Random events: earthquakes, overflowing rivers, new gold veins (free games and versus, can be switched off)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Richard ZinkandClaude Opus 5.5 committed 2026-11-05 23:58:28 +01:00
1 parent 5239e4b5a3
commit c6d82027dd
26 files changed
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@@ -73,7 +73,10 @@ bosses (`src/bosses.rs`: four champions of the Order lead every fifth wave - Sir
Dame Seraphine's radiant burst, Brother Halvard's call to arms, Captain Rothgar's charge - with a health bar
and loot), statistics (`src/stats.rs`: counters and a chart at the end of a game) and achievements
(`src/achievements.rs`: 64 of them, kept in the browser and merged with `/api/profile` on the server after a
login; the menu page *Achievements*). Room levels 2 and 3 will be researched in the library (per room kind).
login; the menu page *Achievements*), room levels 2 and 3 (researched in the library once every tool is known:
+25% per level, brighter, gold trim) and random events (`src/events.rs`: earthquake, lava or water over the
banks, a new gold vein; every 8-12 minutes in free games and versus matches, switch in the game settings; the
host's choice goes to every client with `"events"` in the create message).
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
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@@ -246,6 +246,7 @@ set.lights = Zdroje světla
set.ui_scale = Velikost rozhraní
set.game_speed = Rychlost hry
set.hints = Rady
set.events = Náhodné události
set.keys_hint = Klikni na akci a stiskni klávesu. Už použité klávesy se prohodí.
set.press_key = Stiskni klávesu pro: {0}
set.esc_cancel = Esc ruší
@@ -340,6 +341,10 @@ info.tortured = mučen
info.prison = Zajatci: {0}/{1}
msg.wave_warn_dir = Zvědové hlásí: vlna hrdinů {0} dorazí k bráně za 30 sekund! Chtějí vtrhnout ze směru: {1}.
msg.event_quake = Zemětřesení! Tunely na {0} se zřítily.
msg.event_lava = Láva se vylévá z břehů na {0}!
msg.event_flood = Povodeň! Řeka se vylévá z břehů na {0}.
msg.event_vein = Skřítci hlásí novou zlatou žílu na {0}!
msg.wave_warn_two = Zvědové hlásí: vlna hrdinů {0} dorazí k bráně za 30 sekund! Rozdělí se a vtrhnou ze směrů: {1} a {2}.
dir.n = sever
dir.ne = severovýchod
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@@ -246,6 +246,7 @@ set.lights = Lyskilder
set.ui_scale = Brugerflade
set.game_speed = Spilhastighed
set.hints = Tips
set.events = Tilfældige hændelser
set.keys_hint = Klik på en handling og tryk på en tast. Taster der allerede er i brug, byttes om.
set.press_key = Tryk på en tast for: {0}
set.esc_cancel = Esc annullerer
@@ -339,6 +340,10 @@ info.carried = bæres til torturkammeret
info.tortured = bliver tortureret
info.prison = Fanger: {0}/{1}
msg.wave_warn_dir = Spejderne melder: heltebølge {0} når porten om 30 sekunder! De vil bryde ind fra {1}.
msg.event_quake = Jordskælv! Tunneller mod {0} er styrtet sammen.
msg.event_lava = Lavaen går over sine bredder mod {0}!
msg.event_flood = Oversvømmelse! Floden går over sine bredder mod {0}.
msg.event_vein = Imps'ene melder om en ny guldåre mod {0}!
msg.wave_warn_two = Spejderne melder: heltebølge {0} når porten om 30 sekunder! De deler sig og bryder ind fra {1} og {2}.
dir.n = nord
dir.ne = nordøst
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@@ -245,6 +245,7 @@ set.lights = Lichtquellen
set.ui_scale = Oberflächengröße
set.game_speed = Spieltempo
set.hints = Hinweise
set.events = Zufallsereignisse
set.keys_hint = Aktion anklicken und Taste drücken. Bereits belegte Tasten werden getauscht.
set.press_key = Taste drücken für: {0}
set.esc_cancel = Esc bricht ab
@@ -339,6 +340,10 @@ info.tortured = wird gefoltert
info.prison = Gefangene: {0}/{1}
msg.wave_warn_dir = Späher melden: Welle {0} erreicht in 30 Sekunden das Tor! Die Helden wollen von {1} einfallen.
msg.event_quake = Erdbeben! Im {0} sind Gänge eingestürzt.
msg.event_lava = Im {0} tritt die Lava über die Ufer!
msg.event_flood = Hochwasser! Im {0} tritt der Fluss über die Ufer.
msg.event_vein = Die Imps melden eine neue Goldader im {0}!
msg.wave_warn_two = Späher melden: Welle {0} erreicht in 30 Sekunden das Tor! Die Helden teilen sich auf und fallen von {1} und von {2} ein.
dir.n = Norden
dir.ne = Nordosten
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@@ -246,6 +246,7 @@ set.lights = Πηγές φωτός
set.ui_scale = Μέγεθος διεπαφής
set.game_speed = Ταχύτητα παιχνιδιού
set.hints = Υποδείξεις
set.events = Τυχαία γεγονότα
set.keys_hint = Κάνε κλικ σε μια ενέργεια και πάτησε ένα πλήκτρο. Πλήκτρα που ήδη χρησιμοποιούνται ανταλλάσσονται.
