Creature equipment: the forge makes iron, steel and rune gear for the strongest creatures

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Richard ZinkandClaude Opus 5.5 committed 2026-11-06 00:26:59 +01:00
1 parent 82dd8c73e1
commit 4c440fb97f
25 files changed
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@@ -80,7 +80,11 @@ host's choice goes to every client with `"events"` in the create message) and wi
dens of cave bears and giant beetles in the caverns of bigger random maps; neutral like the dwarves; beaten while dens of cave bears and giant beetles in the caverns of bigger random maps; neutral like the dwarves; beaten while
a prison has room, a beast gives in and joins), traders (`src/traders.rs`: every ~10 minutes in single player a a prison has room, a beast gives in and joins), traders (`src/traders.rs`: every ~10 minutes in single player a
merchant waits a minute at an own portal; a click with the hand buys rune plans, an ember wyrm, a chainbreaker, merchant waits a minute at an own portal; a click with the hand buys rune plans, an ember wyrm, a chainbreaker,
wood or a mana potion) and seasons (snow above ground in winter, pumpkins at Halloween, from the real date). wood or a mana potion), seasons (snow above ground in winter, pumpkins at Halloween, from the real date) and
creature equipment (`src/armory.rs`: without orders the forge makes iron, steel and rune gear for gold; each
piece goes to the strongest creature without one that good: +10/22/38% health and attack, a coloured mark at
the health bar). The dynamic music (calm and battle) existed already and now also follows the camera to the
surface. Still open: the tutorial mission.
1. **Random events** – earthquake (tunnels cave in), lava eruption, flood, gold vein found. Rare 1. **Random events** – earthquake (tunnels cave in), lava eruption, flood, gold vein found. Rare
(every 8–12 minutes), free play and multiplayer only, can be switched off in the menu; in (every 8–12 minutes), free play and multiplayer only, can be switched off in the menu; in
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@@ -332,6 +332,10 @@ unit.priestess = Plamenná kněžka
msg.hero_captured = Omráčen a zajat: {0}! Kořist: {1} zlata. msg.hero_captured = Omráčen a zajat: {0}! Kořist: {1} zlata.
msg.defected = Přeběhl na tvou stranu: {0}! msg.defected = Přeběhl na tvou stranu: {0}!
msg.beast_tamed = Divoký {0} se vzdává a přidává se k tvé kobce! msg.beast_tamed = Divoký {0} se vzdává a přidává se k tvé kobce!
gear.1 = železná výstroj
gear.2 = ocelová výstroj
gear.3 = runová výstroj
msg.gear_given = Kovárna předává {0}: {1}.
msg.trader_arrives = Tvým portálem přišel obchodník: {0} za {1} zlata. Klikni na něj rukou a kup – čeká minutu. msg.trader_arrives = Tvým portálem přišel obchodník: {0} za {1} zlata. Klikni na něj rukou a kup – čeká minutu.
msg.trader_sold = Koupeno: {0}. Bylo mi potěšením, říká obchodník. msg.trader_sold = Koupeno: {0}. Bylo mi potěšením, říká obchodník.
msg.trader_left = Obchodník pokrčí rameny a odejde portálem. msg.trader_left = Obchodník pokrčí rameny a odejde portálem.
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@@ -332,6 +332,10 @@ unit.priestess = Flammepræstinde
msg.hero_captured = {0} slået bevidstløs og taget til fange! Bytte: {1} guld. msg.hero_captured = {0} slået bevidstløs og taget til fange! Bytte: {1} guld.
msg.defected = {0} er gået over til din side! msg.defected = {0} er gået over til din side!
msg.beast_tamed = En vild {0} overgiver sig og slutter sig til dit fangehul! msg.beast_tamed = En vild {0} overgiver sig og slutter sig til dit fangehul!
gear.1 = jernudrustning
gear.2 = ståludrustning
gear.3 = runeudrustning
msg.gear_given = Smedjen giver {0} til: {1}.
msg.trader_arrives = En handelsmand kom gennem din portal: {0} for {1} guld. Klik på ham med hånden for at købe – han venter et minut. msg.trader_arrives = En handelsmand kom gennem din portal: {0} for {1} guld. Klik på ham med hånden for at købe – han venter et minut.
msg.trader_sold = Købt: {0}. En fornøjelse, siger handelsmanden. msg.trader_sold = Købt: {0}. En fornøjelse, siger handelsmanden.
msg.trader_left = Handelsmanden trækker på skuldrene og går gennem portalen. msg.trader_left = Handelsmanden trækker på skuldrene og går gennem portalen.
