// The bestiary: every unit with its stats at each level, the buildings of the dungeon and the // ranks. Crookfinger writes about his creatures with love and about the humans with disgust. use super::*; use crate::game::{st, tower_stats, TowerKind, EK, ROOM_COST}; use crate::ui::{tool_cost_static, BLUE as BLUE_C, GREEN as GREEN_C, RED as RED_C}; pub const TABS: [&str; 4] = ["best.tab.creatures", "best.tab.humans", "best.tab.dungeon", "best.tab.ranks"]; const CREATURES: [EK; 14] = [EK::Worker, EK::Kobold, EK::Spider, EK::Mage, EK::Ogre, EK::Jailer, EK::Priestess, EK::Chainbreaker, EK::Cogling, EK::Revenant, EK::Bat, EK::Gargoyle, EK::Owl, EK::Wyrm]; const HUMANS: [EK; 10] = [EK::Knight, EK::Archer, EK::Priest, EK::Dwarf, EK::Fairy, EK::BattleMage, EK::Giant, EK::Paladin, EK::Ram, EK::Catapult]; // buildings: indices into ui::TOOLS const BUILDINGS: [usize; 32] = [2, 3, 4, 5, 6, 12, 40, 13, 18, 21, 41, 42, 43, 44, 17, 47, 49, 19, 14, 15, 16, 20, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31]; #[derive(Clone, Copy)] enum Entry { Unit(EK, bool), // kind, a cave dwarf (neutral) instead of the human dwarf Building(usize), Rank(u32), } fn entries(tab: usize) -> Vec { match tab { 0 => CREATURES.iter().map(|&k| Entry::Unit(k, false)).collect(), 1 => { let mut v: Vec = HUMANS.iter().map(|&k| Entry::Unit(k, false)).collect(); v.push(Entry::Unit(EK::Dwarf, true)); v } 2 => BUILDINGS.iter().map(|&i| Entry::Building(i)).collect(), _ => (1..=10).map(Entry::Rank).collect(), } } // language key part of a unit ("unit.kobold" -> "kobold") fn unit_id(k: EK, cave: bool) -> String { if cave { "cavedwarf".into() } else { st(k).name.trim_start_matches("unit.").to_string() } } fn entry_name(e: Entry) -> String { match e { Entry::Unit(_, true) => tr("best.cavedwarf.name"), Entry::Unit(k, false) => tr(st(k).name), Entry::Building(i) => tool_info(TOOLS[i]).name, Entry::Rank(l) => format!("{:>2} {}", l, tr(&format!("rank.{}", l))), } } fn tower_kind(i: usize) -> Option { match TOOLS[i] { crate::ui::Tool::Tower(k) => Some(k), _ => None, } } // the highest level an entry can be shown at fn max_level(e: Entry) -> u32 { match e { Entry::Unit(..) => 10, Entry::Building(i) if tower_kind(i).is_some() => 3, _ => 1, } } impl Menu { pub(super) fn open_bestiary(&mut self, from_title: bool) { self.page = Some(Page::Bestiary { tab: 0, sel: 1, level: 1, from_title }); self.scroll = 0; } pub(super) fn bestiary_click(&mut self, b: Btn) { let Some(Page::Bestiary { tab, sel, level, from_title }) = self.page else { return }; let page = match b { Btn::BestTab(t) => Page::Bestiary { tab: t, sel: 0, level: 1, from_title }, Btn::BestSel(d) => { let n = entries(tab).len() as i32; let s = (sel as i32 + d).rem_euclid(n) as usize; Page::Bestiary { tab, sel: s, level: level.min(max_level(entries(tab)[s])).max(1), from_title } } Btn::BestPick(s) => Page::Bestiary { tab, sel: s, level: level.min(max_level(entries(tab)[s])).max(1), from_title }, Btn::BestLevel(d) => { let max = max_level(entries(tab)[sel]) as i32; Page::Bestiary { tab, sel, level: (level as i32 + d).clamp(1, max) as u32, from_title } } _ => return, }; self.scroll = 0; self.page = Some(page); } // mouse wheel / swipe: the previous or next entry (no wrap-around) pub(super) fn bestiary_wheel(&mut self, d: i32) { let Some(Page::Bestiary { tab, sel, .. }) = self.page else { return }; let n = entries(tab).len() as i32; let s = sel as i32 + d; if s >= 0 && s < n { self.bestiary_click(Btn::BestSel(d)); } } pub(super) fn draw_bestiary(&mut self, gfx: &Gfx, tab: usize, sel: usize, level: u32) { let (sw, sh) = (sw(), sh()); let (mx, my) = mouse(); let cols = ((sw / CW()) as i32 - 2).min(78); let rows = ((sh / CH()) as i32 - 2).min(42); let x = grid_center(sw, cols as f32 * CW()).max(0.0); let y = grid_center_y(sh, rows as f32 * CH()).max(0.0); gfx.window_titled(x, y, cols, rows, S(), true, FRAME_HI, Color::new(0.05, 0.03, 0.04, 0.97), &tr("best.title"), FRAME_HI); // tabs let tw = ((cols - 4) / TABS.len() as i32) as f32 * CW(); for (k, key) in TABS.iter().enumerate() { let r = Rect::new(x + CW() * 2.0 + k as f32 * tw, y + CH() * 1.5, tw - CW() * 0.5, CH() * 2.0); let label = tr(key); let label: String = label.chars().take(((r.w / CW()) as usize).saturating_sub(1)).collect(); button(gfx, r, &label, r.contains(vec2(mx, my)) || k == tab, if k == tab { FRAME_HI } else { FRAME }); self.buttons.push((r, Btn::BestTab(k))); } let list = entries(tab); let sel = sel.min(list.len() - 1); let entry = list[sel]; let top = y + CH() * 4.5; let bottom = y + (rows - 4) as f32 * CH(); // the list on the left (wide screens) or a selector row (narrow screens) let wide = cols >= 60; let (dx, dw) = if wide { let lw = 22.0 * CW(); let n_vis = (((bottom - top) / (CH() * 1.5)).floor() as usize).max(1); let first = sel.saturating_sub(n_vis.saturating_sub(1)).min(list.len().saturating_sub(n_vis)); for (k, e) in list.iter().enumerate().skip(first).take(n_vis) { let r = Rect::new(x + CW() * 2.0, top + (k - first) as f32 * CH() * 1.5, lw, CH() * 1.4); let hot = r.contains(vec2(mx, my)); if k == sel || hot { draw_rectangle(r.x, r.y, r.w, r.h, if k == sel { Color::new(0.35, 0.22, 0.1, 1.0) } else { Color::new(0.18, 0.12, 0.09, 1.0) }); } let name: String = entry_name(*e).chars().take(21).collect(); gfx.text(&name, r.x + CW() * 0.5, r.y + CH() * 0.2, S(), if k == sel { FRAME_HI } else { TXT }); self.buttons.push((r, Btn::BestPick(k))); } (x + lw + CW() * 4.0, (cols as f32 - 28.0) * CW()) } else { let r_prev = Rect::new(x + CW() * 2.0, top, CW() * 3.0, CH() * 2.0); let r_next = Rect::new(x + (cols - 5) as f32 * CW(), top, CW() * 3.0, CH() * 2.0); button(gfx, r_prev, "\u{25c4}", r_prev.contains(vec2(mx, my)), FRAME); button(gfx, r_next, "\u{25ba}", r_next.contains(vec2(mx, my)), FRAME); self.buttons.push((r_prev, Btn::BestSel(-1))); self.buttons.push((r_next, Btn::BestSel(1))); let name = format!