set.press_key = Πάτησε πλήκτρο για: {0}
set.esc_cancel = Esc ακυρώνει
@@ -340,6 +341,10 @@ info.tortured = βασανίζεται
info.prison = Αιχμάλωτοι: {0}/{1}
msg.wave_warn_dir = Οι ανιχνευτές αναφέρουν: το κύμα ηρώων {0} φτάνει στην πύλη σε 30 δευτερόλεπτα! Σχεδιάζουν να εισβάλουν από: {1}.
msg.event_quake = Σεισμός! Σήραγγες στα {0} κατέρρευσαν.
msg.event_lava = Η λάβα ξεχειλίζει στα {0}!
msg.event_flood = Πλημμύρα! Το ποτάμι ξεχειλίζει στα {0}.
msg.event_vein = Τα διαβολάκια βρήκαν νέα φλέβα χρυσού στα {0}!
msg.wave_warn_two = Οι ανιχνευτές αναφέρουν: το κύμα ηρώων {0} φτάνει στην πύλη σε 30 δευτερόλεπτα! Χωρίζονται και εισβάλλουν από: {1} και {2}.
dir.n = βορρά
dir.ne = βορειοανατολικά
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@@ -246,6 +246,7 @@ set.lights = Light sources
set.ui_scale = Interface size
set.game_speed = Game speed
set.hints = Hints
set.events = Random events
set.keys_hint = Click an action and press a key. Keys already in use are swapped.
set.press_key = Press a key for: {0}
set.esc_cancel = Esc cancels
@@ -340,6 +341,10 @@ info.tortured = being tortured
info.prison = Prisoners: {0}/{1}
msg.wave_warn_dir = Scouts report: hero wave {0} reaches the gate in 30 seconds! They plan to break in from the {1}.
msg.event_quake = Earthquake! Tunnels in the {0} have caved in.
msg.event_lava = The lava overflows its banks in the {0}!
msg.event_flood = Flood! The river overflows its banks in the {0}.
msg.event_vein = The imps report a new gold vein in the {0}!
msg.wave_warn_two = Scouts report: hero wave {0} reaches the gate in 30 seconds! They split up and break in from the {1} and the {2}.
dir.n = north
dir.ne = north-east
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@@ -246,6 +246,7 @@ set.lights = Fuentes de luz
set.ui_scale = Tamaño de interfaz
set.game_speed = Velocidad de juego
set.hints = Consejos
set.events = Sucesos aleatorios
set.keys_hint = Haz clic en una acción y pulsa una tecla. Las teclas ya usadas se intercambian.
set.press_key = Pulsa una tecla para: {0}
set.esc_cancel = Esc cancela
@@ -340,6 +341,10 @@ info.tortured = siendo torturado
info.prison = Prisioneros: {0}/{1}
msg.wave_warn_dir = Los exploradores informan: ¡la oleada de héroes {0} llega a la puerta en 30 segundos! Planean entrar por el {1}.
msg.event_quake = ¡Terremoto! Se han derrumbado túneles en el {0}.
msg.event_lava = ¡La lava se desborda en el {0}!
msg.event_flood = ¡Inundación! El río se desborda en el {0}.
msg.event_vein = ¡Los diablillos informan de una nueva veta de oro en el {0}!
msg.wave_warn_two = Los exploradores informan: ¡la oleada de héroes {0} llega a la puerta en 30 segundos! Se dividen y entran por el {1} y por el {2}.
dir.n = norte
dir.ne = nordeste
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@@ -246,6 +246,7 @@ set.lights = Valonlähteet
set.ui_scale = UI-koko
set.game_speed = Pelinopeus
set.hints = Vinkit
set.events = Satunnaiset tapahtumat
set.keys_hint = Klikkaa toimintoa ja paina näppäintä. Jo käytössä olevat näppäimet vaihdetaan keskenään.
set.press_key = Paina näppäintä toiminnolle: {0}
set.esc_cancel = Esc peruu
@@ -340,6 +341,10 @@ info.tortured = kidutetaan
info.prison = Vangit: {0}/{1}
msg.wave_warn_dir = Tiedustelijat ilmoittavat: sankariaalto {0} saapuu portille 30 sekunnissa! Ne aikovat murtautua sisään suunnasta: {1}.
msg.event_quake = Maanjäristys! Tunneleita on sortunut suunnassa {0}.
msg.event_lava = Laava tulvii yli äyräidensä suunnassa {0}!
msg.event_flood = Tulva! Joki tulvii yli äyräidensä suunnassa {0}.
msg.event_vein = Pirut ilmoittavat uudesta kultasuonesta suunnassa {0}!
msg.wave_warn_two = Tiedustelijat ilmoittavat: sankariaalto {0} saapuu portille 30 sekunnissa! Ne jakautuvat ja murtautuvat sisään suunnista: {1} ja {2}.
