Research in the library: rooms, spells, towers, traps and doors are discovered in a fixed order

- studying creatures collect research points (mages and owls best, higher levels faster); studying gives less mana than before
- free play starts with the basics; campaign missions know what their story allows and can research what the next four missions would bring
- research shown in the top bar; the library's info lists the current item and what comes next; locked tools say whether they can be researched

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Richard ZinkandClaude Opus 5.5 committed 2026-11-04 07:00:33 +01:00
1 parent 4f20223c93
commit a54316c86e
8 files changed
+210 -3

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+8
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@@ -789,3 +789,11 @@ best.b.frost.text = Kälte macht Helden langsam, und langsame Helden sind leicht
best.b.door_wood.text = Hält Zugluft und Ritter draußen - eine Weile.
best.b.door_iron.text = Schwer, genietet, stur. Bringt einen Rammbock mit, Helden.
best.b.door_magic.text = Schlag zu, und sie schlägt zurück. Verschlossen ist sie das Ende jedes Ganges.
# research
hud.research = Forschung
research.now = Erforscht: {0} ({1}%)
research.next = danach: {0}
research.done = Hier gibt es nichts mehr zu erforschen.
msg.researched = Erforscht: {0}! Jetzt im Baumenü.
msg.tool_research = Noch nicht erforscht - Kreaturen in der Bibliothek arbeiten daran.
+8
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@@ -790,3 +790,11 @@ best.b.frost.text = Cold makes heroes slow, and slow heroes make easy targets.
best.b.door_wood.text = Keeps the draught and the knights out - for a while.
best.b.door_iron.text = Heavy, riveted, stubborn. Bring a battering ram, heroes.
best.b.door_magic.text = Strike it and it strikes back. Locked, it is the end of every corridor.
# research
hud.research = Research
research.now = Researching: {0} ({1}%)
research.next = then: {0}
research.done = Nothing left to research here.
msg.researched = Researched: {0}! It is in the build menu now.
msg.tool_research = Not researched yet - creatures studying in the library work on it.
+1
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@@ -504,6 +504,7 @@ pub fn start_mission(i: usize, carry: Option<&Carry>) -> Game {
g.add_rival(side, x, y, diff);
}
g.place_dwarf_caves(d.seed);
g.init_research(Some(i));
let heart = d.gate || d.forts.iter().any(|f| f.heart);
if !heart {
g.gate_hp = 0.0;
+22 -1
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@@ -462,6 +462,12 @@ pub struct Game {
pub rollers: Vec<crate::traps::Roller>,
#[serde(default)]
pub clouds: Vec<crate::traps::Cloud>,
#[serde(default)]
pub known: Vec<bool>, // tools known (ui::TOOLS order; empty = old savegame: everything)
#[serde(default)]
pub researchable: Vec<bool>, // tools that can be researched in the library
#[serde(default)]
pub research: f32, // research points towards the current item
#[serde(skip)]
pub forge_work: f32, // work done in the forge this frame
#[serde(skip)]
@@ -555,6 +561,7 @@ impl Game {
g.wave_timer = FIRST_WAVE + ((dist - 45.0) * 1.5).clamp(0.0, 300.0);
g.guard_treasures();
g.place_dwarf_caves(seed);
g.init_research(None);
g.msg("msg.welcome1", vec![]);
g.msg("msg.welcome2", vec![]);
g.msg("msg.welcome3", vec![]);
@@ -631,6 +638,9 @@ impl Game {
rollers: Vec::new(),
clouds: Vec::new(),
forge_work: 0.0,
known: Vec::new(),
researchable: Vec::new(),
research: 0.0,
parts: Vec::new(),
stuck: Vec::new(),
vrng: crate::particles::vrng(),
@@ -678,6 +688,9 @@ impl Game {
}
pub fn tool_allowed(&self, tool: usize) -> bool {
if !self.known.is_empty() {
return self.known(tool);
}
self.mission.as_ref().map_or(true, |m| m.tools.get(tool).copied().unwrap_or(true))
}
@@ -1069,6 +1082,7 @@ impl Game {
self.update_units(dt);
self.update_towers(dt);
self.update_forge(dt);
self.update_research();
if !self.rivals.is_empty() {
self.update_rivals(dt);
}
@@ -3063,7 +3077,14 @@ impl Game {
}
e.working = true;
let rate = if e.kind == EK::Mage { 1.2 } else { 0.5 };
self.mana = (self.mana + rate * dt).min(self.mana_max());
self.mana = (self.mana + rate * 0.5 * dt).min(self.mana_max());
// research: mages and owls are the scholars
let points = match e.kind {
EK::Mage => 1.6,
EK::Owl => 1.3,
_ => 0.5,
} * (1.0 + 0.12 * (e.level - 1) as f32);
self.add_research(points * dt);
e.xp += 3.0 * dt;
e.timer -= dt;
if e.timer <= 0.0 {
+3 -1
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@@ -14,6 +14,7 @@ mod menu;
mod platform;
mod particles;
mod props;
mod research;
mod rival;
mod render3d;
mod save;
@@ -862,7 +863,8 @@ async fn main() {
}
UiAction::OpenMenu => menu.page = Some(Page::Pause),
UiAction::Locked => {
app.game.msg("msg.tool_locked", vec![]);
let locked = ui.last_locked.unwrap_or(usize::MAX);
app.game.msg(if app.game.can_research(locked) { "msg.tool_research" } else { "msg.tool_locked" }, vec![]);
app.game.sfx_ui(game::Sfx::Error);
}
UiAction::CloseHelp | UiAction::SelectLanguage(_) | UiAction::Consumed => {}
+140
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@@ -0,0 +1,140 @@
// Research: creatures studying in the library collect research points, and rooms, spells,
// towers, traps and doors are discovered one after another in a fixed order. Free play starts
// with the basics; a campaign mission knows what its story allows and may research what the
// next few missions would bring.