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@@ -331,6 +331,10 @@ unit.priestess = Flammenpriesterin
msg.hero_captured = {0} bewusstlos geschlagen und gefangen genommen! Beute: {1} Gold. msg.hero_captured = {0} bewusstlos geschlagen und gefangen genommen! Beute: {1} Gold.
msg.defected = {0} ist zu dir übergelaufen! msg.defected = {0} ist zu dir übergelaufen!
msg.beast_tamed = Ein wilder {0} ergibt sich und schließt sich deinem Kerker an! msg.beast_tamed = Ein wilder {0} ergibt sich und schließt sich deinem Kerker an!
gear.1 = Eisenausrüstung
gear.2 = Stahlausrüstung
gear.3 = Runenausrüstung
msg.gear_given = Die Schmiede übergibt {0} an: {1}.
msg.trader_arrives = Ein Händler kam durch dein Portal: {0} für {1} Gold. Klick ihn mit der Hand an, um zu kaufen – er wartet eine Minute. msg.trader_arrives = Ein Händler kam durch dein Portal: {0} für {1} Gold. Klick ihn mit der Hand an, um zu kaufen – er wartet eine Minute.
msg.trader_sold = Gekauft: {0}. Ein Vergnügen, sagt der Händler. msg.trader_sold = Gekauft: {0}. Ein Vergnügen, sagt der Händler.
msg.trader_left = Der Händler zuckt mit den Schultern und geht durchs Portal. msg.trader_left = Der Händler zuckt mit den Schultern und geht durchs Portal.
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@@ -332,6 +332,10 @@ unit.priestess = Ιέρεια της Φλόγας
msg.hero_captured = Αναίσθητος και αιχμάλωτος: {0}! Λάφυρα: {1} χρυσός. msg.hero_captured = Αναίσθητος και αιχμάλωτος: {0}! Λάφυρα: {1} χρυσός.
msg.defected = Αυτομόλησε στο πλευρό σου: {0}! msg.defected = Αυτομόλησε στο πλευρό σου: {0}!
msg.beast_tamed = Ένα άγριο ον ({0}) παραδίνεται και μπαίνει στο μπουντρούμι σου! msg.beast_tamed = Ένα άγριο ον ({0}) παραδίνεται και μπαίνει στο μπουντρούμι σου!
gear.1 = σιδερένιος εξοπλισμός
gear.2 = ατσάλινος εξοπλισμός
gear.3 = ρουνικός εξοπλισμός
msg.gear_given = Το σιδηρουργείο δίνει {0} σε: {1}.
msg.trader_arrives = Ένας έμπορος ήρθε από την πύλη σου: {0} για {1} χρυσό. Κάνε κλικ πάνω του με το χέρι για να αγοράσεις – περιμένει ένα λεπτό. msg.trader_arrives = Ένας έμπορος ήρθε από την πύλη σου: {0} για {1} χρυσό. Κάνε κλικ πάνω του με το χέρι για να αγοράσεις – περιμένει ένα λεπτό.
msg.trader_sold = Αγοράστηκε: {0}. Ήταν χαρά μου, λέει ο έμπορος. msg.trader_sold = Αγοράστηκε: {0}. Ήταν χαρά μου, λέει ο έμπορος.
msg.trader_left = Ο έμπορος σηκώνει τους ώμους και φεύγει από την πύλη. msg.trader_left = Ο έμπορος σηκώνει τους ώμους και φεύγει από την πύλη.
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@@ -332,6 +332,10 @@ unit.priestess = Flame Priestess
msg.hero_captured = {0} knocked out and taken prisoner! Loot: {1} gold. msg.hero_captured = {0} knocked out and taken prisoner! Loot: {1} gold.
msg.defected = {0} has defected to your side! msg.defected = {0} has defected to your side!
msg.beast_tamed = A wild {0} gives in and joins your dungeon! msg.beast_tamed = A wild {0} gives in and joins your dungeon!
gear.1 = iron gear
gear.2 = steel gear
gear.3 = rune gear
msg.gear_given = The forge hands {0} to a {1}.
msg.trader_arrives = A trader came through your portal: {0} for {1} gold. Click him with the hand to buy - he waits a minute. msg.trader_arrives = A trader came through your portal: {0} for {1} gold. Click him with the hand to buy - he waits a minute.
msg.trader_sold = Bought: {0}. Pleasure doing business, says the trader. msg.trader_sold = Bought: {0}. Pleasure doing business, says the trader.
msg.trader_left = The trader shrugs and leaves through the portal. msg.trader_left = The trader shrugs and leaves through the portal.
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@@ -332,6 +332,10 @@ unit.priestess = Sacerdotisa de llamas
msg.hero_captured = ¡{0} noqueado y hecho prisionero! Botín: {1} de oro. msg.hero_captured = ¡{0} noqueado y hecho prisionero! Botín: {1} de oro.
msg.defected = ¡{0} se ha pasado a tu bando! msg.defected = ¡{0} se ha pasado a tu bando!
msg.beast_tamed = ¡Un {0} salvaje se rinde y se une a tu mazmorra! msg.beast_tamed = ¡Un {0} salvaje se rinde y se une a tu mazmorra!
gear.1 = equipo de hierro
gear.2 = equipo de acero
gear.3 = equipo rúnico
msg.gear_given = La forja entrega {0} a: {1}.
msg.trader_arrives = Un mercader ha cruzado tu portal: {0} por {1} de oro. Haz clic en él con la mano para comprar; espera un minuto. msg.trader_arrives = Un mercader ha cruzado tu portal: {0} por {1} de oro. Haz clic en él con la mano para comprar; espera un minuto.
msg.trader_sold = Comprado: {0}. Un placer, dice el mercader. msg.trader_sold = Comprado: {0}. Un placer, dice el mercader.
msg.trader_left = El mercader se encoge de hombros y se marcha por el portal. msg.trader_left = El mercader se encoge de hombros y se marcha por el portal.