dir.n = pohjoinen
dir.ne = koillinen
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@@ -246,6 +246,7 @@ set.lights = Izvori svjetla
set.ui_scale = Veličina sučelja
set.game_speed = Brzina igre
set.hints = Savjeti
set.events = Slučajni događaji
set.keys_hint = Klikni na radnju i pritisni tipku. Već zauzete tipke se zamijene.
set.press_key = Pritisni tipku za: {0}
set.esc_cancel = Esc poništava
@@ -340,6 +341,10 @@ info.tortured = muče ga
info.prison = Zarobljenici: {0}/{1}
msg.wave_warn_dir = Izviđači javljaju: val junaka {0} stiže do vrata za 30 sekundi! Planiraju provaliti sa strane: {1}.
msg.event_quake = Potres! Tuneli na {0} su se urušili.
msg.event_lava = Lava se izlijeva iz korita na {0}!
msg.event_flood = Poplava! Rijeka se izlijeva na {0}.
msg.event_vein = Vražići javljaju novu zlatnu žilu na {0}!
msg.wave_warn_two = Izviđači javljaju: val junaka {0} stiže do vrata za 30 sekundi! Dijele se i provaljuju sa strana: {1} i {2}.
dir.n = sjever
dir.ne = sjeveroistok
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@@ -246,6 +246,7 @@ set.lights = Fényforrások
set.ui_scale = Felület mérete
set.game_speed = Játéksebesség
set.hints = Tippek
set.events = Véletlen események
set.keys_hint = Kattints egy műveletre, és nyomj meg egy billentyűt. A már használt billentyűk felcserélődnek.
set.press_key = Nyomj egy billentyűt ehhez: {0}
set.esc_cancel = Esc: mégse
@@ -340,6 +341,10 @@ info.tortured = kínozzák
info.prison = Foglyok: {0}/{1}
msg.wave_warn_dir = A felderítők jelentik: a(z) {0}. hőshullám 30 másodperc múlva eléri a kaput! Innen akarnak betörni: {1}.
msg.event_quake = Földrengés! Alagutak omlottak be: {0}.
msg.event_lava = Kilép medréből a láva: {0}!
msg.event_flood = Árvíz! Kilép medréből a folyó: {0}.
msg.event_vein = A manók új aranyérre bukkantak: {0}!
msg.wave_warn_two = A felderítők jelentik: a(z) {0}. hőshullám 30 másodperc múlva eléri a kaput! Kettéválnak, és két irányból törnek be: {1} és {2}.
dir.n = észak
dir.ne = északkelet
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@@ -246,6 +246,7 @@ set.lights = Fonti di luce
set.ui_scale = Dimensione interfaccia
set.game_speed = Velocità di gioco
set.hints = Suggerimenti
set.events = Eventi casuali
set.keys_hint = Clicca un'azione e premi un tasto. I tasti già in uso vengono scambiati.
set.press_key = Premi un tasto per: {0}
set.esc_cancel = Esc annulla
@@ -340,6 +341,10 @@ info.tortured = sotto tortura
info.prison = Prigionieri: {0}/{1}
msg.wave_warn_dir = Gli esploratori riferiscono: l'ondata di eroi {0} raggiunge la porta tra 30 secondi! Vogliono irrompere da {1}.
msg.event_quake = Terremoto! Sono crollati dei tunnel a {0}.
msg.event_lava = La lava straripa a {0}!
msg.event_flood = Inondazione! Il fiume straripa a {0}.
msg.event_vein = I diavoletti segnalano una nuova vena d'oro a {0}!
msg.wave_warn_two = Gli esploratori riferiscono: l'ondata di eroi {0} raggiunge la porta tra 30 secondi! Si dividono e irrompono da {1} e da {2}.
dir.n = nord
dir.ne = nord-est
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@@ -246,6 +246,7 @@ set.lights = Lichtbronnen
set.ui_scale = Interfacegrootte
set.game_speed = Spelsnelheid
set.hints = Tips
set.events = Willekeurige gebeurtenissen
set.keys_hint = Klik op een actie en druk op een toets. Toetsen die al in gebruik zijn, worden verwisseld.
set.press_key = Druk op een toets voor: {0}
set.esc_cancel = Esc annuleert
@@ -340,6 +341,10 @@ info.tortured = wordt gemarteld
info.prison = Gevangenen: {0}/{1}
msg.wave_warn_dir = Verkenners melden: heldengolf {0} bereikt de poort over 30 seconden! Ze willen vanuit het {1} binnenvallen.
msg.event_quake = Aardbeving! Tunnels in het {0} zijn ingestort.
msg.event_lava = De lava treedt buiten haar oevers in het {0}!
msg.event_flood = Overstroming! De rivier treedt buiten haar oevers in het {0}.
msg.event_vein = De duiveltjes melden een nieuwe goudader in het {0}!
msg.wave_warn_two = Verkenners melden: heldengolf {0} bereikt de poort over 30 seconden! Ze splitsen zich en vallen binnen vanuit het {1} en het {2}.
dir.n = noorden
dir.ne = noordoosten
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@@ -246,6 +246,7 @@ set.lights = Lyskilder
set.ui_scale = Grensesnitt
set.game_speed = Spillfart
set.hints = Tips
set.events = Tilfeldige hendelser
set.keys_hint = Klikk på en handling og trykk på en tast. Taster som allerede er i bruk, byttes om.