use crate::game::*;
// what is researched, in this order: (index in ui::TOOLS, research points)
pub const RESEARCH: &[(usize, f32)] = &[
(5, 200.0), // training hall
(10, 250.0), // heal
(21, 300.0), // forge
(22, 250.0), // spike pit
(29, 250.0), // wooden door
(15, 400.0), // cannon tower
(12, 450.0), // torture chamber
(26, 300.0), // alarm bell
(11, 500.0), // summon
(13, 550.0), // temple
(23, 500.0), // poison vent
(30, 500.0), // iron door
(18, 550.0), // aerie
(16, 650.0), // magic tower
(24, 650.0), // fire jet
(25, 650.0), // stone roller
(19, 700.0), // steel walls
(28, 800.0), // frost glow
(27, 900.0), // rune mine
(31, 1100.0), // magic door
];
// known from the start in free play
pub const BASE_TOOLS: &[usize] = &[0, 1, 2, 3, 4, 6, 7, 8, 9, 14, 17, 20];
// campaign: what the next missions bring may be researched early
const LOOKAHEAD: usize = 4;
impl Game {
// free play (None) or campaign mission i: what is known, what can be researched
pub fn init_research(&mut self, mission: Option<usize>) {
let n = crate::ui::TOOLS.len();
match mission {
None => {
self.known = (0..n).map(|i| BASE_TOOLS.contains(&i)).collect();
self.researchable = vec![true; n];
}
Some(m) => {
let unlock = |i: usize| crate::campaign::TOOL_UNLOCK.get(i).copied().unwrap_or(0);
self.known = (0..n).map(|i| unlock(i) <= m).collect();
self.researchable = (0..n).map(|i| unlock(i) <= m + LOOKAHEAD && i != crate::game::RUNE_TOOL).collect();
}
}
self.research = 0.0;
}
pub fn known(&self, tool: usize) -> bool {
self.known.get(tool).copied().unwrap_or(true)
}
// the item being researched now: (index in RESEARCH)
pub fn research_target(&self) -> Option<usize> {
if self.known.is_empty() {
return None;
}
RESEARCH.iter().position(|&(t, _)| !self.known(t) && self.researchable.get(t).copied().unwrap_or(false))
}
// the next items after the current one (for the library's info)
pub fn research_queue(&self, n: usize) -> Vec<usize> {
RESEARCH.iter().enumerate().filter(|(_, &(t, _))| !self.known(t) && self.researchable.get(t).copied().unwrap_or(false)).map(|(k, _)| k).take(n).collect()
}
// could this tool still be researched (for the locked-tool message)?