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@@ -332,6 +332,10 @@ unit.priestess = Liekkipapitar
msg.hero_captured = {0} tyrmätty ja otettu vangiksi! Saalis: {1} kultaa. msg.hero_captured = {0} tyrmätty ja otettu vangiksi! Saalis: {1} kultaa.
msg.defected = {0} on loikannut puolellesi! msg.defected = {0} on loikannut puolellesi!
msg.beast_tamed = Villi {0} antautuu ja liittyy luolastoosi! msg.beast_tamed = Villi {0} antautuu ja liittyy luolastoosi!
gear.1 = rautavarusteet
gear.2 = teräsvarusteet
gear.3 = riimuvarusteet
msg.gear_given = Paja antaa: {0} – {1}.
msg.trader_arrives = Kauppias tuli portaalistasi: {0} hintaan {1} kultaa. Napsauta häntä kädellä ostaaksesi – hän odottaa minuutin. msg.trader_arrives = Kauppias tuli portaalistasi: {0} hintaan {1} kultaa. Napsauta häntä kädellä ostaaksesi – hän odottaa minuutin.
msg.trader_sold = Ostettu: {0}. Ilo tehdä kauppaa, sanoo kauppias. msg.trader_sold = Ostettu: {0}. Ilo tehdä kauppaa, sanoo kauppias.
msg.trader_left = Kauppias kohauttaa olkapäitään ja lähtee portaalin kautta. msg.trader_left = Kauppias kohauttaa olkapäitään ja lähtee portaalin kautta.
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@@ -332,6 +332,10 @@ unit.priestess = Svećenica plamena
msg.hero_captured = Onesviješten i zarobljen: {0}! Plijen: {1} zlata. msg.hero_captured = Onesviješten i zarobljen: {0}! Plijen: {1} zlata.
msg.defected = Prebjegao je na tvoju stranu: {0}! msg.defected = Prebjegao je na tvoju stranu: {0}!
msg.beast_tamed = Divlji {0} se predaje i pridružuje tvojoj tamnici! msg.beast_tamed = Divlji {0} se predaje i pridružuje tvojoj tamnici!
gear.1 = željezna oprema
gear.2 = čelična oprema
gear.3 = runska oprema
msg.gear_given = Kovačnica predaje {0}: {1}.
msg.trader_arrives = Kroz tvoj portal došao je trgovac: {0} za {1} zlata. Klikni ga rukom da kupiš – čeka minutu. msg.trader_arrives = Kroz tvoj portal došao je trgovac: {0} za {1} zlata. Klikni ga rukom da kupiš – čeka minutu.
msg.trader_sold = Kupljeno: {0}. Zadovoljstvo, kaže trgovac. msg.trader_sold = Kupljeno: {0}. Zadovoljstvo, kaže trgovac.
msg.trader_left = Trgovac sliježe ramenima i odlazi kroz portal. msg.trader_left = Trgovac sliježe ramenima i odlazi kroz portal.
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@@ -332,6 +332,10 @@ unit.priestess = Lángpapnő
msg.hero_captured = Kiütve és foglyul ejtve: {0}! Zsákmány: {1} arany. msg.hero_captured = Kiütve és foglyul ejtve: {0}! Zsákmány: {1} arany.
msg.defected = Átállt hozzád: {0}! msg.defected = Átállt hozzád: {0}!
msg.beast_tamed = Egy vad {0} megadja magát, és csatlakozik a kazamatádhoz! msg.beast_tamed = Egy vad {0} megadja magát, és csatlakozik a kazamatádhoz!
gear.1 = vasfelszerelés
gear.2 = acélfelszerelés
gear.3 = rúnafelszerelés
msg.gear_given = A kovácsműhely átadja: {0} – {1}.
msg.trader_arrives = Kereskedő érkezett a portálodon át: {0} {1} aranyért. Kattints rá a kézzel a vásárláshoz – egy percig vár. msg.trader_arrives = Kereskedő érkezett a portálodon át: {0} {1} aranyért. Kattints rá a kézzel a vásárláshoz – egy percig vár.
msg.trader_sold = Megvetted: {0}. Öröm volt, mondja a kereskedő. msg.trader_sold = Megvetted: {0}. Öröm volt, mondja a kereskedő.
msg.trader_left = A kereskedő vállat von, és távozik a portálon át. msg.trader_left = A kereskedő vállat von, és távozik a portálon át.
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@@ -332,6 +332,10 @@ unit.priestess = Sacerdotessa della Fiamma
msg.hero_captured = {0} stordito e fatto prigioniero! Bottino: {1} oro. msg.hero_captured = {0} stordito e fatto prigioniero! Bottino: {1} oro.
msg.defected = {0} è passato dalla tua parte! msg.defected = {0} è passato dalla tua parte!
msg.beast_tamed = Un {0} selvatico si arrende e si unisce al tuo dungeon! msg.beast_tamed = Un {0} selvatico si arrende e si unisce al tuo dungeon!
gear.1 = equipaggiamento di ferro
gear.2 = equipaggiamento d'acciaio
gear.3 = equipaggiamento runico
msg.gear_given = La forgia consegna {0} a: {1}.
msg.trader_arrives = Un mercante è arrivato dal tuo portale: {0} per {1} oro. Cliccalo con la mano per comprare: aspetta un minuto. msg.trader_arrives = Un mercante è arrivato dal tuo portale: {0} per {1} oro. Cliccalo con la mano per comprare: aspetta un minuto.
msg.trader_sold = Comprato: {0}. Un piacere, dice il mercante. msg.trader_sold = Comprato: {0}. Un piacere, dice il mercante.
msg.trader_left = Il mercante alza le spalle e se ne va dal portale. msg.trader_left = Il mercante alza le spalle e se ne va dal portale.