set.press_key = Trykk på en tast for: {0}
set.esc_cancel = Esc avbryter
@@ -339,6 +340,10 @@ info.carried = bæres til torturkammeret
info.tortured = blir torturert
info.prison = Fanger: {0}/{1}
msg.wave_warn_dir = Speiderne melder: heltebølge {0} når porten om 30 sekunder! De vil bryte inn fra {1}.
msg.event_quake = Jordskjelv! Tunneler mot {0} har rast sammen.
msg.event_lava = Lavaen går over sine bredder mot {0}!
msg.event_flood = Flom! Elva går over sine bredder mot {0}.
msg.event_vein = Impene melder om en ny gullåre mot {0}!
msg.wave_warn_two = Speiderne melder: heltebølge {0} når porten om 30 sekunder! De deler seg og bryter inn fra {1} og {2}.
dir.n = nord
dir.ne = nordøst
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@@ -246,6 +246,7 @@ set.lights = Fontes de luz
set.ui_scale = Tamanho da interface
set.game_speed = Velocidade do jogo
set.hints = Dicas
set.events = Eventos aleatórios
set.keys_hint = Clica numa ação e prime uma tecla. Teclas já em uso são trocadas.
set.press_key = Prime uma tecla para: {0}
set.esc_cancel = Esc cancela
@@ -340,6 +341,10 @@ info.tortured = a ser torturado
info.prison = Prisioneiros: {0}/{1}
msg.wave_warn_dir = Os batedores informam: a vaga de heróis {0} chega ao portão dentro de 30 segundos! Planeiam entrar pelo {1}.
msg.event_quake = Terramoto! Desabaram túneis a {0}.
msg.event_lava = A lava transborda a {0}!
msg.event_flood = Cheia! O rio transborda a {0}.
msg.event_vein = Os diabretes encontraram um novo veio de ouro a {0}!
msg.wave_warn_two = Os batedores informam: a vaga de heróis {0} chega ao portão dentro de 30 segundos! Dividem-se e entram pelo {1} e pelo {2}.
dir.n = norte
dir.ne = nordeste
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@@ -246,6 +246,7 @@ set.lights = Surse de lumină
set.ui_scale = Mărime interfață
set.game_speed = Viteza jocului
set.hints = Sfaturi
set.events = Evenimente aleatorii
set.keys_hint = Clic pe o acțiune și apasă o tastă. Tastele deja folosite se schimbă între ele.
set.press_key = Apasă o tastă pentru: {0}
set.esc_cancel = Esc anulează
@@ -340,6 +341,10 @@ info.tortured = e torturat
info.prison = Prizonieri: {0}/{1}
msg.wave_warn_dir = Iscoadele raportează: valul de eroi {0} ajunge la poartă în 30 de secunde! Plănuiesc să pătrundă dinspre {1}.
msg.event_quake = Cutremur! S-au prăbușit tuneluri în {0}.
msg.event_lava = Lava se revarsă în {0}!
msg.event_flood = Inundație! Râul se revarsă în {0}.
msg.event_vein = Drăcușorii au găsit un nou filon de aur în {0}!
msg.wave_warn_two = Iscoadele raportează: valul de eroi {0} ajunge la poartă în 30 de secunde! Se despart și pătrund dinspre {1} și dinspre {2}.
dir.n = nord
dir.ne = nord-est
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@@ -246,6 +246,7 @@ set.lights = Источники света
set.ui_scale = Размер интерфейса
set.game_speed = Скорость игры
set.hints = Подсказки
set.events = Случайные события
set.keys_hint = Выбери действие и нажми клавишу. Занятые клавиши меняются местами.
set.press_key = Нажми клавишу для: {0}
set.esc_cancel = Esc - отмена
@@ -340,6 +341,10 @@ info.tortured = его пытают
info.prison = Пленники: {0}/{1}
msg.wave_warn_dir = Разведчики докладывают: волна героев {0} будет у врат через 30 секунд! Они хотят прорваться с направления: {1}.
msg.event_quake = Землетрясение! Туннели на {0} обрушились.
msg.event_lava = Лава выходит из берегов на {0}!
msg.event_flood = Наводнение! Река выходит из берегов на {0}.
msg.event_vein = Бесы докладывают о новой золотой жиле на {0}!
msg.wave_warn_two = Разведчики докладывают: волна героев {0} будет у врат через 30 секунд! Они разделились и прорвутся с направлений: {1} и {2}.
dir.n = север
dir.ne = северо-восток
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@@ -246,6 +246,7 @@ set.lights = Zdroje svetla
set.ui_scale = Veľkosť rozhrania
set.game_speed = Rýchlosť hry
set.hints = Rady
set.events = Náhodné udalosti
set.keys_hint = Klikni na akciu a stlač kláves. Už použité klávesy sa vymenia.
set.press_key = Stlač kláves pre: {0}
set.esc_cancel = Esc ruší
@@ -340,6 +341,10 @@ info.tortured = mučený
info.prison = Zajatci: {0}/{1}
msg.wave_warn_dir = Zvedi hlásia: vlna hrdinov {0} dorazí k bráne o 30 sekúnd! Chcú vtrhnúť zo smeru: {1}.
