Guard and attack markers (shields and swords, up to eight each, right click removes); the world and the interface are copied opaque so glows keep their brightness
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -92,6 +92,10 @@ pub enum Act {
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y: i32,
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},
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CancelOrders,
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Unmark {
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x: f32,
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y: f32,
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}, // right click with an order tool: removes the marker there (or cancels the guard orders)
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// gold for an allied master of a match (`crate::netplay::GOLD_ALL`: everything)
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SendGold {
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to: u8,
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@@ -172,6 +176,7 @@ impl Game {
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},
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Act::Guard { x, y } => (point(x as f32, y as f32), MARK_GUARD, 10.0),
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Act::CancelOrders => (point(self.map.core.0 as f32, self.map.core.1 as f32), MARK_CANCEL, 4.0),
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Act::Unmark { x, y } => (point(x, y), MARK_CANCEL, 3.0),
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};
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let fixed = matches!(act, Act::Guard { .. } | Act::Attack { .. } | Act::Flag { .. });
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let dur = match act {
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@@ -220,6 +225,7 @@ impl Game {
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}
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Act::Guard { x, y } => self.order_guard(x, y),
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Act::CancelOrders => self.cancel_orders(),
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Act::Unmark { x, y } => self.unmark(x, y),
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Act::SendGold { to, amount } => self.send_gold(to, amount),
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}
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}
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+34
-2
@@ -221,6 +221,7 @@ pub enum Job {
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Spar(usize), // sparring in the arena
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MendBridge(usize), // imp mends a worn bridge tile
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RaiseWall(usize), // imp raises a planned wall on own floor
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March(usize), // creature follows an attack marker (sword) at this tile
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}
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#[derive(Clone, Serialize, Deserialize)]
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@@ -499,6 +500,8 @@ pub struct MasterState {
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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 guard_marks: Vec<usize>,
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pub attack_marks: Vec<usize>,
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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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@@ -624,6 +627,12 @@ pub struct Game {
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#[serde(default)]
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pub happenings: Option<crate::events::Events>, // random events (free games and versus), see events.rs
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#[serde(default)]
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pub guard_marks: Vec<usize>, // guard markers (shields) of the master being processed (orders.rs)
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#[serde(default)]
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pub attack_marks: Vec<usize>, // attack markers (swords)
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#[serde(default)]
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pub marks_t: f32,
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#[serde(default)]
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pub stats: crate::stats::GameStats, // statistics of the master at this computer (see stats.rs)
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#[serde(default)]
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pub wall_plans: Vec<(usize, u8)>, // walls to raise: tile, master side (see walls.rs)
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@@ -967,6 +976,9 @@ impl Game {
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bridgework: Default::default(),
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trading: Default::default(),
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happenings: None,
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guard_marks: Vec::new(),
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attack_marks: Vec::new(),
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marks_t: 0.0,
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stats: Default::default(),
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wall_plans: Vec::new(),
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wood: crate::wood::WOOD_START,
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@@ -1476,6 +1488,8 @@ impl Game {
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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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guard_marks: std::mem::take(&mut self.guard_marks),
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attack_marks: std::mem::take(&mut self.attack_marks),
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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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@@ -1509,6 +1523,8 @@ impl Game {
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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.guard_marks = m.guard_marks;
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self.attack_marks = m.attack_marks;
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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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@@ -1715,6 +1731,7 @@ impl Game {
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}
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self.update_forge(dt);
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self.update_research();
