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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Richard ZinkandClaude Opus 5.5 committed 2026-11-06 12:11:19 +01:00
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@@ -134,5 +134,8 @@ grid), guard and attack markers (shields and swords), savegames with the game st
level), Warlord (creatures +5% damage, -5% damage taken), Warlock (mana +15%, spells -6%), Merchant (wages level), Warlord (creatures +5% damage, -5% damage taken), Warlock (mana +15%, spells -6%), Merchant (wages
-6%, treasure +6%); 5 levels each. The "Master" button (number of free points, pulsing) opens the window. -6%, treasure +6%); 5 levels each. The "Master" button (number of free points, pulsing) opens the window.
AI masters spend their points themselves; per game, carried over in the campaign and co-op runs. AI masters spend their points themselves; per game, carried over in the campaign and co-op runs.
5. **Weather above ground** - rain (puts out fire), fog (less sight), storms (lightning in trees and units). 5. **Weather above ground** (done, v202611-00066, weather.rs) - about 60% fair, 20% rain, 12% fog, 8% storm,
minutes each with soft 20 s changes, only on maps with land above ground. Rain (and storms) put out burning
bridges and keep fire from catching; fog halves the sight of units outside; storms strike units (40 damage)
or trees with lightning every 6-20 s. Dimmed daylight, rain streaks, fog veils, flashes; a HUD label.
6. **Named creatures** - names per kind and language, epithets at higher levels, memorial stones. 6. **Named creatures** - names per kind and language, epithets at higher levels, memorial stones.
+11
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@@ -1712,3 +1712,14 @@ talent.none = Zatím nenaučeno.
talent.then = Další úroveň: {0} talent.then = Další úroveň: {0}
msg.talent_point = Nový bod talentu! Použij ho v okně pána. msg.talent_point = Nový bod talentu! Použij ho v okně pána.
msg.talent_learned = {0}: úroveň {1} naučena. msg.talent_learned = {0}: úroveň {1} naučena.
# weather above ground
weather.fair = Jasno
weather.rain = Déšť
weather.fog = Mlha
weather.storm = Bouře
msg.weather_clear = Na povrchu se vyjasňuje.
msg.weather_rain = Na povrchu začíná pršet - oheň nechytne.
msg.weather_fog = Nad krajinou se valí mlha - venku každý vidí méně.
msg.weather_storm = Na povrchu se blíží bouře! Blesky zasahují jednotky a stromy.
msg.lightning_unit = Zásah bleskem: {0}!
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@@ -1711,3 +1711,14 @@ talent.none = Endnu ikke lært.
talent.then = Næste niveau: {0} talent.then = Næste niveau: {0}
msg.talent_point = Et nyt talentpoint! Brug det i mestervinduet. msg.talent_point = Et nyt talentpoint! Brug det i mestervinduet.
msg.talent_learned = {0} niveau {1} lært. msg.talent_learned = {0} niveau {1} lært.
# weather above ground
weather.fair = Klart
weather.rain = Regn
weather.fog = Tåge
weather.storm = Storm
msg.weather_clear = Over jorden klarer det op.
msg.weather_rain = Over jorden begynder det at regne - ild fænger ikke.
msg.weather_fog = Tåge driver ind over landet - udenfor ser alle mindre.
msg.weather_storm = Over jorden trækker en storm op! Lynet rammer enheder og træer.
msg.lightning_unit = Ramt af lynet: {0}!
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@@ -1711,3 +1711,14 @@ talent.none = Noch nicht gelernt.
talent.then = Nächste Stufe: {0} talent.then = Nächste Stufe: {0}
msg.talent_point = Ein neuer Talentpunkt! Verteile ihn im Meister-Fenster. msg.talent_point = Ein neuer Talentpunkt! Verteile ihn im Meister-Fenster.
msg.talent_learned = {0} Stufe {1} gelernt. msg.talent_learned = {0} Stufe {1} gelernt.
# weather above ground
weather.fair = Heiter
weather.rain = Regen
weather.fog = Nebel
weather.storm = Sturm
msg.weather_clear = Über der Erde klart es auf.
msg.weather_rain = Über der Erde beginnt es zu regnen - Feuer fängt nicht.
msg.weather_fog = Nebel zieht über das Land - draußen sieht jeder weniger.
msg.weather_storm = Über der Erde zieht ein Sturm auf! Blitze treffen Einheiten und Bäume.
msg.lightning_unit = Vom Blitz getroffen: {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Δεν έχει μαθευτεί ακόμη.
talent.then = Επόμενο επίπεδο: {0} talent.then = Επόμενο επίπεδο: {0}
msg.talent_point = Νέος πόντος ταλέντου! Ξόδεψέ τον στο παράθυρο του άρχοντα. msg.talent_point = Νέος πόντος ταλέντου! Ξόδεψέ τον στο παράθυρο του άρχοντα.
msg.talent_learned = {0}: μαθεύτηκε το επίπεδο {1}. msg.talent_learned = {0}: μαθεύτηκε το επίπεδο {1}.