msg.event_quake = Zemetrasenie! Tunely na {0} sa zrútili.
msg.event_lava = Láva sa vylieva z brehov na {0}!
msg.event_flood = Povodeň! Rieka sa vylieva z brehov na {0}.
msg.event_vein = Škriatkovia hlásia novú zlatú žilu na {0}!
msg.wave_warn_two = Zvedi hlásia: vlna hrdinov {0} dorazí k bráne o 30 sekúnd! Rozdelia sa a vtrhnú zo smerov: {1} a {2}.
dir.n = sever
dir.ne = severovýchod
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@@ -246,6 +246,7 @@ set.lights = Извори светла
set.ui_scale = Величина интерфејса
set.game_speed = Брзина игре
set.hints = Савети
set.events = Случајни догађаји
set.keys_hint = Кликни на радњу и притисни тастер. Већ заузети тастери се замене.
set.press_key = Притисни тастер за: {0}
set.esc_cancel = Esc поништава
@@ -340,6 +341,10 @@ info.tortured = муче га
info.prison = Заробљеници: {0}/{1}
msg.wave_warn_dir = Извиђачи јављају: талас хероја {0} стиже до капије за 30 секунди! Планирају да провале са стране: {1}.
msg.event_quake = Земљотрес! Тунели на {0} су се урушили.
msg.event_lava = Лава се излива из корита на {0}!
msg.event_flood = Поплава! Река се излива на {0}.
msg.event_vein = Врагови јављају нову златну жилу на {0}!
msg.wave_warn_two = Извиђачи јављају: талас хероја {0} стиже до капије за 30 секунди! Деле се и проваљују са страна: {1} и {2}.
dir.n = север
dir.ne = североисток
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@@ -246,6 +246,7 @@ set.lights = Ljuskällor
set.ui_scale = Gränssnittsstorlek
set.game_speed = Spelhastighet
set.hints = Tips
set.events = Slumpmässiga händelser
set.keys_hint = Klicka på en åtgärd och tryck på en tangent. Tangenter som redan används byter plats.
set.press_key = Tryck på en tangent för: {0}
set.esc_cancel = Esc avbryter
@@ -340,6 +341,10 @@ info.tortured = torteras
info.prison = Fångar: {0}/{1}
msg.wave_warn_dir = Spejarna rapporterar: hjältevåg {0} når porten om 30 sekunder! De tänker bryta sig in från {1}.
msg.event_quake = Jordbävning! Tunnlar i {0} har rasat.
msg.event_lava = Lavan svämmar över sina bräddar i {0}!
msg.event_flood = Översvämning! Floden svämmar över i {0}.
msg.event_vein = Imparna rapporterar en ny guldåder i {0}!
msg.wave_warn_two = Spejarna rapporterar: hjältevåg {0} når porten om 30 sekunder! De delar upp sig och bryter in från {1} och {2}.
dir.n = norr
dir.ne = nordost
+5 -1
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@@ -90,6 +90,7 @@ struct Room {
doc: Option<Value>, // editor campaign of a co-op match (sent to every client at the start)
resume: Option<(u32, Value)>, // a resumed editor campaign run: its seed and what the masters carry
surface: bool, // a free match half above ground
events: bool, // random events in a free match
}
#[derive(Debug)]
@@ -384,7 +385,7 @@ impl Netplay {
}
let name = self.clients.get(&conn).map(|c| c.name.clone()).unwrap_or_else(|| "Guest".into());
let seats = sides.iter().map(|s| (*s, new_seat(*s, false))).collect::<HashMap<_, _>>();
let room = Room { code: code.clone(), sides, seats, pending: HashMap::new(), turn: 0, started: false, paused: false, missing: false, seed: None, map_w, map_h, difficulty, mission, doc, resume, surface: msg.get("surface").and_then(|v| v.as_bool()).unwrap_or(false) };
let room = Room { code: code.clone(), sides, seats, pending: HashMap::new(), turn: 0, started: false, paused: false, missing: false, seed: None, map_w, map_h, difficulty, mission, doc, resume, surface: msg.get("surface").and_then(|v| v.as_bool()).unwrap_or(false), events: msg.get("events").and_then(|v| v.as_bool()).unwrap_or(false) };
self.rooms.insert(code.clone(), room);
if let Some(c) = self.clients.get_mut(&conn) {
c.room = Some(code.clone());
@@ -652,6 +653,9 @@ impl Netplay {
if r.surface {
m["surface"] = json!(true);
}
if r.events {
m["events"] = json!(true);
}
if let Some((_, carry)) = &r.resume {
m["carry"] = carry.clone();
m["resume"] = json!(true);
+190
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@@ -0,0 +1,190 @@
// Random events in free games and versus matches (rare; can be switched off): an earthquake
// brings down tunnels near the dungeon, lava or water overflows its banks, or the imps find a
// new gold vein. Shared state and the shared random numbers: every client of a match sees the
// same. Campaigns have none (their stories are told by the missions).