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self.update_marks(dt);
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}
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fn after_economy(&mut self, dt: f32) {
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@@ -3776,7 +3793,7 @@ impl Game {
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// a new creature builds its own bed in the lair soon after its arrival
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let bed_kind = if flies(e.kind) { Kind::Aerie } else { Kind::Lair };
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let beds = if flies(e.kind) { self.counts[7] } else { self.counts[1] };
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if e.bed.is_none() && beds > 0 && !matches!(e.job, Job::Attack(_) | Job::Leave | Job::Rally) && self.rng.f() < 0.15 {
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if e.bed.is_none() && beds > 0 && !matches!(e.job, Job::Attack(_) | Job::Leave | Job::Rally | Job::March(_)) && self.rng.f() < 0.15 {
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let cur = e.tile();
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let free = |i: usize| self.map.t[i].kind == bed_kind && self.map.t[i].bed == 0;
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let found = if flies(e.kind) { self.map.search(cur, self.map.fly_cost(), free, true) } else { self.map.search(cur, self.map.walk_cost(), free, true) };
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@@ -3797,7 +3814,7 @@ impl Game {
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}
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}
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if !matches!(e.job, Job::Attack(_) | Job::Leave | Job::Rest(_) | Job::Brawl(_)) {
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let radius = if e.job == Job::Rally { 8.5 } else if matches!(e.job, Job::Guard(_)) { 10.0 } else if flies(e.kind) { 9.0 } else { 7.0 };
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let radius = if matches!(e.job, Job::Rally | Job::March(_)) { 8.5 } else if matches!(e.job, Job::Guard(_)) { 10.0 } else if flies(e.kind) { 9.0 } else { 7.0 };
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if let Some(id) = self.nearest_enemy(e, radius) {
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self.unreserve(me);
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e.job = Job::Attack(id);
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@@ -3893,6 +3910,15 @@ impl Game {
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self.rally(e, dt);
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return;
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}
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if let Job::March(f) = e.job {
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if self.attack_marks.contains(&f) {
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self.rally_to(e, f, dt);
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} else {
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e.job = Job::None;
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e.path.clear();
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}
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return;
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}
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if self.step_path(e, dt) {
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return;
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}
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@@ -4082,6 +4108,11 @@ impl Game {
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e.path.clear();
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return;
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};
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self.rally_to(e, f, dt);
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}
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// march to tile f and fight there (the attack flag, or an attack marker)
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pub(crate) fn rally_to(&mut self, e: &mut Ent, f: usize, dt: f32) {
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if e.hp < e.max_hp * 0.3 || e.energy < 0.1 || e.hunger > 2.2 {
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// exhausted or badly hurt: retreat
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e.job = Job::None;
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@@ -5781,6 +5812,7 @@ pub fn job_name(e: &Ent) -> &'static str {
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Job::Repair(_) => "job.repair",
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Job::MendBridge(_) => "job.mend_bridge",
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Job::RaiseWall(_) => "job.raise_wall",
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Job::March(_) => "job.march",
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Job::Carry(_) => "job.carry",
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Job::Pray(_) => "job.pray",
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Job::HealCore => "job.heal_core",
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+1
-1
@@ -1373,7 +1373,7 @@ async fn main() {
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if inp.ldown.is_some() {
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inp.ldown = None;
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} else if app.game.hand.is_empty() && matches!(ui.tool, Tool::Order(_)) {
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app.game.queue(Act::CancelOrders);
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app.game.queue(Act::Unmark { x: wx, y: wy });
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} else {
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app.game.queue(Act::Drop { x: wx, y: wy });
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}
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+212
-6
@@ -1,11 +1,14 @@
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// Orders from the hand: "attack" sends the fighting creatures nearby at an enemy unit or tower,
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// "guard" posts a few creatures in a room. Right click with an order tool cancels the orders.
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// Orders: "attack" on an enemy unit or tower sends the fighting creatures nearby at it; on open
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// ground it sets an attack marker (a sword) - the ready creatures share out over all swords and
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// fight where they stand. "Guard" sets a guard marker (a shield) that three creatures hold. Up to
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// eight of each; a right click on a marker removes it (elsewhere: the guards stand down).