# weather above ground
weather.fair = Αίθριο
weather.rain = Βροχή
weather.fog = Ομίχλη
weather.storm = Καταιγίδα
msg.weather_clear = Στην επιφάνεια ο ουρανός καθαρίζει.
msg.weather_rain = Στην επιφάνεια αρχίζει να βρέχει - η φωτιά δεν πιάνει.
msg.weather_fog = Η ομίχλη απλώνεται στη γη - έξω όλοι βλέπουν λιγότερο.
msg.weather_storm = Στην επιφάνεια πλησιάζει καταιγίδα! Οι κεραυνοί χτυπούν μονάδες και δέντρα.
msg.lightning_unit = Χτυπήθηκε από κεραυνό: {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Not learned yet.
talent.then = Next level: {0} talent.then = Next level: {0}
msg.talent_point = A new talent point! Spend it in the Master window. msg.talent_point = A new talent point! Spend it in the Master window.
msg.talent_learned = {0} level {1} learned. msg.talent_learned = {0} level {1} learned.
# weather above ground
weather.fair = Fair
weather.rain = Rain
weather.fog = Fog
weather.storm = Storm
msg.weather_clear = The sky clears up above ground.
msg.weather_rain = It starts to rain above ground - fire will not catch.
msg.weather_fog = Fog rolls over the land - everyone outside sees less.
msg.weather_storm = A storm is brewing above ground! Lightning strikes units and trees.
msg.lightning_unit = Lightning struck: {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Aún no aprendido.
talent.then = Siguiente nivel: {0} talent.then = Siguiente nivel: {0}
msg.talent_point = ¡Un nuevo punto de talento! Gástalo en la ventana del maestro. msg.talent_point = ¡Un nuevo punto de talento! Gástalo en la ventana del maestro.
msg.talent_learned = {0}: nivel {1} aprendido. msg.talent_learned = {0}: nivel {1} aprendido.
# weather above ground
weather.fair = Despejado
weather.rain = Lluvia
weather.fog = Niebla
weather.storm = Tormenta
msg.weather_clear = El cielo se despeja en la superficie.
msg.weather_rain = Empieza a llover en la superficie: el fuego no prende.
msg.weather_fog = La niebla cubre la tierra: todos ven menos al aire libre.
msg.weather_storm = ¡Se avecina una tormenta en la superficie! Los rayos alcanzan unidades y árboles.
msg.lightning_unit = ¡Un rayo alcanza a {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Ei vielä opittu.
talent.then = Seuraava taso: {0} talent.then = Seuraava taso: {0}
msg.talent_point = Uusi kykypiste! Käytä se mestarin ikkunassa. msg.talent_point = Uusi kykypiste! Käytä se mestarin ikkunassa.
msg.talent_learned = {0}: taso {1} opittu. msg.talent_learned = {0}: taso {1} opittu.
# weather above ground
weather.fair = Selkeää
weather.rain = Sade
weather.fog = Sumu
weather.storm = Myrsky
msg.weather_clear = Maan päällä taivas selkenee.
msg.weather_rain = Maan päällä alkaa sataa - tuli ei syty.
msg.weather_fog = Sumu leviää maan ylle - ulkona kaikki näkevät vähemmän.
msg.weather_storm = Maan päällä nousee myrsky! Salamat iskevät yksiköihin ja puihin.
msg.lightning_unit = Salama iski: {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Još nije naučeno.
talent.then = Sljedeća razina: {0} talent.then = Sljedeća razina: {0}
msg.talent_point = Novi bod talenta! Potroši ga u prozoru gospodara. msg.talent_point = Novi bod talenta! Potroši ga u prozoru gospodara.
msg.talent_learned = {0}: naučena razina {1}. msg.talent_learned = {0}: naučena razina {1}.