use crate::game::*;
use crate::map::*;
use serde::{Deserialize, Serialize};
// seconds between two events: EVENT_GAP plus up to EVENT_SPREAD
pub const EVENT_GAP: f32 = 480.0;
pub const EVENT_SPREAD: f32 = 240.0;
#[derive(Clone, Debug, Default, Serialize, Deserialize)]
pub struct Events {
pub t: f32, // seconds until the next one
}
impl Game {
// switches random events on (new free game or match) or off
pub fn set_events(&mut self, on: bool) {
self.happenings = if on && self.mission.is_none() { Some(Events { t: EVENT_GAP + self.rng.f() * EVENT_SPREAD }) } else { None };
}
pub(crate) fn update_events(&mut self, dt: f32) {
let Some(ev) = self.happenings.as_mut() else { return };
ev.t -= dt;
if ev.t > 0.0 {
return;
}
ev.t = EVENT_GAP + self.rng.f() * EVENT_SPREAD;
let kind = self.rng.next() % 4;
let happened = match kind {
0 => self.event_quake(),
1 => self.event_overflow(Kind::Lava),
2 => self.event_overflow(Kind::Water),
_ => self.event_vein(),
};
// nothing of that kind possible here: a gold vein instead (there is always earth)
if !happened && kind != 3 {
self.event_vein();
}
}
// own walkable ground within `r` of tile i?
fn near_own(&self, i: usize, r: i32) -> bool {
let (x, y) = xy(i);
(-r..=r).any(|dy| (-r..=r).any(|dx| self.map.get(x + dx, y + dy).map_or(false, |t| t.owner != Owner::None && t.owner != Owner::Hero && t.walkable())))
}
fn announce(&mut self, key: &'static str, i: usize) {
let (x, y) = xy(i);
let dir = format!("@{}", self.direction_key((x, y)));
// every master hears of it
let me = self.me_side;
for s in self.master_sides() {
self.switch_to(s);
self.msg(key, vec![dir.clone()]);
self.sfx_ui(Sfx::CoreHit);
}
self.switch_to(me);
self.add_mark(x as f32 + 0.5, y as f32 + 0.5, crate::game::MARK_BRIDGE, 255, 8.0, true);
}
// an earthquake: plain tunnels (unowned, not rooms) near a dungeon cave in
fn event_quake(&mut self) -> bool {
let n = self.map.t.len();
let cands: Vec<usize> = (0..n).filter(|&i| {
let t = &self.map.t[i];
let (x, y) = xy(i);
t.kind == Kind::Floor && t.owner == Owner::None && x > 2 && y > 2 && x < mw() as i32 - 3 && y < mh() as i32 - 3 && !self.map.sky(i) && self.near_own(i, 6)
}).collect();
if cands.len() < 4 {
return false;
}
let centre = cands[(self.rng.next() as usize) % cands.len()];
let (cx, cy) = xy(centre);
let mut fell = 0;
for &i in &cands {
let (x, y) = xy(i);
if (x - cx).abs() + (y - cy).abs() > 3 || self.rng.f() < 0.35 {
continue;
}
if self.ents.iter().any(|e| e.alive && e.tile() == i) {
continue; // nobody is buried alive (the quake is not that mean)
}
let t = &mut self.map.t[i];
t.kind = Kind::Earth;
t.hp = 6.0;
t.marked = false;
fell += 1;
}
if fell == 0 {
return false;
}
self.announce("msg.event_quake", centre);
true
}
// a river overflows its banks: unowned open ground next to it fills
fn event_overflow(&mut self, river: Kind) -> bool {
let n = self.map.t.len();
let bank: Vec<usize> = (0..n).filter(|&i| {
let t = &self.map.t[i];
let (x, y) = xy(i);
// no lava above ground
t.kind == Kind::Floor && t.owner == Owner::None && !(river == Kind::Lava && self.map.sky(i))
&& DIR4.iter().any(|&(dx, dy)| self.map.get(x + dx, y + dy).map_or(false, |o| o.kind == river))
}).collect();
if bank.is_empty() {
return false;
}
let start = bank[(self.rng.next() as usize) % bank.len()];
let (sx, sy) = xy(start);
let mut done = 0;
for &i in &bank {
let (x, y) = xy(i);
if (x - sx).abs() + (y - sy).abs() > 4 || done >= 8 {
continue;
}
self.map.t[i].kind = river;
self.ground_lost(i);
done += 1;
}
self.announce(if river == Kind::Lava { "msg.event_lava" } else { "msg.event_flood" }, start);
true
}
// the imps find a gold vein: earth near a dungeon turns to gold
fn event_vein(&mut self) -> bool {
let n = self.map.t.len();
let cands: Vec<usize> = (0..n).filter(|&i| self.map.t[i].kind == Kind::Earth && !self.map.t[i].reinforced && self.near_own(i, 5)).collect();
if cands.is_empty() {
return false;
}
let centre = cands[(self.rng.next() as usize) % cands.len()];
let (cx, cy) = xy(centre);
for &i in &cands {
let (x, y) = xy(i);
if (x - cx).abs() + (y - cy).abs() <= 2 {
let t = &mut self.map.t[i];
t.kind = Kind::Gold;
t.gold = 900;
}
}
self.announce("msg.event_vein", centre);
true
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn free_games_have_rare_events() {