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@@ -332,6 +332,10 @@ unit.priestess = Vlampriesteres
msg.hero_captured = {0} knock-out en gevangengenomen! Buit: {1} goud. msg.hero_captured = {0} knock-out en gevangengenomen! Buit: {1} goud.
msg.defected = {0} is naar jouw kant overgelopen! msg.defected = {0} is naar jouw kant overgelopen!
msg.beast_tamed = Een wilde {0} geeft zich over en sluit zich aan bij je kerker! msg.beast_tamed = Een wilde {0} geeft zich over en sluit zich aan bij je kerker!
gear.1 = ijzeren uitrusting
gear.2 = stalen uitrusting
gear.3 = runenuitrusting
msg.gear_given = De smederij geeft {0} aan: {1}.
msg.trader_arrives = Er kwam een handelaar door je portaal: {0} voor {1} goud. Klik hem aan met de hand om te kopen – hij wacht een minuut. msg.trader_arrives = Er kwam een handelaar door je portaal: {0} voor {1} goud. Klik hem aan met de hand om te kopen – hij wacht een minuut.
msg.trader_sold = Gekocht: {0}. Prettig zakendoen, zegt de handelaar. msg.trader_sold = Gekocht: {0}. Prettig zakendoen, zegt de handelaar.
msg.trader_left = De handelaar haalt zijn schouders op en vertrekt door het portaal. msg.trader_left = De handelaar haalt zijn schouders op en vertrekt door het portaal.
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@@ -332,6 +332,10 @@ unit.priestess = Flammeprestinne
msg.hero_captured = {0} slått bevisstløs og tatt til fange! Bytte: {1} gull. msg.hero_captured = {0} slått bevisstløs og tatt til fange! Bytte: {1} gull.
msg.defected = {0} har gått over til din side! msg.defected = {0} har gått over til din side!
msg.beast_tamed = En vill {0} overgir seg og slutter seg til fangehullet ditt! msg.beast_tamed = En vill {0} overgir seg og slutter seg til fangehullet ditt!
gear.1 = jernutstyr
gear.2 = stålutstyr
gear.3 = runeutstyr
msg.gear_given = Smia gir {0} til: {1}.
msg.trader_arrives = En handelsmann kom gjennom portalen din: {0} for {1} gull. Klikk på ham med hånden for å kjøpe – han venter et minutt. msg.trader_arrives = En handelsmann kom gjennom portalen din: {0} for {1} gull. Klikk på ham med hånden for å kjøpe – han venter et minutt.
msg.trader_sold = Kjøpt: {0}. En fornøyelse, sier handelsmannen. msg.trader_sold = Kjøpt: {0}. En fornøyelse, sier handelsmannen.
msg.trader_left = Handelsmannen trekker på skuldrene og går gjennom portalen. msg.trader_left = Handelsmannen trekker på skuldrene og går gjennom portalen.
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@@ -332,6 +332,10 @@ unit.priestess = Sacerdotisa das Chamas
msg.hero_captured = {0} ficou inconsciente e foi feito prisioneiro! Saque: {1} de ouro. msg.hero_captured = {0} ficou inconsciente e foi feito prisioneiro! Saque: {1} de ouro.
msg.defected = {0} desertou para o teu lado! msg.defected = {0} desertou para o teu lado!
msg.beast_tamed = Um {0} selvagem rende-se e junta-se à tua masmorra! msg.beast_tamed = Um {0} selvagem rende-se e junta-se à tua masmorra!
gear.1 = equipamento de ferro
gear.2 = equipamento de aço
gear.3 = equipamento rúnico
msg.gear_given = A forja entrega {0} a: {1}.
msg.trader_arrives = Um mercador chegou pelo teu portal: {0} por {1} de ouro. Clica nele com a mão para comprar – espera um minuto. msg.trader_arrives = Um mercador chegou pelo teu portal: {0} por {1} de ouro. Clica nele com a mão para comprar – espera um minuto.
msg.trader_sold = Comprado: {0}. Foi um prazer, diz o mercador. msg.trader_sold = Comprado: {0}. Foi um prazer, diz o mercador.
msg.trader_left = O mercador encolhe os ombros e sai pelo portal. msg.trader_left = O mercador encolhe os ombros e sai pelo portal.