# weather above ground
weather.fair = Vedro
weather.rain = Kiša
weather.fog = Magla
weather.storm = Oluja
msg.weather_clear = Na površini se razvedrava.
msg.weather_rain = Na površini počinje kiša - vatra se ne hvata.
msg.weather_fog = Magla se spušta nad zemlju - vani svi vide manje.
msg.weather_storm = Na površini se sprema oluja! Munje pogađaju jedinice i stabla.
msg.lightning_unit = Munja je pogodila: {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Még nincs megtanulva.
talent.then = Következő szint: {0} talent.then = Következő szint: {0}
msg.talent_point = Új tehetségpont! Költsd el a mester ablakában. msg.talent_point = Új tehetségpont! Költsd el a mester ablakában.
msg.talent_learned = {0}: {1}. szint megtanulva. msg.talent_learned = {0}: {1}. szint megtanulva.
# weather above ground
weather.fair = Derült
weather.rain = Eső
weather.fog = Köd
weather.storm = Vihar
msg.weather_clear = A felszínen kitisztul az ég.
msg.weather_rain = A felszínen esni kezd - a tűz nem kap lángra.
msg.weather_fog = Köd ereszkedik a tájra - odakint mindenki kevesebbet lát.
msg.weather_storm = A felszínen vihar készül! Villámok csapnak egységekbe és fákba.
msg.lightning_unit = Villám sújtotta: {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Non ancora appreso.
talent.then = Livello successivo: {0} talent.then = Livello successivo: {0}
msg.talent_point = Un nuovo punto talento! Spendilo nella finestra del maestro. msg.talent_point = Un nuovo punto talento! Spendilo nella finestra del maestro.
msg.talent_learned = {0}: livello {1} appreso. msg.talent_learned = {0}: livello {1} appreso.
# weather above ground
weather.fair = Sereno
weather.rain = Pioggia
weather.fog = Nebbia
weather.storm = Tempesta
msg.weather_clear = In superficie il cielo si rasserena.
msg.weather_rain = In superficie inizia a piovere: il fuoco non attecchisce.
msg.weather_fog = La nebbia avvolge la terra: all'aperto tutti vedono meno.
msg.weather_storm = In superficie si avvicina una tempesta! I fulmini colpiscono unità e alberi.
msg.lightning_unit = Un fulmine colpisce {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Nog niet geleerd.
talent.then = Volgend niveau: {0} talent.then = Volgend niveau: {0}
msg.talent_point = Een nieuw talentpunt! Besteed het in het meestervenster. msg.talent_point = Een nieuw talentpunt! Besteed het in het meestervenster.
msg.talent_learned = {0} niveau {1} geleerd. msg.talent_learned = {0} niveau {1} geleerd.
# weather above ground
weather.fair = Helder
weather.rain = Regen
weather.fog = Mist
weather.storm = Storm
msg.weather_clear = Bovengronds klaart het op.
msg.weather_rain = Bovengronds begint het te regenen - vuur vat geen vlam.
msg.weather_fog = Mist trekt over het land - buiten ziet iedereen minder.
msg.weather_storm = Bovengronds steekt een storm op! Bliksem treft units en bomen.
msg.lightning_unit = Door de bliksem getroffen: {0}!
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@@ -1711,3 +1711,14 @@ talent.none = Ikke lært ennå.
talent.then = Neste nivå: {0} talent.then = Neste nivå: {0}
msg.talent_point = Et nytt talentpoeng! Bruk det i mestervinduet. msg.talent_point = Et nytt talentpoeng! Bruk det i mestervinduet.
msg.talent_learned = {0} nivå {1} lært. msg.talent_learned = {0} nivå {1} lært.
# weather above ground
weather.fair = Klart
weather.rain = Regn
weather.fog = Tåke
weather.storm = Storm
msg.weather_clear = Over jorden klarner det opp.
msg.weather_rain = Over jorden begynner det å regne - ild tar ikke fyr.
msg.weather_fog = Tåke driver inn over landet - ute ser alle mindre.
msg.weather_storm = Over jorden trekker et uvær opp! Lynet treffer enheter og trær.
msg.lightning_unit = Truffet av lynet: {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Ainda não aprendido.
talent.then = Próximo nível: {0} talent.then = Próximo nível: {0}
msg.talent_point = Um novo ponto de talento! Gasta-o na janela do mestre. msg.talent_point = Um novo ponto de talento! Gasta-o na janela do mestre.
msg.talent_learned = {0}: nível {1} aprendido. msg.talent_learned = {0}: nível {1} aprendido.