let mut g = Game::new(12, 80, 64);
g.set_events(true);
assert!(g.happenings.is_some());
let golds = |g: &Game| g.map.t.iter().filter(|t| t.kind == Kind::Gold).count();
let before = golds(&g);
g.happenings.as_mut().unwrap().t = 0.0;
g.rng = Rng(3); // a gold vein (or another event) happens now
g.update_events(0.1);
assert!(g.happenings.as_ref().unwrap().t >= EVENT_GAP);
assert!(g.msgs.iter().any(|m| m.key.starts_with("msg.event_")), "an event was told");
let _ = before;
// campaigns have none
let mut m = crate::campaign::start_mission(3, None);
m.set_events(true);
assert!(m.happenings.is_none());
}
#[test]
fn every_event_can_happen() {
let mut g = Game::new(12, 80, 64);
let (cx, cy) = g.map.core;
// a little lava and water next to unowned ground near the dungeon
for (x, k) in [(cx + 6, Kind::Lava), (cx + 9, Kind::Water)] {
for y in cy - 2..cy + 3 {
g.map.t[idx(x, y)].kind = k;
g.map.t[idx(x + 1, y)].kind = Kind::Floor;
g.map.t[idx(x + 1, y)].owner = Owner::None;
}
}
assert!(g.event_vein());
assert!(g.event_overflow(Kind::Lava));
assert!(g.event_overflow(Kind::Water));
}
}
+4
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@@ -604,6 +604,8 @@ pub struct Game {
#[serde(default)]
pub bridgework: crate::bridges::BridgeWork, // burning and worn bridges
#[serde(default)]
pub happenings: Option<crate::events::Events>, // random events (free games and versus), see events.rs
#[serde(default)]
pub stats: crate::stats::GameStats, // statistics of the master at this computer (see stats.rs)
#[serde(default)]
pub wall_plans: Vec<(usize, u8)>, // walls to raise: tile, master side (see walls.rs)
@@ -943,6 +945,7 @@ impl Game {
vrng: crate::particles::vrng(),
dwarf_caves: Vec::new(),
bridgework: Default::default(),
happenings: None,
stats: Default::default(),
wall_plans: Vec::new(),
wood: crate::wood::WOOD_START,
@@ -1715,6 +1718,7 @@ impl Game {
self.update_dwarves(dt);
self.update_bridges(dt);
self.update_wood(dt);
self.update_events(dt);
// fallen hearts of a match are shared state: every client marks them in the same step
self.update_fallen_masters();
// the end of the game and the fog are about the master at this computer
+8 -5
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@@ -91,6 +91,7 @@ pub struct StartInfo {
pub next: bool, // the next mission of a running editor campaign co-op match
pub carry: Vec<(u8, crate::campaign::Carry)>, // what every side brings into that mission
pub surface: bool, // a free match whose eastern half lies above ground
pub events: bool, // random events in a free match
}
#[derive(Clone, Debug, Default)]
@@ -225,12 +226,13 @@ impl MatchClient {
}
// a free match; `surface`: its eastern half lies above ground
pub fn create_land(&mut self, sides: &[u8], map_w: usize, map_h: usize, difficulty: u8, surface: bool) {
pub fn create_land(&mut self, sides: &[u8], map_w: usize, map_h: usize, difficulty: u8, surface: bool, events: bool) {
let n = self.outbox.len();
self.send_create(sides, map_w, map_h, difficulty, None);
if let (true, Some(text)) = (surface, self.outbox.get_mut(n)) {
if let (true, Some(text)) = (surface || events, self.outbox.get_mut(n)) {
if let Ok(mut msg) = serde_json::from_str::<Value>(text) {
msg["surface"] = json!(true);
msg["surface"] = json!(surface);
msg["events"] = json!(events);
*text = msg.to_string();
}
}
@@ -564,7 +566,8 @@ impl MatchClient {
let resume = editor && v.get("resume").and_then(|x| x.as_bool()).unwrap_or(false);
let carry: Vec<(u8, crate::campaign::Carry)> = if resume { v.get("carry").cloned().and_then(|c| serde_json::from_value(c).ok()).unwrap_or_default() } else { Vec::new() };
let surface = v.get("surface").and_then(|x| x.as_bool()).unwrap_or(false);
self.start = Some(StartInfo { seed, map_w, map_h, difficulty, sides, local_side, mission, ai, doc, editor, teams, next: resume, carry, surface });
let events = v.get("events").and_then(|x| x.as_bool()).unwrap_or(false);
self.start = Some(StartInfo { seed, map_w, map_h, difficulty, sides, local_side, mission, ai, doc, editor, teams, next: resume, carry, surface, events });
self.error = None;
self.status = None;
}
@@ -595,7 +598,7 @@ impl MatchClient {
}
r.ai = ai.clone();
}
self.start = Some(StartInfo { seed, map_w, map_h, difficulty, sides, local_side, mission: Some(mission), ai, doc: Some(doc), editor: true, teams, next: true, carry, surface: false });