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use crate::game::*;
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use crate::map::*;
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const ORDER_RADIUS: f32 = 18.0;
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const GUARDS: usize = 3;
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pub const MAX_MARKS: usize = 8;
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fn ready(e: &Ent) -> bool {
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e.alive && !e.held && e.creature() && !matches!(e.job, Job::Leave | Job::Register | Job::MakeBed(_)) && e.hp > e.max_hp * 0.25
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@@ -26,8 +29,8 @@ impl Game {
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(Some(j), _) => (self.ents[j].x, self.ents[j].y),
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(None, Some((_, p))) => p,
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_ => {
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self.hint(31, "hint.order_attack");
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self.sfx_ui(Sfx::Error);
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// open ground: an attack marker
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self.place_mark(wx.floor() as i32, wy.floor() as i32, true);
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return;
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}
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};
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@@ -59,8 +62,168 @@ impl Game {
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self.msg("msg.order_attack", vec![n.to_string()]);
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}
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// guard: a few creatures take positions in the room at (x, y)
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// guard: a guard marker at (x, y) (three creatures hold it, see update_marks)
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pub fn order_guard(&mut self, x: i32, y: i32) {
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self.place_mark(x, y, false);
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}
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// a sword (attack) or shield (guard) marker on tile (x, y)
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pub fn place_mark(&mut self, x: i32, y: i32, attack: bool) {
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if !inb(x, y) {
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return;
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}
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let i = idx(x, y);
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let t = self.map.t[i];
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// a guard marker stands on own ground, an attack marker anywhere one can walk
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let ok = if attack { t.walkable() || t.bridge() } else { t.owner == self.me && t.walkable() };
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if !ok {
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self.hint(31, if attack { "hint.order_attack" } else { "hint.order_guard" });
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self.sfx_ui(Sfx::Error);
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return;
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}
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let marks = if attack { &self.attack_marks } else { &self.guard_marks };
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if marks.iter().any(|&m| {
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let (mx, my) = xy(m);
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(mx - x).abs() <= 1 && (my - y).abs() <= 1
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}) {
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return; // there is one already
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}
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if marks.len() >= MAX_MARKS {
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self.hint(31, "hint.marks_full");
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self.sfx_ui(Sfx::Error);
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return;
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}
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if attack {
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self.attack_marks.push(i);
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} else {
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self.guard_marks.push(i);
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}
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self.marks_t = 0.0; // creatures are sent at once
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self.fx(7, x as f32 + 0.5, y as f32 + 0.5, 0.0, 0.0, 0.6, if attack { 0xff3040ff } else { 0xff40d0ff });
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self.sfx_ui(Sfx::FlagSet);
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self.msg(if attack { "msg.mark_attack" } else { "msg.mark_guard" }, vec![]);
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}
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// a right click with an order tool: the marker there goes (its creatures are free again);
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// without a marker there the guards stand down
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pub fn unmark(&mut self, wx: f32, wy: f32) {
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let near = |m: &usize| {
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let (mx, my) = xy(*m);
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(mx as f32 + 0.5 - wx).powi(2) + (my as f32 + 0.5 - wy).powi(2) < 1.6 * 1.6
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};
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if let Some(k) = self.attack_marks.iter().position(near) {
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let m = self.attack_marks.remove(k);
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for e in self.ents.iter_mut().filter(|e| e.job == Job::March(m)) {
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e.job = Job::None;
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e.path.clear();
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}
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} else if let Some(k) = self.guard_marks.iter().position(near) {
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let m = self.guard_marks.remove(k);
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for j in 0..self.ents.len() {
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if let Job::Guard(spot) = self.ents[j].job {
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if guard_of(m, spot) && self.ents[j].creature() {
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let me = self.ents[j].id + 1;
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self.unreserve(me);
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self.ents[j].job = Job::None;
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}
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}
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}
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} else {
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self.cancel_orders();
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return;
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}
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self.msg("msg.mark_removed", vec![]);
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self.sfx_ui(Sfx::Click);
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}
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// every second: three creatures for every shield, the ready ones shared out over the swords
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pub(crate) fn update_marks(&mut self, dt: f32) {