# weather above ground
weather.fair = Limpo
weather.rain = Chuva
weather.fog = Nevoeiro
weather.storm = Temporal
msg.weather_clear = O céu limpa à superfície.
msg.weather_rain = Começa a chover à superfície - o fogo não pega.
msg.weather_fog = O nevoeiro cobre a terra - lá fora todos veem menos.
msg.weather_storm = Aproxima-se uma tempestade à superfície! Os raios atingem unidades e árvores.
msg.lightning_unit = Um raio atinge {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Încă neînvățat.
talent.then = Nivelul următor: {0} talent.then = Nivelul următor: {0}
msg.talent_point = Un nou punct de talent! Folosește-l în fereastra stăpânului. msg.talent_point = Un nou punct de talent! Folosește-l în fereastra stăpânului.
msg.talent_learned = {0}: nivelul {1} învățat. msg.talent_learned = {0}: nivelul {1} învățat.
# weather above ground
weather.fair = Senin
weather.rain = Ploaie
weather.fog = Ceață
weather.storm = Furtună
msg.weather_clear = La suprafață cerul se înseninează.
msg.weather_rain = La suprafață începe să plouă - focul nu se aprinde.
msg.weather_fog = Ceața se lasă peste ținut - afară toată lumea vede mai puțin.
msg.weather_storm = La suprafață se pregătește o furtună! Fulgerele lovesc unități și copaci.
msg.lightning_unit = Fulgerul a lovit: {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Ещё не изучено.
talent.then = Следующий уровень: {0} talent.then = Следующий уровень: {0}
msg.talent_point = Новое очко таланта! Потрать его в окне мастера. msg.talent_point = Новое очко таланта! Потрать его в окне мастера.
msg.talent_learned = {0}: изучен уровень {1}. msg.talent_learned = {0}: изучен уровень {1}.
# weather above ground
weather.fair = Ясно
weather.rain = Дождь
weather.fog = Туман
weather.storm = Гроза
msg.weather_clear = Наверху проясняется.
msg.weather_rain = Наверху начинается дождь - огонь не разгорается.
msg.weather_fog = Туман стелется над землёй - снаружи все видят хуже.
msg.weather_storm = Наверху надвигается гроза! Молнии бьют по бойцам и деревьям.
msg.lightning_unit = Удар молнии: {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Zatiaľ nenaučené.
talent.then = Ďalšia úroveň: {0} talent.then = Ďalšia úroveň: {0}
msg.talent_point = Nový bod talentu! Použi ho v okne pána. msg.talent_point = Nový bod talentu! Použi ho v okne pána.
msg.talent_learned = {0}: úroveň {1} naučená. msg.talent_learned = {0}: úroveň {1} naučená.
# weather above ground
weather.fair = Jasno
weather.rain = Dážď
weather.fog = Hmla
weather.storm = Búrka
msg.weather_clear = Na povrchu sa vyjasňuje.
msg.weather_rain = Na povrchu začína pršať - oheň sa nechytí.
msg.weather_fog = Nad krajinou sa valí hmla - vonku každý vidí menej.
msg.weather_storm = Na povrchu sa blíži búrka! Blesky zasahujú jednotky a stromy.
msg.lightning_unit = Zásah bleskom: {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Још није научено.
talent.then = Следећи ниво: {0} talent.then = Следећи ниво: {0}
msg.talent_point = Нови бод талента! Потроши га у прозору господара. msg.talent_point = Нови бод талента! Потроши га у прозору господара.
msg.talent_learned = {0}: научен ниво {1}. msg.talent_learned = {0}: научен ниво {1}.
# weather above ground
weather.fair = Ведро
weather.rain = Киша
weather.fog = Магла
weather.storm = Олуја
msg.weather_clear = На површини се разведрава.
msg.weather_rain = На површини почиње киша - ватра се не хвата.
msg.weather_fog = Магла се спушта над земљу - напољу сви виде мање.
msg.weather_storm = На површини се спрема олуја! Муње погађају јединице и стабла.
msg.lightning_unit = Муња је погодила: {0}!
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@@ -1712,3 +1712,14 @@ talent.none = Inte inlärd än.
talent.then = Nästa nivå: {0} talent.then = Nästa nivå: {0}
msg.talent_point = En ny talangpoäng! Använd den i mästarfönstret. msg.talent_point = En ny talangpoäng! Använd den i mästarfönstret.
msg.talent_learned = {0} nivå {1} inlärd. msg.talent_learned = {0} nivå {1} inlärd.
# weather above ground
weather.fair = Klart
weather.rain = Regn
weather.fog = Dimma
weather.storm = Storm
msg.weather_clear = Ovan jord klarnar det upp.
msg.weather_rain = Ovan jord börjar det regna - eld tar inte fäste.
msg.weather_fog = Dimma drar in över landet - ute ser alla sämre.
msg.weather_storm = Ovan jord drar en storm in! Blixten slår ner i enheter och träd.
msg.lightning_unit = Blixten träffade {0}!
