Creature equipment: the forge makes iron, steel and rune gear for the strongest creatures
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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// Creature equipment: when no trap or door is ordered, the forge makes armour and weapons in
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// three tiers - iron, steel (once steel walls are known) and rune (once the magic door, the
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// last discovery of the library, is known). Every finished piece goes to the strongest creature without anything that good yet:
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// more health and harder blows. The tier shows as a little coloured mark at the health bar.
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use crate::game::*;
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// tier 1..3: forge work, gold, health and attack factor
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pub const GEAR_WORK: [f32; 3] = [40.0, 70.0, 110.0];
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pub const GEAR_GOLD: [f32; 3] = [60.0, 140.0, 280.0];
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pub const GEAR_FACTOR: [f32; 4] = [1.0, 1.1, 1.22, 1.38];
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pub fn gear_factor(gear: u8) -> f32 {
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GEAR_FACTOR[(gear as usize).min(3)]
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}
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impl Game {
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// the best tier the forge can make now (1..3)
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pub fn gear_tier(&self) -> u8 {
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if self.known(31) {
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3
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} else if self.known(19) {
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2
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} else {
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1
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}
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}
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// is a creature waiting for a piece of the best tier (and none in stock)?
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pub fn gear_wanted(&self) -> bool {
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let tier = self.gear_tier();
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self.gear_stock.get(tier as usize - 1).copied().unwrap_or(0) == 0 && self.ents.iter().any(|e| e.alive && e.creature() && e.gear < tier)
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}
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// forge work without an order: the next piece of equipment
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pub(crate) fn forge_gear(&mut self, work: f32) {
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if !self.gear_wanted() {
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return;
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}
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let tier = self.gear_tier();
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let k = tier as usize - 1;
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self.gear_work += work;
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if self.gear_work >= GEAR_WORK[k] && self.gold >= GEAR_GOLD[k] {
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self.gear_work -= GEAR_WORK[k];
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self.gold -= GEAR_GOLD[k];
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if self.gear_stock.len() < 3 {
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self.gear_stock.resize(3, 0);
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}
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self.gear_stock[k] += 1;
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}
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self.equip_from_stock();
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}
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// finished pieces go to the strongest creatures that have nothing that good
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pub(crate) fn equip_from_stock(&mut self) {
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for k in (0..self.gear_stock.len().min(3)).rev() {
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while self.gear_stock[k] > 0 {
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let tier = k as u8 + 1;
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let best = (0..self.ents.len())
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.filter(|&j| {
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let e = &self.ents[j];
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e.alive && e.creature() && e.gear < tier
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})
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.max_by(|&a, &b| {
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let (ea, eb) = (&self.ents[a], &self.ents[b]);
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(ea.level, ea.max_hp as i32).cmp(&(eb.level, eb.max_hp as i32))
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});
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let Some(j) = best else { break };
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self.gear_stock[k] -= 1;
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let e = &mut self.ents[j];
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let f = gear_factor(tier) / gear_factor(e.gear);
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e.max_hp *= f;
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e.hp *= f;
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e.gear = tier;
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let (x, y, kind) = (e.x, e.y, e.kind);
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self.fx(7, x, y, 0.0, 0.0, 0.6, 0xff40c0ff);
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self.msg("msg.gear_given", vec![format!("@gear.{}", tier), format!("@{}", st(kind).name)]);
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}
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn the_forge_equips_the_strongest_creature() {
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let mut g = Game::new(4, 64, 64);
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let (cx, cy) = g.map.core;
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let weak = g.spawn(EK::Kobold, false, cx as f32 + 4.5, cy as f32 + 1.5, 1);
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let strong = g.spawn(EK::Ogre, false, cx as f32 + 5.5, cy as f32 + 1.5, 5);
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g.gold = 1000.0;
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assert!(g.gear_wanted());
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let hp0 = g.ents.iter().find(|e| e.id == strong).unwrap().max_hp;
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g.forge_gear(GEAR_WORK[0] + 1.0);
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let s = g.ents.iter().find(|e| e.id == strong).unwrap();
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let w = g.ents.iter().find(|e| e.id == weak).unwrap();
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assert_eq!(s.gear, 1, "the ogre got the first piece");
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assert_eq!(w.gear, 0);