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self.marks_t -= dt;
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if self.marks_t > 0.0 || (self.guard_marks.is_empty() && self.attack_marks.is_empty()) {
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return;
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}
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self.marks_t = 1.0;
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// markers on ground that is gone (dug in, lost) go
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let me = self.me;
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let map = &self.map;
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self.guard_marks.retain(|&m| map.t[m].owner == me && map.t[m].walkable());
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self.attack_marks.retain(|&m| map.t[m].walkable() || map.t[m].bridge());
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// shields
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for m in self.guard_marks.clone() {
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let have = self.ents.iter().filter(|e| e.alive && e.creature() && matches!(e.job, Job::Guard(s) if guard_of(m, s))).count();
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for _ in have..GUARDS {
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if !self.send_guard(m) {
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break;
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}
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}
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}
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// swords: every ready creature that is free goes to the nearest sword with room
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if self.attack_marks.is_empty() {
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return;
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}
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let free: Vec<usize> = (0..self.ents.len())
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.filter(|&j| {
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let e = &self.ents[j];
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ready(e) && e.hp > e.max_hp * 0.5 && e.energy > 0.15 && matches!(e.job, Job::None | Job::Wander | Job::Train(_) | Job::Study(_) | Job::March(_))
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})
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.collect();
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let cap = free.len().div_ceil(self.attack_marks.len()).max(1);
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let mut count: Vec<usize> = self.attack_marks.iter().map(|&m| self.ents.iter().filter(|e| e.alive && e.job == Job::March(m)).count()).collect();
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for j in free {
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if matches!(self.ents[j].job, Job::March(_)) {
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continue;
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}
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let (ex, ey) = (self.ents[j].x, self.ents[j].y);
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let best = (0..self.attack_marks.len()).filter(|&k| count[k] < cap).min_by(|&a, &b| {
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let d = |k: usize| {
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let (mx, my) = xy(self.attack_marks[k]);
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(mx as f32 + 0.5 - ex).powi(2) + (my as f32 + 0.5 - ey).powi(2)
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};
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d(a).partial_cmp(&d(b)).unwrap_or(std::cmp::Ordering::Equal)
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});
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let Some(k) = best else { break };
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count[k] += 1;
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let mark = self.attack_marks[k];
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let me = self.ents[j].id + 1;
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self.unreserve(me);
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let e = &mut self.ents[j];
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e.job = Job::March(mark);
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e.path.clear();
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e.repath = 0.0;
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}
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}
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// the nearest free creature takes a free spot next to shield m
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fn send_guard(&mut self, m: usize) -> bool {
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let (x, y) = xy(m);
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let spot = (-2..=2).flat_map(|dy| (-2..=2).map(move |dx| (dx, dy))).filter(|&(dx, dy)| inb(x + dx, y + dy)).map(|(dx, dy)| idx(x + dx, y + dy)).filter(|&j| {
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let t = &self.map.t[j];
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t.walkable() && t.owner == self.me && t.reserved == 0 && !self.ents.iter().any(|e| e.job == Job::Guard(j))
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}).min_by_key(|&j| {
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let (sx, sy) = xy(j);
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(sx - x).pow(2) + (sy - y).pow(2)
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});
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let Some(spot) = spot else { return false };
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let (fx, fy) = (x as f32 + 0.5, y as f32 + 0.5);
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let cand = (0..self.ents.len()).filter(|&j| ready(&self.ents[j]) && !matches!(self.ents[j].job, Job::Attack(_) | Job::Guard(_) | Job::March(_) | Job::Rally)).min_by(|&a, &b| {
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let d = |j: usize| (self.ents[j].x - fx).powi(2) + (self.ents[j].y - fy).powi(2);
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d(a).partial_cmp(&d(b)).unwrap_or(std::cmp::Ordering::Equal)
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});
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let Some(j) = cand else { return false };
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let Some(p) = self.map.creature_path(flies(self.ents[j].kind), self.ents[j].tile(), spot) else { return false };
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let me = self.ents[j].id + 1;
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self.unreserve(me);
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self.map.t[spot].reserved = me;
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let e = &mut self.ents[j];
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e.job = Job::Guard(spot);
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e.path = p;
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e.timer = 1.0e9; // until the marker goes
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true
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}
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// the old one-off guard order in a room (kept for scripts and tests)
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#[allow(dead_code)]
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pub fn order_guard_room(&mut self, x: i32, y: i32) {
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if !inb(x, y) {
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return;
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}
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@@ -134,6 +297,13 @@ impl Game {
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}
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}
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// is guard spot s next to shield m?