+2 -1
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@@ -56,7 +56,8 @@ impl Game {
return; return;
} }
let i = idx(tx, ty); let i = idx(tx, ty);
if !self.wooden_bridge(i) || self.burning(i) { // nothing catches fire in the rain
if !self.wooden_bridge(i) || self.burning(i) || self.rain_at(i) {
return; return;
} }
self.bridgework.burning.push((i, 0.0)); self.bridgework.burning.push((i, 0.0));
+1 -1
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@@ -137,7 +137,7 @@ impl Game {
} }
} }
// what the creatures and towers see along open ground (walls stop the view) // what the creatures and towers see along open ground (walls stop the view)
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(); 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();
let solo = self.masters.is_empty(); let solo = self.masters.is_empty();
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))); 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)));
let mut stamp = vec![0u32; n]; let mut stamp = vec![0u32; n];
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@@ -636,6 +636,8 @@ pub struct Game {
#[serde(default)] #[serde(default)]
pub bridgework: crate::bridges::BridgeWork, // burning and worn bridges pub bridgework: crate::bridges::BridgeWork, // burning and worn bridges
#[serde(default)] #[serde(default)]
pub weather: crate::weather::Weather, // above ground (weather.rs)
#[serde(default)]
pub trading: crate::traders::Trading, // the visiting trader (traders.rs) pub trading: crate::traders::Trading, // the visiting trader (traders.rs)
#[serde(default)] #[serde(default)]
pub happenings: Option<crate::events::Events>, // random events (free games and versus), see events.rs pub happenings: Option<crate::events::Events>, // random events (free games and versus), see events.rs
@@ -991,6 +993,7 @@ impl Game {
vrng: crate::particles::vrng(), vrng: crate::particles::vrng(),
dwarf_caves: Vec::new(), dwarf_caves: Vec::new(),
bridgework: Default::default(), bridgework: Default::default(),
weather: Default::default(),
trading: Default::default(), trading: Default::default(),
happenings: None, happenings: None,
snares: Vec::new(), snares: Vec::new(),
@@ -1805,6 +1808,7 @@ impl Game {
self.update_rivals(dt); self.update_rivals(dt);
} }
self.update_dwarves(dt); self.update_dwarves(dt);
self.update_weather(dt);
self.update_bridges(dt); self.update_bridges(dt);
self.update_wood(dt); self.update_wood(dt);
self.update_events(dt); self.update_events(dt);
+1
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@@ -31,6 +31,7 @@ mod research;
mod rival; mod rival;
mod rogues; mod rogues;
mod talents; mod talents;
mod weather;
mod render3d; mod render3d;
mod rooms; mod rooms;
mod save; mod save;
+79 -2
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@@ -512,6 +512,11 @@ fn room_level_at(map: &Map, t: &Tile) -> u8 {
} }
// Ambient light field: own territory is lit, foreign areas are dim // Ambient light field: own territory is lit, foreign areas are dim
thread_local! {
// daylight above ground (bad weather dims it), in tenths
static SKY_LIGHT: std::cell::Cell<u32> = const { std::cell::Cell::new(16) };
}
fn ambient_field(map: &Map) -> Vec<f32> { fn ambient_field(map: &Map) -> Vec<f32> {
let mut f = vec![0.0f32; n()]; let mut f = vec![0.0f32; n()];
for (i, t) in map.t.iter().enumerate() { for (i, t) in map.t.iter().enumerate() {