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assert!(s.max_hp > hp0 && s.atk() > st(EK::Ogre).atk * (1.0 + 0.12 * 4.0));
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assert!(g.gold < 1000.0);
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}
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}
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+17
-2
@@ -305,6 +305,8 @@ pub struct Ent {
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pub chained: bool, // a lone creature chained in a sealed cave: joins when the cave is claimed
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#[serde(default)]
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pub boss: u8, // a champion of the Order leading a wave (see bosses.rs), 0: none
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#[serde(default)]
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pub gear: u8, // equipment from the forge: 0 none, 1 iron, 2 steel, 3 rune (armory.rs)
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#[serde(skip, default = "zero_f32")]
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pub disp_x: f32, // smoothed screen position (not part of the saved or synced world state)
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#[serde(skip, default = "zero_f32")]
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@@ -381,6 +383,7 @@ impl Ent {
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target: None,
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chained: false,
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boss: 0,
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gear: 0,
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disp_x: 0.0,
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disp_y: 0.0,
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}
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@@ -389,7 +392,7 @@ impl Ent {
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idx((self.x as i32).clamp(0, mw() as i32 - 1), (self.y as i32).clamp(0, mh() as i32 - 1))
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}
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pub fn atk(&self) -> f32 {
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st(self.kind).atk * (1.0 + 0.12 * (self.level - 1) as f32)
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st(self.kind).atk * (1.0 + 0.12 * (self.level - 1) as f32) * crate::armory::gear_factor(self.gear)
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}
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// the player's creatures (not imps, heroes or the rivals' units)
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pub fn creature(&self) -> bool {
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@@ -494,6 +497,8 @@ pub struct MasterState {
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pub training_bill: f32,
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pub counts: [usize; N_ROOMS],
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pub room_level: Vec<u8>,
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pub gear_stock: Vec<u16>,
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pub gear_work: f32,
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pub springs: usize,
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pub known: Vec<bool>,
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pub researchable: Vec<bool>,
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@@ -531,6 +536,10 @@ pub struct Game {
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#[serde(skip)]
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pub counts: [usize; N_ROOMS], // room tiles per room kind (ROOM_KINDS order, recounted)
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#[serde(default)]
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pub gear_stock: Vec<u16>, // finished equipment waiting for a creature, per tier (armory.rs)
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#[serde(default)]
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pub gear_work: f32, // forge work on the next piece
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#[serde(default)]
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pub room_level: Vec<u8>, // level of every room kind (ROOM_KINDS order; 1 when missing), researched
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pub gate_hp: f32,
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pub gate_hit_t: f32,
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@@ -893,6 +902,8 @@ impl Game {
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hand: Vec::new(),
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counts: [0; N_ROOMS],
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room_level: Vec::new(),
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gear_stock: Vec::new(),
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gear_work: 0.0,
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gate_hp: GATE_HP,
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gate_hit_t: -100.0,
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gate_stage: 0,
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@@ -1463,6 +1474,8 @@ impl Game {
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training_bill: self.training_bill,
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counts: self.counts,
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room_level: self.room_level.clone(),
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gear_stock: self.gear_stock.clone(),
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gear_work: self.gear_work,
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springs: self.springs,
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known: std::mem::take(&mut self.known),
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researchable: std::mem::take(&mut self.researchable),
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@@ -1494,6 +1507,8 @@ impl Game {
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self.training_bill = m.training_bill;
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self.counts = m.counts;
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self.room_level = m.room_level;
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self.gear_stock = m.gear_stock;
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self.gear_work = m.gear_work;
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self.springs = m.springs;
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self.known = m.known;
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self.researchable = m.researchable;
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@@ -2374,7 +2389,7 @@ impl Game {
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e.xp -= 100.0 * e.level as f32;
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e.level += 1;
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let old = e.max_hp;
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e.max_hp = s.hp * (1.0 + 0.15 * (e.level - 1) as f32);
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e.max_hp = s.hp * (1.0 + 0.15 * (e.level - 1) as f32) * crate::armory::gear_factor(e.gear);
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e.hp += e.max_hp - old;
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self.fx(7, e.x, e.y, 0.0, 0.0, 0.8, 0xff44ddff);
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if !e.hero {
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@@ -1,6 +1,7 @@
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// DungeonCraft – dungeon building & defence in the browser (Rust + macroquad, WASM).