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@@ -332,6 +332,10 @@ unit.priestess = Preoteasa Flăcării
msg.hero_captured = {0} doborât și luat prizonier! Pradă: {1} aur. msg.hero_captured = {0} doborât și luat prizonier! Pradă: {1} aur.
msg.defected = {0} a trecut de partea ta! msg.defected = {0} a trecut de partea ta!
msg.beast_tamed = Un {0} sălbatic se predă și se alătură temniței tale! msg.beast_tamed = Un {0} sălbatic se predă și se alătură temniței tale!
gear.1 = echipament de fier
gear.2 = echipament de oțel
gear.3 = echipament runic
msg.gear_given = Forja dă {0} lui: {1}.
msg.trader_arrives = Un negustor a venit prin portalul tău: {0} pentru {1} aur. Dă clic pe el cu mâna ca să cumperi – așteaptă un minut. msg.trader_arrives = Un negustor a venit prin portalul tău: {0} pentru {1} aur. Dă clic pe el cu mâna ca să cumperi – așteaptă un minut.
msg.trader_sold = Cumpărat: {0}. A fost o plăcere, spune negustorul. msg.trader_sold = Cumpărat: {0}. A fost o plăcere, spune negustorul.
msg.trader_left = Negustorul ridică din umeri și pleacă prin portal. msg.trader_left = Negustorul ridică din umeri și pleacă prin portal.
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@@ -332,6 +332,10 @@ unit.priestess = Жрица пламени
msg.hero_captured = {0} оглушён и взят в плен! Добыча: {1} золота. msg.hero_captured = {0} оглушён и взят в плен! Добыча: {1} золота.
msg.defected = {0} переходит на твою сторону! msg.defected = {0} переходит на твою сторону!
msg.beast_tamed = Дикий {0} сдаётся и присоединяется к твоему подземелью! msg.beast_tamed = Дикий {0} сдаётся и присоединяется к твоему подземелью!
gear.1 = железное снаряжение
gear.2 = стальное снаряжение
gear.3 = руническое снаряжение
msg.gear_given = Кузница вручает {0}: {1}.
msg.trader_arrives = Через твой портал пришёл торговец: {0} за {1} золота. Щёлкни по нему рукой, чтобы купить, — он ждёт минуту. msg.trader_arrives = Через твой портал пришёл торговец: {0} за {1} золота. Щёлкни по нему рукой, чтобы купить, — он ждёт минуту.
msg.trader_sold = Куплено: {0}. Приятно иметь дело, говорит торговец. msg.trader_sold = Куплено: {0}. Приятно иметь дело, говорит торговец.
msg.trader_left = Торговец пожимает плечами и уходит через портал. msg.trader_left = Торговец пожимает плечами и уходит через портал.
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@@ -332,6 +332,10 @@ unit.priestess = Plamenná kňažka
msg.hero_captured = Omráčený a zajatý: {0}! Korisť: {1} zlata. msg.hero_captured = Omráčený a zajatý: {0}! Korisť: {1} zlata.
msg.defected = Prebehol na tvoju stranu: {0}! msg.defected = Prebehol na tvoju stranu: {0}!
msg.beast_tamed = Divoký {0} sa vzdáva a pridáva sa k tvojej kobke! msg.beast_tamed = Divoký {0} sa vzdáva a pridáva sa k tvojej kobke!
gear.1 = železná výstroj
gear.2 = oceľová výstroj
gear.3 = runová výstroj
msg.gear_given = Vyhňa odovzdáva {0}: {1}.
msg.trader_arrives = Cez tvoj portál prišiel obchodník: {0} za {1} zlata. Klikni naň rukou a kúp – čaká minútu. msg.trader_arrives = Cez tvoj portál prišiel obchodník: {0} za {1} zlata. Klikni naň rukou a kúp – čaká minútu.
msg.trader_sold = Kúpené: {0}. Bolo mi potešením, hovorí obchodník. msg.trader_sold = Kúpené: {0}. Bolo mi potešením, hovorí obchodník.
msg.trader_left = Obchodník pokrčí plecami a odíde cez portál. msg.trader_left = Obchodník pokrčí plecami a odíde cez portál.
+4
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@@ -332,6 +332,10 @@ unit.priestess = Свештеница пламена
msg.hero_captured = Онесвешћен и заробљен: {0}! Плен: {1} злата. msg.hero_captured = Онесвешћен и заробљен: {0}! Плен: {1} злата.
msg.defected = Пребегао је на твоју страну: {0}! msg.defected = Пребегао је на твоју страну: {0}!
msg.beast_tamed = Дивљи {0} се предаје и придружује твојој тамници! msg.beast_tamed = Дивљи {0} се предаје и придружује твојој тамници!
gear.1 = гвоздена опрема
gear.2 = челична опрема
gear.3 = рунска опрема
msg.gear_given = Ковачница предаје {0}: {1}.
msg.trader_arrives = Кроз твој портал дошао је трговац: {0} за {1} злата. Кликни га руком да купиш – чека минут. msg.trader_arrives = Кроз твој портал дошао је трговац: {0} за {1} злата. Кликни га руком да купиш – чека минут.
msg.trader_sold = Купљено: {0}. Задовољство, каже трговац. msg.trader_sold = Купљено: {0}. Задовољство, каже трговац.
msg.trader_left = Трговац слеже раменима и одлази кроз портал. msg.trader_left = Трговац слеже раменима и одлази кроз портал.
