Campaign mission system: 20 mission definitions, goals, unlocks, carry-over
- campaign.rs: missions as key data (size, rivers, fortresses, goals, waves, time limit, gifts); start_mission builds the map with the generator; tools unlock step by step; the strongest 5 creatures and 20% of the gold are carried into the next mission; campaign progress type - Map generator options (portals, treasure caves, hero gate) and meandering rivers with knight bridges - Mission goals: shards, gate of the order, all knights, vault loot, knight towers, waves; time limits; waves and gate defenders only where the mission wants them - Locked tools are shown dark and cannot be chosen; HUD shows gate/waves/time only when used - Fix: patrol routes no longer start on tower spots - Tests: every mission builds, its goals are possible, wave heroes reach the core Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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// Campaign "The Broken Core": 20 missions. Each mission is a set of key data (size, rivers,
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// fortresses, goals, available tools); the map generator builds the map from it.
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// Texts (title, story, hints) come from the language files: camp.<key>.title / .story
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use crate::fortress::FortSpec;
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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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// From which mission (0-based) on each tool is available (same order as ui::TOOLS):
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// dig, hand, treasury, lair, farm, training, library, sell, flag, lightning, heal, imp,
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// torture, temple, arrow tower, cannon tower, magic tower, bridge
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pub const TOOL_UNLOCK: [usize; 18] = [0, 0, 0, 0, 0, 2, 4, 0, 0, 3, 4, 0, 6, 9, 3, 5, 9, 1];
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pub struct FortDef {
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pub at: (f32, f32), // centre as a fraction of the map size
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pub size: (i32, i32),
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pub doors: &'static [usize],
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pub towers: &'static [TowerKind],
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pub tower_level: u32,
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pub guards: u32, // number of guards
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pub patrols: u32, // patrol groups of two
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pub level: u32, // level of the knights
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pub boss: Option<(EK, u32)>,
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pub vaults: u32,
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pub vault_value: i32,
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pub shard: bool,
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pub heart: bool,
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}
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pub struct MissionDef {
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pub key: &'static str,
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pub size: (usize, usize),
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pub seed: u32,
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pub gold: f32,
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pub portals: usize,
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pub treasures: usize,
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pub goals: Vec<Goal>,
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pub waves: bool, // hero waves (from the gate)
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pub wave_limit: u32, // 0 = endless
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pub first_wave: f32, // seconds until the first wave
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pub gate: bool, // free-game hero gate at the far side (wave missions)
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pub gate_defenders: bool,
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pub time_limit: f32,
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pub rivers: Vec<River>,
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pub forts: Vec<FortDef>,
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pub gift: Vec<(EK, u32)>, // creatures that join at the start
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}
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// carried over from the last won mission: the strongest creatures and part of the gold
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#[derive(Clone, Debug, Default, Serialize, Deserialize)]
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pub struct Carry {
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pub creatures: Vec<(EK, u32, f32)>, // kind, level, experience
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pub gold: f32,
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}
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pub const CARRY_CREATURES: usize = 5;
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pub const CARRY_GOLD: f32 = 0.2;
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// progress of the campaign (stored in the browser)
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#[derive(Clone, Debug, Default, Serialize, Deserialize)]
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pub struct Progress {
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pub done: Vec<bool>,
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pub carry: Vec<Option<Carry>>, // carry[i] = taken from mission i into mission i + 1
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}
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impl Progress {
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pub fn unlocked(&self, i: usize) -> bool {
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i == 0 || self.done.get(i - 1).copied().unwrap_or(false) || self.done.get(i).copied().unwrap_or(false)
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}
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pub fn is_done(&self, i: usize) -> bool {
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self.done.get(i).copied().unwrap_or(false)
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}
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pub fn set_done(&mut self, i: usize, carry: Carry) {
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let n = missions().len();
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self.done.resize(n, false);