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fn guard_of(m: usize, s: usize) -> bool {
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let (mx, my) = xy(m);
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let (sx, sy) = xy(s);
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(mx - sx).abs() <= 2 && (my - sy).abs() <= 2
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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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@@ -152,10 +322,46 @@ mod tests {
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let j = g.find(id).unwrap();
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g.ents[j].job = Job::None;
|
||||
}
|
||||
g.order_guard(cx - 1, cy - 1);
|
||||
g.order_guard_room(cx - 1, cy - 1);
|
||||
let guards = g.ents.iter().filter(|e| matches!(e.job, Job::Guard(_))).count();
|
||||
assert_eq!(guards, 3);
|
||||
g.cancel_orders();
|
||||
assert_eq!(g.ents.iter().filter(|e| matches!(e.job, Job::Guard(_))).count(), 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn shields_are_held_and_swords_share_the_creatures() {
|
||||
let mut g = Game::new(14, 64, 64);
|
||||
let (cx, cy) = g.map.core;
|
||||
for y in cy - 6..=cy + 8 {
|
||||
for x in cx - 6..=cx + 10 {
|
||||
let t = &mut g.map.t[idx(x, y)];
|
||||
if t.kind != Kind::Core {
|
||||
t.kind = Kind::Floor;
|
||||
t.owner = Owner::Player;
|
||||
}
|
||||
}
|
||||
}
|
||||
let ids: Vec<u32> = (0..6).map(|k| g.spawn(EK::Ogre, false, cx as f32 - 2.5, cy as f32 + 0.5 + k as f32 * 0.3, 2)).collect();
|
||||
for &id in &ids {
|
||||
let j = g.find(id).unwrap();
|
||||
g.ents[j].settled = true;
|
||||
g.ents[j].job = Job::None;
|
||||
}
|
||||
g.order_guard(cx + 5, cy + 5);
|
||||
g.update_marks(1.0);
|
||||
let guards = g.ents.iter().filter(|e| matches!(e.job, Job::Guard(_))).count();
|
||||
assert_eq!(guards, 3, "three hold the shield");
|
||||
g.place_mark(cx + 8, cy - 4, true);
|
||||
g.place_mark(cx - 4, cy - 5, true);
|
||||
g.update_marks(1.0);
|
||||
let a = g.ents.iter().filter(|e| e.job == Job::March(g.attack_marks[0])).count();
|
||||
let b = g.ents.iter().filter(|e| e.job == Job::March(g.attack_marks[1])).count();
|
||||
assert!(a + b == 3 && a.abs_diff(b) <= 1, "{} and {}", a, b);
|
||||
// a right click on a sword frees its creatures
|
||||
let (sx, sy) = xy(g.attack_marks[0]);
|
||||
g.unmark(sx as f32 + 0.5, sy as f32 + 0.5);
|
||||
assert_eq!(g.attack_marks.len(), 1);
|
||||
assert!(!g.ents.iter().any(|e| e.job == Job::March(idx(sx, sy))));
|
||||
}
|
||||
}
|
||||
+81
-1
@@ -312,6 +312,35 @@ fn lit_material() -> Material {
|
||||
}
|
||||
|
||||
// Unlit, alpha-blended material for glows, shadows and effects
|
||||
// the world target onto the virtual screen: fully opaque. Translucent glows (flames, the heart)
|
||||
// leave the target's alpha below one; blended, the black behind would shine through and dim them.
|
||||
pub(crate) fn opaque_material() -> Material {
|
||||
const V: &str = r#"#version 100
|
||||
attribute vec3 position;
|
||||
attribute vec2 texcoord;
|
||||
attribute vec4 color0;
|
||||
varying lowp vec2 uv;
|
||||
varying lowp vec4 color;
|
||||
uniform mat4 Model;
|
||||
uniform mat4 Projection;
|
||||
void main() {
|
||||
gl_Position = Projection * Model * vec4(position, 1.0);
|
||||
color = color0 / 255.0;
|
||||
uv = texcoord;
|
||||
}
|
||||
"#;
|
||||
const F: &str = r#"#version 100
|
||||
precision mediump float;
|
||||
varying lowp vec4 color;
|
||||
varying lowp vec2 uv;
|