@@ -522,7 +527,7 @@ fn ambient_field(map: &Map) -> Vec<f32> {
}; };
// daylight above ground (cliffs and trees too) // daylight above ground (cliffs and trees too)
if map.sky(i) { if map.sky(i) {
f[i] = 1.6; f[i] = SKY_LIGHT.with(|s| s.get()) as f32 / 10.0;
} }
// rooms of a higher level shine brighter // rooms of a higher level shine brighter
let lv = room_level_at(map, t); let lv = room_level_at(map, t);
@@ -1279,6 +1284,14 @@ impl R3d {
fn update_chunks(&mut self, g: &Game, gfx: &Gfx, m: &Mat4) { fn update_chunks(&mut self, g: &Game, gfx: &Gfx, m: &Mat4) {
self.ensure_chunks(); self.ensure_chunks();
let side = g.me.side().min(7); let side = g.me.side().min(7);
// the weather dims the daylight: the chunks above ground are lit again in steps
let sky = ((1.6 * (1.0 - g.weather.gloom())) * 10.0).round() as u32;
if SKY_LIGHT.with(|s| s.get()) != sky {
SKY_LIGHT.with(|s| s.set(sky));
for ch in self.chunks.iter_mut() {
ch.sig = 0;
}
}
if view_side() != side { if view_side() != side {
// another master looks: the marks change colour // another master looks: the marks change colour
VIEW_SIDE.with(|v| v.set(side)); VIEW_SIDE.with(|v| v.set(side));
@@ -1609,6 +1622,7 @@ impl R3d {
} }
draw_traps_glow(g, t); draw_traps_glow(g, t);
draw_parts_glow(g); draw_parts_glow(g);
draw_weather(g, cam, t);
gl_use_default_material(); gl_use_default_material();
crate::ui::begin_ui(); crate::ui::begin_ui();
if let (Some((_, _, k)), Some((rt, tw, th))) = (pix, self.target.as_ref()) { if let (Some((_, _, k)), Some((rt, tw, th))) = (pix, self.target.as_ref()) {
@@ -1629,7 +1643,7 @@ impl R3d {
let (ix, iz) = (x as i32, z as i32); let (ix, iz) = (x as i32, z as i32);
let own = g.map.get(ix, iz).map_or(false, |t| matches!(t.owner, Owner::Player | Owner::Rival1 | Owner::Rival2 | Owner::Rival3)); let own = g.map.get(ix, iz).map_or(false, |t| matches!(t.owner, Owner::Player | Owner::Rival1 | Owner::Rival2 | Owner::Rival3));
if inb(ix, iz) && g.map.sky(idx(ix, iz)) { if inb(ix, iz) && g.map.sky(idx(ix, iz)) {
0.95 0.95 * (1.0 - 0.6 * g.weather.gloom())
} else if own { } else if own {
0.75 0.75
} else { } else {
@@ -2489,6 +2503,69 @@ fn draw_landmarks_solid(g: &Game, t: f32) {
let _ = t; let _ = t;
} }
// rain streaks and fog veils over the land above ground near the camera; a storm's lightning
// lights the sky up for a moment
fn draw_weather(g: &Game, cam: &Cam, t: f32) {
let w = &g.weather;
if w.level <= 0.01 || g.map.sky.is_empty() {
return;
}
let (cx, cz) = (cam.rx as i32, cam.rz as i32);
let reach = (cam.view_h() * 1.2) as i32 + 4;
let sky = |x: i32, z: i32| inb(x, z) && g.map.sky(idx(x, z));
// fog: veils at two heights, one plane per run of open sky tiles in a row
let fog = w.fog();
if fog > 0.01 {
for (h, a) in [(0.7f32, 0.22f32), (1.6, 0.16)] {
let col = Color::new(0.75, 0.78, 0.8, a * fog);
for z in cz - reach..=cz + reach {
let mut x = cx - reach;
while x <= cx + reach {
if !sky(x, z) {
x += 1;
continue;
}
let x0 = x;
while x <= cx + reach && sky(x, z) {
x += 1;
}
let len = (x - x0) as f32;
let drift = (t * 0.2 + z as f32 * 0.7).sin() * 0.15;
draw_plane(vec3(x0 as f32 + len * 0.5 + drift, h, z as f32 + 0.5), vec2(len * 0.5, 0.5), None, col);
}
}
}
}
// rain: slanted streaks falling over the open land
let rain = w.rain();
if rain > 0.01 {
let n = (1100.0 * rain) as u32;
let col = Color::new(0.75, 0.82, 0.95, 0.8);