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self.carry.resize(n, None);
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self.done[i] = true;
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self.carry[i] = Some(carry);
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}
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// what the player brings into mission i
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pub fn carry_into(&self, i: usize) -> Option<&Carry> {
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if i == 0 {
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return None;
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}
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self.carry.get(i - 1).and_then(|c| c.as_ref())
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}
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}
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use EK::*;
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use TowerKind::{Arrow, Cannon, Magic};
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fn river(lava: bool, vertical: bool, pos: f32, width: i32, bridges: u32) -> River {
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River { lava, vertical, pos, width, bridges }
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}
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#[allow(clippy::too_many_arguments)]
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fn fort(at: (f32, f32), size: (i32, i32), doors: &'static [usize], towers: &'static [TowerKind], tower_level: u32, guards: u32, patrols: u32, level: u32, vaults: u32, vault_value: i32) -> FortDef {
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FortDef { at, size, doors, towers, tower_level, guards, patrols, level, boss: None, vaults, vault_value, shard: false, heart: false }
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}
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impl FortDef {
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fn shard(mut self) -> FortDef {
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self.shard = true;
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self
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}
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fn heart(mut self) -> FortDef {
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self.heart = true;
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self
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}
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fn boss(mut self, k: EK, level: u32) -> FortDef {
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self.boss = Some((k, level));
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self
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}
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}
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fn base(key: &'static str, size: (usize, usize), seed: u32, goals: Vec<Goal>) -> MissionDef {
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MissionDef {
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key,
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size,
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seed,
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gold: 3000.0,
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portals: 1,
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treasures: 0,
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goals,
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waves: false,
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wave_limit: 0,
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first_wave: 300.0,
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gate: false,
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gate_defenders: false,
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time_limit: 0.0,
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rivers: Vec::new(),
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forts: Vec::new(),
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gift: Vec::new(),
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}
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}
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pub fn missions() -> Vec<MissionDef> {
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let mut v = Vec::new();
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// ---- Act I: awakening
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v.push(MissionDef { gold: 2500.0, forts: vec![fort((0.74, 0.5), (15, 13), &[3], &[], 1, 4, 0, 1, 1, 1200).shard()], ..base("m01", (64, 64), 101, vec![Goal::Shards]) });
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v.push(MissionDef {
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gold: 2500.0,
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rivers: vec![river(false, true, 0.47, 3, 0)],
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forts: vec![fort((0.8, 0.5), (15, 15), &[3], &[Arrow], 1, 4, 1, 1, 1, 1500).shard()],
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..base("m02", (80, 64), 202, vec![Goal::Shards])
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});
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v.push(MissionDef { forts: vec![fort((0.74, 0.5), (19, 17), &[3, 0], &[Arrow, Arrow], 1, 6, 2, 1, 1, 1500)], ..base("m03", (80, 80), 303, vec![Goal::KillAll]) });
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v.push(MissionDef {
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portals: 2,
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treasures: 1,
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waves: true,
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wave_limit: 4,
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first_wave: 270.0,
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gate: true,
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..base("m04", (80, 64), 404, vec![Goal::Survive(4)])
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});
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v.push(MissionDef {
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rivers: vec![river(false, true, 0.42, 3, 1)],
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forts: vec![fort((0.76, 0.5), (21, 21), &[3, 2], &[Arrow, Arrow, Arrow], 1, 6, 2, 2, 4, 2000)],
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..base("m05", (96, 80), 505, vec![Goal::Loot(6000)])
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});
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// ---- Act II: the rivers
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v.push(MissionDef {
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rivers: vec![river(false, true, 0.52, 5, 1)],