||||
uniform sampler2D Texture;
|
||||
void main() {
|
||||
gl_FragColor = vec4(color.rgb * texture2D(Texture, uv).rgb, 1.0);
|
||||
}
|
||||
"#;
|
||||
load_material(ShaderSource::Glsl { vertex: V, fragment: F }, MaterialParams { pipeline_params: PipelineParams::default(), uniforms: vec![], textures: vec![] }).expect("opaque material")
|
||||
}
|
||||
|
||||
fn glow_material() -> Material {
|
||||
const V: &str = r#"#version 100
|
||||
attribute vec3 position;
|
||||
@@ -1122,6 +1151,7 @@ pub struct R3d {
|
||||
pub outlines: bool, // tile outlines on/off
|
||||
wall_sub: usize, // wall face subdivisions (detail)
|
||||
pub max_lights: usize,
|
||||
opaque: Material, // the world target onto the screen without blending
|
||||
pub pixel_rows: u32, // pixel look: the world is rendered this many rows high (0: off)
|
||||
target: Option<(RenderTarget, u32, u32)>, // low resolution render target
|
||||
lava: Vec<f32>, // lava light per tile (see lava_field)
|
||||
@@ -1174,7 +1204,7 @@ fn chunk_sig(map: &Map, cx: i32, cz: i32) -> u64 {
|
||||
|
||||
impl R3d {
|
||||
pub fn new() -> R3d {
|
||||
R3d { lit: lit_material(), glow: glow_material(), chunks: Vec::new(), ncx: 0, ncz: 0, outlines: true, wall_sub: 3, max_lights: MAX_LIGHTS, pixel_rows: 360, target: None, lava: Vec::new() }
|
||||
R3d { lit: lit_material(), glow: glow_material(), opaque: opaque_material(), chunks: Vec::new(), ncx: 0, ncz: 0, outlines: true, wall_sub: 3, max_lights: MAX_LIGHTS, pixel_rows: 360, target: None, lava: Vec::new() }
|
||||
}
|
||||
|
||||
// Changing the wall detail rebuilds all chunks
|
||||
@@ -1505,6 +1535,12 @@ impl R3d {
|
||||
if let Some(f) = g.flag {
|
||||
draw_flag(f, t);
|
||||
}
|
||||
for &m in &g.guard_marks {
|
||||
draw_shield_mark(m, t);
|
||||
}
|
||||
for &m in &g.attack_marks {
|
||||
draw_sword_mark(m, t);
|
||||
}
|
||||
draw_marks(g, t);
|
||||
draw_overlay(&g.map, ov, self.wall_sub);
|
||||
draw_entry_warnings(g, t, self.wall_sub);
|
||||
@@ -1523,7 +1559,9 @@ impl R3d {
|
||||
crate::ui::begin_ui();
|
||||
if let (Some((_, _, k)), Some((rt, tw, th))) = (pix, self.target.as_ref()) {
|
||||
// the world onto the virtual screen, every pixel k x k (scaled to the device at the end)
|
||||
gl_use_material(&self.opaque);
|
||||
draw_texture_ex(&rt.texture, 0.0, 0.0, WHITE, DrawTextureParams { dest_size: Some(vec2(*tw as f32 * k, *th as f32 * k)), flip_y: true, ..Default::default() });
|
||||
gl_use_default_material();
|
||||
}
|
||||
|
||||
// ---- 2D overlay in device pixels: health bars, sleep marks, levels, gate HP
|
||||
@@ -2569,6 +2607,48 @@ fn draw_flag(f: usize, t: f32) {
|
||||
draw_mesh(&Mesh { vertices: v, indices: vec![0, 1, 2], texture: None });
|
||||
}
|
||||
|
||||
// a flat polygon in a vertical plane (x along `right`, y up) around `base`
|
||||
fn draw_plate(base: Vec3, right: Vec3, pts: &[(f32, f32)], c: [u8; 4]) {
|
||||
let v: Vec<Vertex> = pts.iter().map(|&(x, y)| Vertex { position: base + right * x + Vec3::Y * y, uv: Vec2::ZERO, color: c, normal: Vec4::Y }).collect();
|
||||
let mut idx = Vec::new();
|
||||
for k in 1..pts.len() as u16 - 1 {
|
||||
idx.extend([0, k, k + 1]);
|
||||
}
|
||||
draw_mesh(&Mesh { vertices: v, indices: idx, texture: None });
|
||||
}
|
||||
|
||||
// guard marker: a shield on a short pole, gently bobbing
|
||||
fn draw_shield_mark(m: usize, t: f32) {
|
||||
let (x, z) = xy(m);
|
||||
let base = vec3(x as f32 + 0.5, 0.0, z as f32 + 0.5);
|
||||
draw_cube(base + vec3(0.0, 0.45, 0.0), vec3(0.05, 0.9, 0.05), None, Color::from_rgba(120, 90, 60, 255));