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@@ -332,6 +332,10 @@ unit.priestess = Flamprästinna
msg.hero_captured = {0} utslagen och tagen till fånga! Byte: {1} guld. msg.hero_captured = {0} utslagen och tagen till fånga! Byte: {1} guld.
msg.defected = {0} har gått över till din sida! msg.defected = {0} har gått över till din sida!
msg.beast_tamed = En vild {0} ger sig och ansluter sig till din fängelsehåla! msg.beast_tamed = En vild {0} ger sig och ansluter sig till din fängelsehåla!
gear.1 = järnutrustning
gear.2 = stålutrustning
gear.3 = runutrustning
msg.gear_given = Smedjan ger {0} till: {1}.
msg.trader_arrives = En handlare kom genom din portal: {0} för {1} guld. Klicka på honom med handen för att köpa – han väntar en minut. msg.trader_arrives = En handlare kom genom din portal: {0} för {1} guld. Klicka på honom med handen för att köpa – han väntar en minut.
msg.trader_sold = Köpt: {0}. Ett nöje, säger handlaren. msg.trader_sold = Köpt: {0}. Ett nöje, säger handlaren.
msg.trader_left = Handlaren rycker på axlarna och går genom portalen. msg.trader_left = Handlaren rycker på axlarna och går genom portalen.
+104
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@@ -0,0 +1,104 @@
// Creature equipment: when no trap or door is ordered, the forge makes armour and weapons in
// three tiers - iron, steel (once steel walls are known) and rune (once the magic door, the
// last discovery of the library, is known). Every finished piece goes to the strongest creature without anything that good yet:
// more health and harder blows. The tier shows as a little coloured mark at the health bar.
use crate::game::*;
// tier 1..3: forge work, gold, health and attack factor
pub const GEAR_WORK: [f32; 3] = [40.0, 70.0, 110.0];
pub const GEAR_GOLD: [f32; 3] = [60.0, 140.0, 280.0];
pub const GEAR_FACTOR: [f32; 4] = [1.0, 1.1, 1.22, 1.38];
pub fn gear_factor(gear: u8) -> f32 {
GEAR_FACTOR[(gear as usize).min(3)]
}
impl Game {
// the best tier the forge can make now (1..3)
pub fn gear_tier(&self) -> u8 {
if self.known(31) {
3
} else if self.known(19) {
2
} else {
1
}
}
// is a creature waiting for a piece of the best tier (and none in stock)?
pub fn gear_wanted(&self) -> bool {
let tier = self.gear_tier();
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)
}
// forge work without an order: the next piece of equipment
pub(crate) fn forge_gear(&mut self, work: f32) {
if !self.gear_wanted() {
return;
}
let tier = self.gear_tier();
let k = tier as usize - 1;
self.gear_work += work;
if self.gear_work >= GEAR_WORK[k] && self.gold >= GEAR_GOLD[k] {
self.gear_work -= GEAR_WORK[k];
self.gold -= GEAR_GOLD[k];
if self.gear_stock.len() < 3 {
self.gear_stock.resize(3, 0);
}
self.gear_stock[k] += 1;
}
self.equip_from_stock();
}
// finished pieces go to the strongest creatures that have nothing that good
pub(crate) fn equip_from_stock(&mut self) {
for k in (0..self.gear_stock.len().min(3)).rev() {
while self.gear_stock[k] > 0 {
let tier = k as u8 + 1;
let best = (0..self.ents.len())
.filter(|&j| {
let e = &self.ents[j];
e.alive && e.creature() && e.gear < tier
})
.max_by(|&a, &b| {
let (ea, eb) = (&self.ents[a], &self.ents[b]);
(ea.level, ea.max_hp as i32).cmp(&(eb.level, eb.max_hp as i32))
});
let Some(j) = best else { break };
self.gear_stock[k] -= 1;
let e = &mut self.ents[j];
let f = gear_factor(tier) / gear_factor(e.gear);
e.max_hp *= f;
e.hp *= f;
e.gear = tier;
let (x, y, kind) = (e.x, e.y, e.kind);
self.fx(7, x, y, 0.0, 0.0, 0.6, 0xff40c0ff);
self.msg("msg.gear_given", vec![format!("@gear.{}", tier), format!("@{}", st(kind).name)]);
}
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn the_forge_equips_the_strongest_creature() {
let mut g = Game::new(4, 64, 64);
let (cx, cy) = g.map.core;
let weak = g.spawn(EK::Kobold, false, cx as f32 + 4.5, cy as f32 + 1.5, 1);
let strong = g.spawn(EK::Ogre, false, cx as f32 + 5.5, cy as f32 + 1.5, 5);
g.gold = 1000.0;
assert!(g.gear_wanted());
let hp0 = g.ents.iter().find(|e| e.id == strong).unwrap().max_hp;
g.forge_gear(GEAR_WORK[0] + 1.0);
let s = g.ents.iter().find(|e| e.id == strong).unwrap();
let w = g.ents.iter().find(|e| e.id == weak).unwrap();
assert_eq!(s.gear, 1, "the ogre got the first piece");
assert_eq!(w.gear, 0);
assert!(s.max_hp > hp0 && s.atk() > st(EK::Ogre).atk * (1.0 + 0.12 * 4.0));
assert!(g.gold < 1000.0);
}
}
+17 -2
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@@ -305,6 +305,8 @@ pub struct Ent {
pub chained: bool, // a lone creature chained in a sealed cave: joins when the cave is claimed pub chained: bool, // a lone creature chained in a sealed cave: joins when the cave is claimed