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forts: vec![fort((0.82, 0.5), (21, 19), &[3], &[Arrow, Cannon, Arrow, Cannon], 1, 8, 2, 2, 2, 1500).heart()],
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..base("m06", (96, 80), 606, vec![Goal::Heart])
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});
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v.push(MissionDef {
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rivers: vec![river(true, true, 0.45, 3, 0)],
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forts: vec![fort((0.79, 0.45), (19, 19), &[3], &[Arrow, Cannon], 2, 7, 2, 2, 2, 1800).shard()],
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..base("m07", (96, 96), 707, vec![Goal::Shards])
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});
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v.push(MissionDef {
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time_limit: 900.0,
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gift: vec![(Ogre, 3), (Kobold, 3), (Kobold, 3), (Spider, 2)],
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forts: vec![
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fort((0.6, 0.27), (17, 15), &[3, 2], &[Arrow], 1, 4, 1, 2, 3, 1500),
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fort((0.78, 0.72), (17, 15), &[3, 0], &[Arrow, Cannon], 1, 4, 1, 2, 3, 1500),
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],
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..base("m08", (96, 80), 808, vec![Goal::Loot(8000)])
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});
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v.push(MissionDef {
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rivers: vec![river(false, false, 0.5, 3, 2)],
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forts: vec![
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fort((0.76, 0.24), (19, 17), &[3, 2], &[Arrow, Cannon], 2, 7, 2, 2, 1, 1500).shard(),
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fort((0.76, 0.76), (19, 17), &[3, 0], &[Arrow, Cannon], 2, 7, 2, 2, 1, 1500).shard(),
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],
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..base("m09", (112, 96), 909, vec![Goal::Shards])
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});
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v.push(MissionDef {
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gold: 4000.0,
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portals: 2,
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treasures: 1,
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waves: true,
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wave_limit: 6,
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first_wave: 240.0,
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gate: true,
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..base("m10", (96, 80), 1010, vec![Goal::Survive(6)])
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});
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v.push(MissionDef {
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forts: vec![fort((0.72, 0.5), (25, 25), &[3, 0, 2], &[Arrow, Cannon, Magic, Arrow, Cannon], 2, 8, 4, 3, 2, 2000)],
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..base("m11", (112, 96), 1111, vec![Goal::KillAll])
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});
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v.push(MissionDef {
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rivers: vec![river(false, true, 0.4, 3, 1), river(true, true, 0.62, 3, 1)],
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forts: vec![fort((0.85, 0.5), (21, 25), &[3], &[Arrow, Cannon, Magic, Arrow], 2, 10, 2, 3, 2, 2000).heart().shard()],
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..base("m12", (112, 96), 1212, vec![Goal::Heart, Goal::Shards])
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});
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// ---- Act III: the citadel
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v.push(MissionDef {
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rivers: vec![river(false, false, 0.22, 3, 1)],
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forts: vec![fort((0.75, 0.55), (27, 23), &[3, 0], &[Arrow, Cannon, Magic, Arrow, Cannon, Magic], 2, 12, 3, 3, 4, 3500)],
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..base("m13", (112, 96), 1313, vec![Goal::Loot(13000)])
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});
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v.push(MissionDef {
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forts: vec![fort((0.7, 0.5), (25, 25), &[3, 1], &[Arrow, Cannon, Magic, Arrow, Cannon, Magic, Arrow, Cannon], 3, 8, 2, 3, 2, 2000)],
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..base("m14", (112, 112), 1414, vec![Goal::Towers])
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});
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v.push(MissionDef {
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portals: 0,
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gold: 5000.0,
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gift: vec![(Ogre, 5), (Ogre, 4), (Mage, 5), (Mage, 4), (Spider, 4), (Kobold, 4), (Kobold, 4), (Mage, 3)],
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rivers: vec![river(false, true, 0.42, 4, 1)],
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forts: vec![fort((0.74, 0.5), (21, 21), &[3, 0, 2], &[Arrow, Cannon, Magic], 2, 10, 2, 3, 2, 2000)],
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..base("m15", (112, 96), 1515, vec![Goal::KillAll])
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});
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v.push(MissionDef {
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waves: true,
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first_wave: 360.0,
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gate_defenders: true,
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rivers: vec![river(true, true, 0.55, 3, 2)],
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forts: vec![fort((0.82, 0.5), (23, 23), &[3], &[Arrow, Cannon, Magic, Arrow], 2, 10, 2, 3, 2, 2000).heart()],
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..base("m16", (112, 96), 1616, vec![Goal::Heart])
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});
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v.push(MissionDef {
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portals: 2,
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rivers: vec![river(false, true, 0.36, 3, 2), river(false, true, 0.56, 3, 2), river(false, false, 0.5, 3, 2)],
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forts: vec![
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fort((0.8, 0.24), (19, 17), &[3, 2], &[Arrow, Cannon, Magic], 2, 8, 2, 3, 2, 2000).shard(),