|
||||
let bob = (t * 2.0 + m as f32).sin() * 0.03;
|
||||
let c = base + vec3(0.0, 0.95 + bob, 0.0);
|
||||
let right = vec3(0.7071, 0.0, -0.7071);
|
||||
let outline: [(f32, f32); 7] = [(-0.26, 0.24), (0.26, 0.24), (0.26, 0.02), (0.18, -0.16), (0.0, -0.3), (-0.18, -0.16), (-0.26, 0.02)];
|
||||
// the rim, the face and a cross (both sides, so it shows from every angle)
|
||||
for (r, off) in [(right, 0.0f32), (-right, 0.01)] {
|
||||
let at = c + vec3(0.0, 0.0, 0.0) + right.cross(Vec3::Y) * off;
|
||||
draw_plate(at, r, &outline, [230, 190, 70, 255]);
|
||||
let inner: Vec<(f32, f32)> = outline.iter().map(|&(a, b)| (a * 0.8, b * 0.8 + 0.01)).collect();
|
||||
draw_plate(at + right.cross(Vec3::Y) * 0.004, r, &inner, [50, 80, 170, 255]);
|
||||
draw_plate(at + right.cross(Vec3::Y) * 0.008, r, &[(-0.03, 0.18), (0.03, 0.18), (0.03, -0.2), (-0.03, -0.2)], [230, 190, 70, 255]);
|
||||
draw_plate(at + right.cross(Vec3::Y) * 0.008, r, &[(-0.16, 0.06), (0.16, 0.06), (0.16, 0.0), (-0.16, 0.0)], [230, 190, 70, 255]);
|
||||
}
|
||||
}
|
||||
|
||||
// attack marker: a sword stuck in the ground, its blade glinting
|
||||
fn draw_sword_mark(m: usize, t: f32) {
|
||||
let (x, z) = xy(m);
|
||||
let base = vec3(x as f32 + 0.5, 0.0, z as f32 + 0.5);
|
||||
let glint = 200 + ((t * 3.0 + m as f32).sin() * 40.0) as i32;
|
||||
let blade = Color::from_rgba(glint.clamp(0, 255) as u8, glint.clamp(0, 255) as u8, (glint + 15).clamp(0, 255) as u8, 255);
|
||||
draw_cube(base + vec3(0.0, 0.4, 0.0), vec3(0.07, 0.8, 0.02), None, blade);
|
||||
draw_cube(base + vec3(0.0, 0.82, 0.0), vec3(0.34, 0.05, 0.06), None, Color::from_rgba(150, 120, 50, 255));
|
||||
draw_cube(base + vec3(0.0, 0.98, 0.0), vec3(0.05, 0.26, 0.05), None, Color::from_rgba(170, 30, 30, 255));
|
||||
draw_cube(base + vec3(0.0, 1.13, 0.0), vec3(0.08, 0.06, 0.08), None, Color::from_rgba(230, 190, 70, 255));
|
||||
}
|
||||
|
||||
fn mark_color(kind: u8) -> Color {
|
||||
match kind {
|
||||
MARK_DIG => Color::new(0.45, 0.95, 0.55, 1.0),
|
||||
|
||||
@@ -24,6 +24,7 @@ thread_local! {
|
||||
static UI_TARGET: std::cell::RefCell<Option<(RenderTarget, u32, u32)>> = std::cell::RefCell::new(None);
|
||||
static UP_TARGET: std::cell::RefCell<Option<(RenderTarget, u32, u32)>> = std::cell::RefCell::new(None);
|
||||
static FRAME_STARTED: std::cell::Cell<bool> = std::cell::Cell::new(false);
|
||||
static OPAQUE: std::cell::RefCell<Option<Material>> = std::cell::RefCell::new(None);
|
||||
}
|
||||
|
||||
// the rows of the virtual screen for this frame (0: device pixels). Set once per frame before
|
||||
@@ -188,7 +189,16 @@ pub fn end_frame() {
|
||||
c.render_target = Some(up.clone());
|
||||
set_camera(&c);
|
||||
clear_background(Color::new(0.0, 0.0, 0.0, 1.0));
|
||||
// opaque: translucent parts must not let the black below shine through
|
||||
OPAQUE.with(|m| {
|
||||
let mut m = m.borrow_mut();
|
||||
if m.is_none() {
|
||||
*m = Some(crate::render3d::opaque_material());
|
||||
}
|
||||
gl_use_material(m.as_ref().unwrap());
|
||||
});
|
||||
draw_texture_ex(&rt.texture, 0.0, 0.0, WHITE, DrawTextureParams { dest_size: Some(vec2(uw as f32, uh as f32)), flip_y: true, ..Default::default() });
|
||||
gl_use_default_material();
|
||||
set_default_camera();
|
||||
draw_texture_ex(&up.texture, 0.0, 0.0, WHITE, DrawTextureParams { dest_size: Some(vec2(screen_width(), screen_height())), flip_y: true, ..Default::default() });
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user