
||||
assert!(seen[FAIR as usize] > seen.iter().sum::<usize>() / 3, "{:?}", seen);
|
||||
assert!(seen.iter().filter(|&&n| n > 0).count() >= 3, "several kinds of weather: {:?}", seen);
|
||||
// no weather underground only
|
||||
let mut u = Game::new(7, 96, 96);
|
||||
u.weather.left = 0.0;
|
||||
u.update_weather(1.0);
|
||||
assert_eq!(u.weather.level, 0.0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn rain_puts_out_fires_and_fog_shortens_sight() {
|
||||
let mut g = surface_game();
|
||||
let i = (0..g.map.t.len()).find(|&i| g.map.sky(i)).unwrap();
|
||||
g.bridgework.burning.push((i, 0.0));
|
||||
g.weather = Weather { kind: RAIN, shown: RAIN, level: 1.0, left: 100.0, ..Default::default() };
|
||||
g.update_weather(0.1);
|
||||
assert!(g.bridgework.burning.is_empty(), "rain puts the fire out");
|
||||
assert!(g.rain_at(i));
|
||||
g.weather = Weather { kind: FOG, shown: FOG, level: 1.0, left: 100.0, ..Default::default() };
|
||||
assert!(g.sight_at(i, 6) < 6);
|
||||
let under = (0..g.map.t.len()).find(|&i| !g.map.sky(i)).unwrap();
|
||||
assert_eq!(g.sight_at(under, 6), 6, "underground nothing changes");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn storms_strike_with_lightning() {
|
||||
let mut g = surface_game();
|
||||
let trees0 = g.map.t.iter().filter(|t| t.kind == Kind::Tree).count();
|
||||
let i = (0..g.map.t.len()).find(|&i| g.map.sky(i) && g.map.t[i].walkable()).unwrap();
|
||||
let (x, y) = xy(i);
|
||||
let id = g.spawn(EK::Knight, true, x as f32 + 0.5, y as f32 + 0.5, 1);
|
||||
g.weather = Weather { kind: STORM, shown: STORM, level: 1.0, left: 1000.0, ..Default::default() };
|
||||
for _ in 0..30 {
|
||||
g.lightning_strike();
|
||||
}
|
||||
let trees = g.map.t.iter().filter(|t| t.kind == Kind::Tree).count();
|
||||
let hurt = g.ents.iter().find(|e| e.id == id).map_or(true, |e| e.hp < e.max_hp);
|
||||
assert!(trees < trees0 || hurt, "lightning hit something");
|
||||
assert!(g.weather.flash > 0.0 || g.time == 0.0);
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user