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fort((0.8, 0.76), (19, 17), &[3, 0], &[Arrow, Cannon, Magic], 2, 8, 2, 3, 2, 2000).shard(),
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],
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..base("m17", (128, 112), 1717, vec![Goal::Shards, Goal::Loot(6000)])
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});
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v.push(MissionDef {
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portals: 2,
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rivers: vec![river(true, true, 0.5, 4, 1)],
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forts: vec![fort((0.82, 0.5), (25, 25), &[3], &[Arrow, Cannon, Magic, Arrow, Cannon, Magic], 3, 14, 3, 4, 3, 2500).heart().boss(Paladin, 5)],
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..base("m18", (128, 112), 1818, vec![Goal::Heart])
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});
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v.push(MissionDef {
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portals: 2,
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rivers: vec![river(false, true, 0.42, 3, 2), river(true, false, 0.5, 3, 2)],
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forts: vec![
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fort((0.62, 0.22), (19, 17), &[3, 2], &[Arrow, Cannon, Magic], 3, 8, 2, 4, 1, 2500).shard(),
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fort((0.86, 0.5), (19, 19), &[3], &[Arrow, Cannon, Magic, Arrow], 3, 10, 2, 4, 1, 2500).shard(),
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fort((0.62, 0.8), (19, 17), &[3, 0], &[Arrow, Cannon, Magic], 3, 8, 2, 4, 1, 2500).shard(),
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],
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..base("m19", (144, 128), 1919, vec![Goal::Shards])
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});
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v.push(MissionDef {
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portals: 3,
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gold: 5000.0,
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waves: true,
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first_wave: 420.0,
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gate_defenders: true,
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rivers: vec![river(false, true, 0.6, 6, 2)],
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forts: vec![fort((0.83, 0.5), (29, 29), &[3], &[Arrow, Cannon, Magic, Arrow, Cannon, Magic, Arrow, Magic], 3, 16, 4, 5, 4, 3000)
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.heart()
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.shard()
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.boss(Paladin, 10)],
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..base("m20", (144, 144), 2020, vec![Goal::Heart, Goal::Shards])
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});
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v
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}
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// the knights of a fortress: mostly knights and archers, some priests and dwarves
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fn knights(n: u32, level: u32) -> Vec<(EK, u32)> {
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let mix = [Knight, Archer, Knight, Priest, Dwarf, Archer, Knight];
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(0..n).map(|k| (mix[k as usize % mix.len()], level)).collect()
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}
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impl FortDef {
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fn spec(&self, w: usize, h: usize) -> FortSpec {
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let (fw, fh) = self.size;
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let x = ((self.at.0 * w as f32) as i32 - fw / 2).clamp(3, w as i32 - fw - 3);
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let y = ((self.at.1 * h as f32) as i32 - fh / 2).clamp(3, h as i32 - fh - 3);
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let mut guards = knights(self.guards, self.level);
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if let Some(b) = self.boss {
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guards.insert(0, b);
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}
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let patrols = (0..self.patrols).map(|k| vec![(if k % 2 == 0 { Knight } else { Archer }, self.level), (Knight, self.level)]).collect();
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FortSpec {
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x,
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y,
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w: fw,
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h: fh,
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doors: self.doors.to_vec(),
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towers: self.towers.to_vec(),
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tower_level: self.tower_level,
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guards,
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patrols,
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vaults: self.vaults,
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vault_value: self.vault_value,
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shard: self.shard,
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heart: self.heart,
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}
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}
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}
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// Builds the game of mission i (carry: what the last mission handed over)
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pub fn start_mission(i: usize, carry: Option<&Carry>) -> Game {
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let all = missions();
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let d = &all[i.min(all.len() - 1)];
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let (w, h) = d.size;
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let opts = GenOpts { portals: Some(d.portals), treasures: Some(d.treasures), gate: d.gate, core_y: None };
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let map = Map::generate_with(d.seed, w, h, &opts);
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let mut g = Game::from_map(map, d.seed);
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g.gold = d.gold;
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for (k, r) in d.rivers.iter().enumerate() {