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mod achievements;
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mod armory;
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mod audio;
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mod campaign;
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mod campaign_doc;
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@@ -1741,6 +1741,14 @@ impl R3d {
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if e.guard {
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gfx.glyph('☼', head.x - (GW * small * 0.5).floor(), head.y - 2.0 * GH * small, small, Color::from_rgba(255, 220, 90, 255));
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}
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// equipment from the forge: a little mark right of the health bar
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if e.gear > 0 && px_per_tile >= 20.0 * F() as f32 {
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let k = 2.0 * F() as f32;
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let x = head.x + (cols as f32 * cw * 0.5).ceil() + 2.0 * k;
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let c = [Color::from_rgba(170, 170, 180, 255), Color::from_rgba(110, 160, 255, 255), Color::from_rgba(90, 240, 255, 255)][(e.gear as usize - 1).min(2)];
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draw_rectangle(x, head.y - GH * small, 3.0 * k, 4.0 * k, Color::from_rgba(20, 16, 20, 255));
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draw_rectangle(x + k * 0.5, head.y - GH * small + k * 0.5, 2.0 * k, 3.0 * k, c);
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}
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// rank badge left of the health bar
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if e.level > 1 && px_per_tile >= 20.0 * F() as f32 {
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let k = 2.0 * F() as f32;
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+5
-1
@@ -206,6 +206,10 @@ impl Game {
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// the forge: the work of the creatures there goes into the oldest order
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pub(crate) fn update_forge(&mut self, dt: f32) {
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let work = std::mem::take(&mut self.forge_work);
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if !self.traps.iter().any(|t| t.stage == ORDERED) {
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// no order: the forge makes equipment
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self.forge_gear(work);
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}
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if let Some(k) = self.traps.iter().position(|t| t.stage == ORDERED) {
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self.traps[k].progress += work;
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if self.traps[k].progress >= self.traps[k].kind.work() {
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@@ -244,7 +248,7 @@ impl Game {
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// is there forge work to do (an order waiting)?
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pub fn forge_orders(&self) -> bool {
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self.traps.iter().any(|t| t.stage == ORDERED)
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self.traps.iter().any(|t| t.stage == ORDERED) || self.gear_wanted()
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}
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// an imp looking for work: a finished crate to carry; returns the path to the crate
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@@ -1518,6 +1518,9 @@ pub fn hover_info(g: &Game, ent: Option<usize>, tile: Option<(i32, i32)>) -> Vec
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out.push((trf("info.level", &[tr(s.name), e.level.to_string()]), if e.hero { BLUE } else { FRAME_HI }));
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out.push((trf("info.rank", &[tr(&format!("rank.{}", e.level.clamp(1, 10)))]), GOLD));
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out.push((trf("info.hp", &[(e.hp.max(0.0) as i32).to_string(), (e.max_hp as i32).to_string()]), GREEN));
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if e.gear > 0 {
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out.push((tr(&format!("gear.{}", e.gear.min(3))), BLUE));
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}
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if e.hero && e.captive != 0 {
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out.push((tr(["", "info.unconscious", "info.carried", "info.tortured"][e.captive.min(3) as usize]), RED));
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return out;
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