pub fn can_research(&self, tool: usize) -> bool {
!self.known(tool) && self.researchable.get(tool).copied().unwrap_or(false) && RESEARCH.iter().any(|&(t, _)| t == tool)
}
pub(crate) fn add_research(&mut self, points: f32) {
if self.research_target().is_some() {
self.research += points;
}
}
pub(crate) fn update_research(&mut self) {
let Some(k) = self.research_target() else { return };
let (tool, cost) = RESEARCH[k];
if self.research >= cost {
self.research -= cost;
if let Some(v) = self.known.get_mut(tool) {
*v = true;
}
let name = crate::ui::tool_info(crate::ui::TOOLS[tool]).name;
self.msg("msg.researched", vec![name]);
self.sfx_ui(Sfx::LevelUp);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::map::*;
#[test]
fn studying_discovers_the_next_item() {
let mut g = Game::new(9, 64, 64);
assert!(!g.tool_allowed(5), "training hall must be researched");
assert!(g.tool_allowed(2) && g.tool_allowed(6));
let (cx, cy) = g.map.core;
for y in cy - 8..=cy - 5 {
for x in cx..=cx + 4 {
let t = &mut g.map.t[idx(x, y)];
t.kind = Kind::Library;
t.owner = Owner::Player;
}
}
g.recount();
for k in 0..4 {
g.spawn(EK::Mage, false, cx as f32 + 0.5 + k as f32, cy as f32 - 6.5, 3);
}
let mut found = false;
for _ in 0..(20 * 400) {
g.update(0.05);
if g.tool_allowed(5) {
found = true;
break;
}
}
assert!(found, "research points {}", g.research);
}
#[test]
fn missions_know_their_tools_and_research_ahead() {
let g = crate::campaign::start_mission(2, None);
assert!(g.tool_allowed(5), "training hall known from mission 3");
assert!(!g.tool_allowed(12));
assert!(g.can_research(10), "heal comes soon and can be researched");
assert!(!g.can_research(31), "magic doors are far away");
}
}
+1
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@@ -85,6 +85,7 @@ impl Game {
g.msg("msg.welcome1", vec![]);
g.msg("msg.welcome2", vec![]);
g.msg(if rivals == 0 { "msg.welcome_humans" } else if humans { "msg.welcome_both" } else { "msg.welcome_rivals" }, vec![rivals.to_string()]);
g.init_research(None);
g.place_dwarf_caves(seed);
g
}
+27 -1
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@@ -327,6 +327,7 @@ pub struct Ui {
minimap_tex: Texture2D,
minimap_t: f64,
minimap_rect: Rect,
pub last_locked: Option<usize>, // the locked tool clicked last
end_buttons: Vec<(Rect, u8)>,
goals_rect: Rect, // mission goals panel (click: briefing) // end dialog: 0 new game, 1 next/again, 2 campaign
lang_rects: Vec<(Rect, String)>,
@@ -378,6 +379,7 @@ impl Ui {
minimap_tex: tex,
minimap_t: -1.0,
minimap_rect: Rect::new(0.0, 0.0, 0.0, 0.0),
last_locked: None,
end_buttons: Vec::new(),
goals_rect: Rect::new(0.0, 0.0, 0.0, 0.0),
lang_rects: Vec::new(),
@@ -433,7 +435,10 @@ impl Ui {
self.open_cat = None;
UiAction::OpenMenu
}
TBtn::Tool(i) if !g.tool_allowed(i) => UiAction::Locked,
TBtn::Tool(i) if !g.tool_allowed(i) => {
self.last_locked = Some(i);
UiAction::Locked
}
TBtn::Tool(i) => {
self.open_cat = None;
self.tip = Some((i, get_time()));
@@ -442,6 +447,7 @@ impl Ui {
TBtn::Cat(c) => {
let tools = CATS[c].1;
if tools.len() == 1 && !g.tool_allowed(tools[0]) {
self.last_locked = Some(tools[0]);
UiAction::Locked
} else if tools.len() == 1 {
self.open_cat = None;
@@ -518,6 +524,11 @@ impl Ui {
let left = (limit - g.time).max(0.0);
segs.insert(0, vec![txt(tr("hud.time_left"), if left < 120.0 { RED } else { GOLD }), Part::Gap, txt(mmss(left), TXT)]);
}
if let Some(k) = g.research_target().filter(|_| g.counts[4] > 0) {
let (tool, cost) = crate::research::RESEARCH[k];
let name: String = tool_info(TOOLS[tool]).name.chars().take(18).collect();
segs.push(vec![txt(tr("hud.research"), BLUE), Part::Gap, txt(name, TXT), Part::Gap, Part::Bar(g.research / cost, BLUE)]);
}
segs.push(vec![txt(tr("hud.payday"), if g.payday <= PAYDAY_WARN { RED } else { GOLD }), Part::Gap, txt(mmss(g.payday), TXT)]);
segs.push(vec![txt(tr("hud.army"), TXT), Part::Gap, txt((g.army_value() as i32).to_string(), TXT)]);
if !g.hand.is_empty() {
@@ -1215,6 +1226,21 @@ pub fn hover_info(g: &Game, ent: Option<usize>, tile: Option<(i32, i32)>) -> Vec
out.push((tr(ROOM_NAMES[r]), FRAME_HI));
match k {
Kind::Farm => out.push((trf("farm.food", &[(t.food as i32).to_string()]), GREEN)),
Kind::Library => {
let q = g.research_queue(4);
if q.is_empty() {
out.push((tr("research.done"), DIM));
}
for (n, k) in q.iter().enumerate() {
let (tool, cost) = crate::research::RESEARCH[*k];
let name = tool_info(TOOLS[tool]).name;
if n == 0 {
out.push((trf("research.now", &[name, ((g.research / cost * 100.0).min(99.0) as i32).to_string()]), BLUE));
} else {
out.push((trf("research.next", &[name]), DIM));
}
}
}
Kind::Treasury if t.gold > 0 => {
let what = ["res.gold", "res.silver", "res.ruby", "res.diamond"][(t.res & 3) as usize];
out.push((trf("treasury.content", &[t.gold.to_string(), tr(what)]), GOLD));