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let seed = d.seed.wrapping_mul(31).wrapping_add(k as u32 * 977);
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g.map.carve_river(r, seed);
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}
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let mut shards = 0;
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for f in &d.forts {
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g.build_fortress(&f.spec(w, h));
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shards += f.shard as u32;
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}
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let heart = d.gate || d.forts.iter().any(|f| f.heart);
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if !heart {
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g.gate_hp = 0.0;
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}
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g.guard_treasures();
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g.place_all_torches();
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g.mission = Some(MissionState {
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index: i,
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goals: d.goals.clone(),
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tools: TOOL_UNLOCK.iter().map(|&u| u <= i).collect(),
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waves: d.waves,
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wave_limit: d.wave_limit,
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gate_defenders: d.gate_defenders,
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heart,
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time_limit: d.time_limit,
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shards,
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});
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g.wave_timer = d.first_wave;
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// new creatures stand around the core
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let (cx, cy) = g.map.core;
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let mut joiners: Vec<(EK, u32, f32)> = d.gift.iter().map(|&(k, l)| (k, l, 0.0)).collect();
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if let Some(c) = carry {
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joiners.extend(c.creatures.iter().copied());
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g.gold += c.gold;
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}
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for (k, &(kind, level, xp)) in joiners.iter().enumerate() {
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let a = k as f32 * 0.9;
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let (x, y) = (cx as f32 + 1.5 + a.cos() * 3.2, cy as f32 + 1.5 + a.sin() * 3.2);
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let id = g.spawn(kind, false, x, y, level.max(1));
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if let Some(e) = g.ents.iter_mut().find(|e| e.id == id) {
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e.xp = xp;
|
||||
e.happy = 1.0;
|
||||
}
|
||||
}
|
||||
g.msg("msg.mission_start", vec![format!("@camp.{}.title", d.key)]);
|
||||
g
|
||||
}
|
||||
|
||||
// the strongest creatures and a fifth of the gold go along into the next mission
|
||||
pub fn carry_from(g: &Game) -> Carry {
|
||||
let mut c: Vec<&Ent> = g.ents.iter().filter(|e| e.alive && e.creature()).collect();
|
||||
let power = |e: &Ent| e.max_hp * e.atk() / st(e.kind).interval;
|
||||
c.sort_by(|a, b| power(b).partial_cmp(&power(a)).unwrap_or(std::cmp::Ordering::Equal));
|
||||
Carry { creatures: c.iter().take(CARRY_CREATURES).map(|e| (e.kind, e.level, e.xp)).collect(), gold: (g.gold * CARRY_GOLD).floor() }
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn all_missions_build() {
|
||||
for (i, d) in missions().iter().enumerate() {
|
||||
let g = start_mission(i, None);
|
||||
let m = g.mission.as_ref().unwrap();
|
||||
let heroes = g.ents.iter().filter(|e| e.hero).count();
|
||||
println!("{} {}x{}: {} knights, {} knight towers, {} shards, goals {:?}", d.key, d.size.0, d.size.1, heroes, g.towers.iter().filter(|t| t.hero).count(), m.shards, m.goals);
|
||||
// every patrol group got its round
|
||||
let patrols = g.ents.iter().filter(|e| !e.patrol.is_empty()).count() as u32;
|
||||
assert_eq!(patrols, d.forts.iter().map(|f| f.patrols * 2).sum::<u32>(), "{}", d.key);
|
||||
// the core area is intact
|
||||
let (cx, cy) = g.map.core;
|
||||
assert_eq!(g.map.t[idx(cx + 1, cy + 1)].kind, Kind::Core, "{}", d.key);
|
||||
// goals that need something on the map have it
|
||||
for goal in &m.goals {
|
||||
match goal {
|
||||
Goal::Shards => assert!(m.shards > 0, "{}", d.key),
|
||||
Goal::Heart => assert!(m.heart && g.gate_hp > 0.0, "{}", d.key),
|
||||
Goal::Towers => assert!(g.towers.iter().any(|t| t.hero), "{}", d.key),
|
||||
Goal::KillAll => assert!(heroes > 0, "{}", d.key),
|
||||
Goal::Loot(n) => {
|
||||
let vaults: i32 = g.map.t.iter().filter(|t| t.kind == Kind::Treasury && t.owner == Owner::Hero).map(|t| t.gold).sum();
|
||||
assert!(vaults as u32 >= *n, "{}: vaults hold {}", d.key, vaults);
|
||||
}
|
||||
Goal::Survive(_) => assert!(m.waves, "{}", d.key),
|
||||
}
|
||||
}
|
||||
// wave missions: the heroes can reach the core
|
||||
if m.waves {
|
||||
let (gx, gy) = g.map.gate;
|
||||
assert!(g.map.hero_path_to_core(idx(gx + 1, gy + 1)).is_some(), "{}: no hero path", d.key);
|
||||
}
|
||||
// every shard and the heart can be reached by digging and bridging from the core
|
||||
let reach = g.map.search(idx(cx + 1, cy - 2).max(0), |i| {
|
||||
let t = &g.map.t[i];
|
||||
if t.kind == Kind::Rock || t.kind == Kind::Core || t.kind == Kind::Tower {
|
||||
None
|
||||
} else {
|
||||
Some(1)
|
||||
}
|
||||
}, |i| g.map.t[i].kind == Kind::Shard || g.map.t[i].kind == Kind::Gate || g.map.t[i].owner == Owner::Hero, true);
|
||||
assert!(reach.is_some() || heroes == 0, "{}: fortress unreachable", d.key);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn carry_over_takes_the_strongest() {
|
||||
let mut g = start_mission(0, None);
|
||||
for (k, l) in [(Kobold, 1), (Ogre, 5), (Spider, 2), (Mage, 4), (Kobold, 2), (Ogre, 2), (Spider, 1)] {
|
||||
g.spawn(k, false, 20.0, 20.0, l);
|
||||
}
|
||||
g.gold = 5000.0;
|
||||
let c = carry_from(&g);
|
||||
assert_eq!(c.creatures.len(), CARRY_CREATURES);
|
||||
assert_eq!(c.creatures[0].0, Ogre);
|
||||
assert_eq!(c.gold, 1000.0);
|
||||
let g2 = start_mission(1, Some(&c));
|
||||
assert_eq!(g2.ents.iter().filter(|e| e.creature()).count(), CARRY_CREATURES);
|
||||
assert_eq!(g2.gold, 2500.0 + 1000.0);
|
||||
// the tools of mission 2: bridges yes, training no
|
||||
assert!(g2.tool_allowed(17));
|
||||
assert!(!g2.tool_allowed(5));
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user