let span = (2 * reach + 1) as u32;
for k in 0..n {
let h = k.wrapping_mul(2654435761) ^ 0x9e37_79b9;
let x = cx - reach + (h % span) as i32;
let z = cz - reach + ((h >> 11) % span) as i32;
if !sky(x, z) {
continue;
}
let fx = x as f32 + ((h >> 3) % 100) as f32 / 100.0;
let fz = z as f32 + ((h >> 17) % 100) as f32 / 100.0;
let fall = (t * 1.6 + (h % 1000) as f32 / 1000.0).fract();
let y = 3.0 * (1.0 - fall);
line3(vec3(fx, y + 0.5, fz - 0.08), vec3(fx + 0.05, y, fz + 0.08), 0.035, col);
}
}
// the flash of a lightning bolt
let since = g.time - w.flash;
if w.flash > 0.0 && (0.0..0.25).contains(&since) {
let a = 0.35 * (1.0 - since / 0.25);
for z in (cz - reach..=cz + reach).step_by(4) {
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));
}
}
}
// growth stage of a giant mushroom: 0 a sprout .. 4 fully grown (felling only then) // growth stage of a giant mushroom: 0 a sprout .. 4 fully grown (felling only then)
fn mushroom_stage(t: &Tile) -> u32 { fn mushroom_stage(t: &Tile) -> u32 {
if t.grown() { if t.grown() {
+19
View File
@@ -264,3 +264,22 @@ fn export_rogues_scene() {
g.snares.push(idx(cx + 7, cy + 3)); g.snares.push(idx(cx + 7, cy + 3));
save("rogues", &mut g, cx as f32 + 6.5, cy as f32 + 4.5, 8.0, 0.0, false); save("rogues", &mut g, cx as f32 + 6.5, cy as f32 + 4.5, 8.0, 0.0, false);
} }
// weather above ground: rain and fog over the land
#[test]
#[ignore]
fn export_weather_scenes() {
std::fs::create_dir_all("/tmp/scenes").unwrap();
for (name, kind) in [("weather-rain", crate::weather::RAIN), ("weather-fog", crate::weather::FOG), ("weather-storm", crate::weather::STORM)] {
let mut g = Game::new(7, 96, 96);
g.add_surface(7, 0.5, 3);
g.weather = crate::weather::Weather { kind, shown: kind, level: 1.0, left: 900.0, ..Default::default() };
// the camera on the land above ground, near the edge of the dungeon side
let i = (0..g.map.t.len()).filter(|&i| g.map.sky(i)).min_by_key(|&i| {
let (x, y) = xy(i);
(x - 52).abs() + (y - 48).abs()
}).unwrap();
let (x, y) = xy(i);
save(name, &mut g, x as f32 + 4.5, y as f32 + 0.5, 18.0, 0.0, false);
}
}
+7
View File
@@ -809,6 +809,13 @@ impl Ui {
}; };
segs.insert(3, vec![txt(tr(key), col), Part::Gap, Part::Bar(rv.hp / crate::rival::RIVAL_CORE_HP, col)]); segs.insert(3, vec![txt(tr(key), col), Part::Gap, Part::Bar(rv.hp / crate::rival::RIVAL_CORE_HP, col)]);
} }
// the weather above ground (maps with land above ground only)
if g.has_sky() {
let w = &g.weather;
let k = if w.level > 0.05 { w.shown } else { crate::weather::FAIR };
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];
segs.push(vec![txt(tr(crate::weather::NAMES[k as usize]), col)]);
}
if g.waves_on() { if g.waves_on() {
segs.push(vec![txt(trf("hud.wave", &[(g.wave + 1).to_string()]), wave_col), Part::Gap, txt(mmss(g.wave_timer), TXT)]); segs.push(vec![txt(trf("hud.wave", &[(g.wave + 1).to_string()]), wave_col), Part::Gap, txt(mmss(g.wave_timer), TXT)]);
} }
+240
View File
@@ -0,0 +1,240 @@
// Weather above ground: mostly fair, now and then rain, fog or a storm, each for a few minutes
// with soft changes. Rain puts out burning bridges and keeps fire from catching; fog shortens the
// sight of everyone outside; a storm brings both rain and lightning that strikes units and trees.
// Only maps with land above ground have weather. It runs in the shared simulation (same on every
// computer of a match).