#[serde(default)] #[serde(default)]
pub boss: u8, // a champion of the Order leading a wave (see bosses.rs), 0: none pub boss: u8, // a champion of the Order leading a wave (see bosses.rs), 0: none
#[serde(default)]
pub gear: u8, // equipment from the forge: 0 none, 1 iron, 2 steel, 3 rune (armory.rs)
#[serde(skip, default = "zero_f32")] #[serde(skip, default = "zero_f32")]
pub disp_x: f32, // smoothed screen position (not part of the saved or synced world state) pub disp_x: f32, // smoothed screen position (not part of the saved or synced world state)
#[serde(skip, default = "zero_f32")] #[serde(skip, default = "zero_f32")]
@@ -381,6 +383,7 @@ impl Ent {
target: None, target: None,
chained: false, chained: false,
boss: 0, boss: 0,
gear: 0,
disp_x: 0.0, disp_x: 0.0,
disp_y: 0.0, disp_y: 0.0,
} }
@@ -389,7 +392,7 @@ impl Ent {
idx((self.x as i32).clamp(0, mw() as i32 - 1), (self.y as i32).clamp(0, mh() as i32 - 1)) idx((self.x as i32).clamp(0, mw() as i32 - 1), (self.y as i32).clamp(0, mh() as i32 - 1))
} }
pub fn atk(&self) -> f32 { pub fn atk(&self) -> f32 {
st(self.kind).atk * (1.0 + 0.12 * (self.level - 1) as f32) st(self.kind).atk * (1.0 + 0.12 * (self.level - 1) as f32) * crate::armory::gear_factor(self.gear)
} }
// the player's creatures (not imps, heroes or the rivals' units) // the player's creatures (not imps, heroes or the rivals' units)
pub fn creature(&self) -> bool { pub fn creature(&self) -> bool {
@@ -494,6 +497,8 @@ pub struct MasterState {
pub training_bill: f32, pub training_bill: f32,
pub counts: [usize; N_ROOMS], pub counts: [usize; N_ROOMS],
pub room_level: Vec<u8>, pub room_level: Vec<u8>,
pub gear_stock: Vec<u16>,
pub gear_work: f32,
pub springs: usize, pub springs: usize,
pub known: Vec<bool>, pub known: Vec<bool>,
pub researchable: Vec<bool>, pub researchable: Vec<bool>,
@@ -531,6 +536,10 @@ pub struct Game {
#[serde(skip)] #[serde(skip)]
pub counts: [usize; N_ROOMS], // room tiles per room kind (ROOM_KINDS order, recounted) pub counts: [usize; N_ROOMS], // room tiles per room kind (ROOM_KINDS order, recounted)
#[serde(default)] #[serde(default)]
pub gear_stock: Vec<u16>, // finished equipment waiting for a creature, per tier (armory.rs)
#[serde(default)]
pub gear_work: f32, // forge work on the next piece
#[serde(default)]
pub room_level: Vec<u8>, // level of every room kind (ROOM_KINDS order; 1 when missing), researched pub room_level: Vec<u8>, // level of every room kind (ROOM_KINDS order; 1 when missing), researched
pub gate_hp: f32, pub gate_hp: f32,
pub gate_hit_t: f32, pub gate_hit_t: f32,
@@ -893,6 +902,8 @@ impl Game {
hand: Vec::new(), hand: Vec::new(),
counts: [0; N_ROOMS], counts: [0; N_ROOMS],
room_level: Vec::new(), room_level: Vec::new(),
gear_stock: Vec::new(),
gear_work: 0.0,
gate_hp: GATE_HP, gate_hp: GATE_HP,
gate_hit_t: -100.0, gate_hit_t: -100.0,
gate_stage: 0, gate_stage: 0,
@@ -1463,6 +1474,8 @@ impl Game {
training_bill: self.training_bill, training_bill: self.training_bill,
counts: self.counts, counts: self.counts,
room_level: self.room_level.clone(), room_level: self.room_level.clone(),
gear_stock: self.gear_stock.clone(),
gear_work: self.gear_work,
springs: self.springs, springs: self.springs,
known: std::mem::take(&mut self.known), known: std::mem::take(&mut self.known),
researchable: std::mem::take(&mut self.researchable), researchable: std::mem::take(&mut self.researchable),
@@ -1494,6 +1507,8 @@ impl Game {
self.training_bill = m.training_bill; self.training_bill = m.training_bill;
self.counts = m.counts; self.counts = m.counts;
self.room_level = m.room_level; self.room_level = m.room_level;
self.gear_stock = m.gear_stock;
self.gear_work = m.gear_work;
self.springs = m.springs; self.springs = m.springs;
self.known = m.known; self.known = m.known;
self.researchable = m.researchable; self.researchable = m.researchable;
@@ -2374,7 +2389,7 @@ impl Game {
e.xp -= 100.0 * e.level as f32; e.xp -= 100.0 * e.level as f32;
e.level += 1; e.level += 1;
let old = e.max_hp; let old = e.max_hp;
e.max_hp = s.hp * (1.0 + 0.15 * (e.level - 1) as f32); e.max_hp = s.hp * (1.0 + 0.15 * (e.level - 1) as f32) * crate::armory::gear_factor(e.gear);
e.hp += e.max_hp - old; e.hp += e.max_hp - old;
self.fx(7, e.x, e.y, 0.0, 0.0, 0.8, 0xff44ddff); self.fx(7, e.x, e.y, 0.0, 0.0, 0.8, 0xff44ddff);
if !e.hero { if !e.hero {
+1
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@@ -1,6 +1,7 @@
// DungeonCraft – dungeon building & defence in the browser (Rust + macroquad, WASM). // DungeonCraft – dungeon building & defence in the browser (Rust + macroquad, WASM).