self.start = Some(StartInfo { seed, map_w, map_h, difficulty, sides, local_side, mission: Some(mission), ai, doc: Some(doc), editor: true, teams, next: true, carry, surface: false, events: false });
self.error = None;
}
+5 -2
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@@ -8,6 +8,7 @@ mod cloud;
mod commands;
mod demo;
mod editor;
mod events;
mod dwarves;
mod fog;
mod fortress;
@@ -185,6 +186,7 @@ fn new_game(seed: u32, s: &Settings) -> (Game, Cam) {
g.add_surface(seed, 0.5, 2 + (s.map_h / 64) as u32);
g.init_fog();
}
g.set_events(s.events);
let (cx, cy) = g.map.core;
let cam = Cam::new(cx as f32 + 1.5, cy as f32 + 1.5);
(g, cam)
@@ -352,7 +354,7 @@ fn account_action(a: MenuAction, cloud: &mut Cloud, menu: &mut Menu, app: &mut A
}
}
MenuAction::MatchJoin(code) => app.client.join(&code),
MenuAction::MatchCreate => app.client.create_land(&[0, 2, 3, 4], app.settings.map_w, app.settings.map_h, app.settings.difficulty, app.settings.surface),
MenuAction::MatchCreate => app.client.create_land(&[0, 2, 3, 4], app.settings.map_w, app.settings.map_h, app.settings.difficulty, app.settings.surface, app.settings.events),
MenuAction::MatchCoopCreate(mission) => {
let all = campaign::missions();
if let Some(d) = all.get(mission) {
@@ -721,7 +723,7 @@ impl App {
let next = run_seed.is_some();
let seed = run_seed.unwrap_or_else(|| next_seed(self.seed));
let editor = doc.is_some();
let info = StartInfo { seed, map_w, map_h, difficulty: self.settings.difficulty, sides: vec![0, 2], local_side: Some(0), mission: Some(mission), ai: vec![2], doc, editor, teams: Vec::new(), next, carry, surface: false };
let info = StartInfo { seed, map_w, map_h, difficulty: self.settings.difficulty, sides: vec![0, 2], local_side: Some(0), mission: Some(mission), ai: vec![2], doc, editor, teams: Vec::new(), next, carry, surface: false, events: false };
if !self.start_match_game(info) {
return false;
}
@@ -805,6 +807,7 @@ impl App {
// the same land on every client: built from the shared seed
self.game.add_surface(info.seed, 0.5, 2 + (info.map_h / 64) as u32);
}
self.game.set_events(info.events);
self.game.coop = false;
self.game.set_teams(&info.teams);
self.game.ai_difficulty = info.difficulty;
+5 -1
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@@ -64,6 +64,7 @@ pub enum Item {
DebugPathLines,
GameSpeed,
Hints,
Events,
TouchUi,
Voice,
}
@@ -74,7 +75,7 @@ fn tab_items(tab: usize) -> &'static [Item] {
0 => &[Language, Volume, MusicVolume, Mute, Voice],
1 => &[RotateSpeed, PanSpeed, ZoomSpeed, EdgeScroll, InvertMouse],
2 => &[Outlines, WallDetail, Lights, UiScale, RenderScale],
3 => &[GameSpeed, Hints, TouchUi],
3 => &[GameSpeed, Hints, Events, TouchUi],
4 => &[DebugFps, DebugFrameTime, DebugPing, DebugTriggerZones, DebugCommandMarkers, DebugPathLines],
_ => &[],
}
@@ -104,6 +105,7 @@ fn item_label(it: Item) -> String {
Item::DebugPathLines => "set.debug_path_lines",
Item::GameSpeed => "set.game_speed",
Item::Hints => "set.hints",
Item::Events => "set.events",
Item::TouchUi => "set.touch_ui",
Item::Voice => "set.voice",
})
@@ -160,6 +162,7 @@ fn item_value(it: Item, s: &Settings) -> String {
}
Item::GameSpeed => format!("{}x", s.game_speed as i32),
Item::Hints => onoff(s.hints),
Item::Events => onoff(s.events),
Item::TouchUi => match s.touch_ui {
1 => tr("val.on"),
2 => tr("val.off"),
@@ -207,6 +210,7 @@ fn item_change(it: Item, s: &mut Settings, d: i32) {
Item::DebugPathLines => s.debug_path_lines = !s.debug_path_lines,
Item::GameSpeed => s.game_speed = cycle(&[1.0f32, 2.0], s.game_speed, d),
Item::Hints => s.hints = !s.hints,
Item::Events => s.events = !s.events,
Item::TouchUi => s.touch_ui = cycle(&[0u8, 1, 2], s.touch_ui, d),
}
}
+2
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@@ -163,6 +163,7 @@ pub struct Settings {
pub map_w: usize, // size of new maps (64..256)
pub map_h: usize,
pub surface: bool, // new free games: the eastern half lies above ground (forest)
pub events: bool, // random events in free games and versus matches
// key bindings: action id -> key name
pub keys: BTreeMap<String, String>,
}
@@ -198,6 +199,7 @@ impl Default for Settings {
map_w: 64,
map_h: 64,
surface: false,
events: true,
keys: BTreeMap::new(),
}
}