use crate::game::*;
use crate::map::*;
use serde::{Deserialize, Serialize};
pub const FAIR: u8 = 0;
pub const RAIN: u8 = 1;
pub const FOG: u8 = 2;
pub const STORM: u8 = 3;
pub const NAMES: [&str; 4] = ["weather.fair", "weather.rain", "weather.fog", "weather.storm"];
// seconds for a change to fade in or out
const FADE: f32 = 20.0;
// damage of a lightning strike
pub const BOLT_DAMAGE: f32 = 40.0;
#[derive(Clone, Debug, Default, Serialize, Deserialize)]
pub struct Weather {
pub kind: u8, // the weather that is coming or here
pub shown: u8, // the weather that is felt now (changes when the old one has faded out)
pub level: f32, // how strong it is: 0 none .. 1 full
pub left: f32, // seconds until the next change
pub strike_t: f32, // seconds until the next lightning (storm)
pub flash: f32, // game time of the last lightning (the sky lights up)
}
// the weather that comes next: about 60% fair, 20% rain, 12% fog, 8% storm
fn pick(r: f32) -> u8 {
if r < 0.6 {
FAIR
} else if r < 0.8 {
RAIN
} else if r < 0.92 {
FOG
} else {
STORM
}
}
impl Weather {
// strength of an effect: rain falls in rain and storms, fog in fog (a little in storms)
pub fn rain(&self) -> f32 {
if matches!(self.shown, RAIN | STORM) { self.level } else { 0.0 }
}
pub fn fog(&self) -> f32 {
match self.shown {
FOG => self.level,
STORM => self.level * 0.4,
_ => 0.0,
}
}
// how much the daylight is dimmed (0 .. 1)
pub fn gloom(&self) -> f32 {
self.level
* match self.shown {
RAIN => 0.3,
FOG => 0.2,
STORM => 0.55,
_ => 0.0,
}
}
}
impl Game {
pub fn has_sky(&self) -> bool {
self.map.sky.iter().any(|&s| s)
}
// it rains on tile i right now (enough to put out fire)
pub fn rain_at(&self, i: usize) -> bool {
self.weather.rain() > 0.4 && self.map.sky(i)
}
// sight of a unit standing on tile i (fog outside shortens it)
pub fn sight_at(&self, i: usize, base: i32) -> i32 {
if !self.map.sky(i) {
return base;
}
((base as f32) * (1.0 - 0.5 * self.weather.fog())).round().max(2.0) as i32
}
pub(crate) fn update_weather(&mut self, dt: f32) {
if self.map.sky.is_empty() {
return;
}
let w = &mut self.weather;
w.left -= dt;
if w.left <= 0.0 {
// after bad weather it clears up more often
let r = self.rng.f();
let next = if w.kind != FAIR && r < 0.5 { FAIR } else { pick(self.rng.f()) };
let w = &mut self.weather;
w.kind = next;
w.left = if next == FAIR { 180.0 + self.rng.f() * 240.0 } else { 90.0 + self.rng.f() * 150.0 };
let w = &mut self.weather;
if w.kind != w.shown || w.level < 0.99 {
let key = ["msg.weather_clear", "msg.weather_rain", "msg.weather_fog", "msg.weather_storm"][next as usize];
if next != FAIR || w.shown != FAIR {
self.tell_local(key, vec![], None);
}
}
}
// soft changes: the old weather fades out before the new one fades in
let w = &mut self.weather;
if w.shown != w.kind {
w.level -= dt / FADE;
if w.level <= 0.0 {
w.level = 0.0;
w.shown = w.kind;
}
} else if w.kind != FAIR {
w.level = (w.level + dt / FADE).min(1.0);
} else {
w.level = (w.level - dt / FADE).max(0.0);
}
// rain puts out the burning bridges outside
if self.weather.rain() > 0.4 && !self.bridgework.burning.is_empty() {
let map = &self.map;
self.bridgework.burning.retain(|b| !map.sky(b.0));
}
// lightning in a storm
if self.weather.shown == STORM && self.weather.level > 0.6 {
self.weather.strike_t -= dt;
if self.weather.strike_t <= 0.0 {
self.weather.strike_t = 6.0 + self.rng.f() * 14.0;
self.lightning_strike();
}
}
}
// a bolt from the sky: a unit outside (now and then) or a tree, else bare land
pub(crate) fn lightning_strike(&mut self) {
let outside: Vec<usize> = (0..self.ents.len()).filter(|&j| {
let e = &self.ents[j];
e.alive && !e.held && e.captive == 0 && self.map.sky(e.tile())
}).collect();
let r = self.rng.f();
let (x, y) = if r < 0.35 && !outside.is_empty() {
let j = outside[(self.rng.next() as usize) % outside.len()];
let e = &mut self.ents[j];
e.hp -= BOLT_DAMAGE;
e.flash = 0.3;
let (x, y, side, kind, hero, dead) = (e.x, e.y, e.side, e.kind, e.hero, e.hp <= 0.0);
if !hero && side == self.local_side {
self.tell_local("msg.lightning_unit", vec![format!("@{}", st(kind).name)], None);
}
if dead {
self.kill(j);
}
(x, y)
} else {
let trees: Vec<usize> = (0..self.map.t.len()).filter(|&i| self.map.t[i].kind == Kind::Tree && self.map.sky(i)).collect();
if let Some(&i) = trees.get((self.rng.next() as usize) % trees.len().max(1)) {
// the tree is split and burns down
let t = &mut self.map.t[i];
t.kind = Kind::Floor;
t.owner = Owner::None;
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);
}
}