mod achievements; mod achievements;
mod armory;
mod audio; mod audio;
mod campaign; mod campaign;
mod campaign_doc; mod campaign_doc;
+8
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@@ -1741,6 +1741,14 @@ impl R3d {
if e.guard { if e.guard {
gfx.glyph('☼', head.x - (GW * small * 0.5).floor(), head.y - 2.0 * GH * small, small, Color::from_rgba(255, 220, 90, 255)); gfx.glyph('☼', head.x - (GW * small * 0.5).floor(), head.y - 2.0 * GH * small, small, Color::from_rgba(255, 220, 90, 255));
} }
// equipment from the forge: a little mark right of the health bar
if e.gear > 0 && px_per_tile >= 20.0 * F() as f32 {
let k = 2.0 * F() as f32;
let x = head.x + (cols as f32 * cw * 0.5).ceil() + 2.0 * k;
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)];
draw_rectangle(x, head.y - GH * small, 3.0 * k, 4.0 * k, Color::from_rgba(20, 16, 20, 255));
draw_rectangle(x + k * 0.5, head.y - GH * small + k * 0.5, 2.0 * k, 3.0 * k, c);
}
// rank badge left of the health bar // rank badge left of the health bar
if e.level > 1 && px_per_tile >= 20.0 * F() as f32 { if e.level > 1 && px_per_tile >= 20.0 * F() as f32 {
let k = 2.0 * F() as f32; let k = 2.0 * F() as f32;
+5 -1
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@@ -206,6 +206,10 @@ impl Game {
// the forge: the work of the creatures there goes into the oldest order // the forge: the work of the creatures there goes into the oldest order
pub(crate) fn update_forge(&mut self, dt: f32) { pub(crate) fn update_forge(&mut self, dt: f32) {
let work = std::mem::take(&mut self.forge_work); let work = std::mem::take(&mut self.forge_work);
if !self.traps.iter().any(|t| t.stage == ORDERED) {
// no order: the forge makes equipment
self.forge_gear(work);
}
if let Some(k) = self.traps.iter().position(|t| t.stage == ORDERED) { if let Some(k) = self.traps.iter().position(|t| t.stage == ORDERED) {
self.traps[k].progress += work; self.traps[k].progress += work;
if self.traps[k].progress >= self.traps[k].kind.work() { if self.traps[k].progress >= self.traps[k].kind.work() {
@@ -244,7 +248,7 @@ impl Game {
// is there forge work to do (an order waiting)? // is there forge work to do (an order waiting)?
pub fn forge_orders(&self) -> bool { pub fn forge_orders(&self) -> bool {
self.traps.iter().any(|t| t.stage == ORDERED) self.traps.iter().any(|t| t.stage == ORDERED) || self.gear_wanted()
} }
// an imp looking for work: a finished crate to carry; returns the path to the crate // an imp looking for work: a finished crate to carry; returns the path to the crate
+3
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@@ -1518,6 +1518,9 @@ pub fn hover_info(g: &Game, ent: Option<usize>, tile: Option<(i32, i32)>) -> Vec
out.push((trf("info.level", &[tr(s.name), e.level.to_string()]), if e.hero { BLUE } else { FRAME_HI })); out.push((trf("info.level", &[tr(s.name), e.level.to_string()]), if e.hero { BLUE } else { FRAME_HI }));
out.push((trf("info.rank", &[tr(&format!("rank.{}", e.level.clamp(1, 10)))]), GOLD)); out.push((trf("info.rank", &[tr(&format!("rank.{}", e.level.clamp(1, 10)))]), GOLD));
out.push((trf("info.hp", &[(e.hp.max(0.0) as i32).to_string(), (e.max_hp as i32).to_string()]), GREEN)); out.push((trf("info.hp", &[(e.hp.max(0.0) as i32).to_string(), (e.max_hp as i32).to_string()]), GREEN));
if e.gear > 0 {
out.push((tr(&format!("gear.{}", e.gear.min(3))), BLUE));
}
if e.hero && e.captive != 0 { if e.hero && e.captive != 0 {
out.push((tr(["", "info.unconscious", "info.carried", "info.tortured"][e.captive.min(3) as usize]), RED)); out.push((tr(["", "info.unconscious", "info.carried", "info.tortured"][e.captive.min(3) as usize]), RED));
return out; return out;