("{} ({}/{})", entry_name(entry), sel + 1, list.len()); gfx.text(&name, grid_center(sw, gfx.measure(&name, S())), top + CH() * 0.5, S(), FRAME_HI); (x + CW() * 2.0, (cols as f32 - 4.0) * CW()) }; let dy = if wide { top } else { top + CH() * 3.0 }; self.draw_entry(gfx, entry, level, dx, dy, dw, bottom); // back let by = y + (rows - 3) as f32 * CH(); let back = tr("menu.back"); let br = Rect::new(x + CW() * 2.0, by, gfx.measure(&back, S()) + CW() * 6.0, CH() * 2.0); button(gfx, br, &back, br.contains(vec2(mx, my)), FRAME); self.buttons.push((br, Btn::Back)); } #[allow(clippy::too_many_arguments)] fn draw_entry(&mut self, gfx: &Gfx, entry: Entry, level: u32, x: f32, y: f32, w: f32, bottom: f32) { let (mx, my) = mouse(); let k = (S() * 6.0).floor().max(3.0); // pixel size of the big picture let pic = 12.0 * k; draw_rectangle(x, y, pic + 2.0 * k, pic + 2.0 * k, Color::new(0.1, 0.07, 0.07, 1.0)); draw_rectangle_lines(x, y, pic + 2.0 * k, pic + 2.0 * k, 2.0, FRAME); let show_level = match entry { Entry::Rank(l) => l, _ => level, }; match entry { Entry::Unit(kind, _) => draw_sprite(gfx, kind, show_level, x + k, y + k, pic), Entry::Rank(l) => draw_sprite(gfx, EK::Ogre, l, x + k, y + k, pic), Entry::Building(i) => { let icon = tool_info(TOOLS[i]).icon; draw_texture_ex(&gfx.atlas, x + k * 2.0, y + k * 2.0, WHITE, DrawTextureParams { source: Some(Gfx::cell(icon)), dest_size: Some(vec2(pic - 2.0 * k, pic - 2.0 * k)), ..Default::default() }); } } // level selector with the rank badge under the picture let ly = y + pic + 3.0 * k; let maxl = max_level(entry); if maxl > 1 { let r_dn = Rect::new(x, ly, CW() * 2.5, CH() * 2.0); let r_up = Rect::new(x + pic + 2.0 * k - CW() * 2.5, ly, CW() * 2.5, CH() * 2.0); button(gfx, r_dn, "-", r_dn.contains(vec2(mx, my)), FRAME); button(gfx, r_up, "+", r_up.contains(vec2(mx, my)), FRAME); self.buttons.push((r_dn, Btn::BestLevel(-1))); self.buttons.push((r_up, Btn::BestLevel(1))); let lv = trf("best.level", &[level.to_string()]); gfx.text(&lv, x + (pic + 2.0 * k - gfx.measure(&lv, S())) * 0.5, ly + CH() * 0.5, S(), GOLD); } if let Entry::Unit(..) | Entry::Rank(_) = entry { let bk = (S() * 2.0).max(2.0); gfx.badge(x + k + bk, y + k + bk, show_level, bk); } // facts beside the picture, the text below let fx = x + pic + 4.0 * k; let fw = ((w - (fx - x)) / CW()).max(10.0) as usize; let mut facts: Vec<(String, Color)> = Vec::new(); let text_key; match entry { Entry::Unit(kind, cave) => { let s = st(kind); let l = (level.max(1) - 1) as f32; let hp = s.hp * (1.0 + 0.15 * l); let atk = s.atk * (1.0 + 0.12 * l); facts.push((entry_name(entry), FRAME_HI)); facts.push((trf("info.rank", &[tr(&format!("rank.{}", level.clamp(1, 10)))]), GOLD)); facts.push((trf("best.hp", &[(hp as i32).to_string()]), GREEN_C)); facts.push((trf("best.attack", &[format!("{:.0}", atk), format!("{:.1}", s.interval), format!("{:.0}", atk / s.interval)]), RED_C)); let range = if s.range > 1.5 { trf("best.range", &[format!("{:.1}", s.range)]) } else { tr("best.melee") }; facts.push((range, TXT)); facts.push((trf("best.speed", &[format!("{:.1}", s.speed)]), TXT)); let id = unit_id(kind, cave); if cave { facts.push((tr("best.neutral"), Color::new(0.9, 0.6, 0.3, 1.0))); } else if HUMANS.contains(&kind) { facts.push((trf("best.bounty", &[s.bounty.to_string()]), GOLD)); } else if s.wage > 0 { facts.push((trf("best.wage", &[((s.wage as f32 * (1.0 + 0.1 * l)) as i32).to_string()]), GOLD)); } if !HUMANS.contains(&kind) && !cave { facts.push((trf("best.lure", &[tr(&format!("best.{}.lure", id))]), BLUE_C)); // personality: favourite room, hatreds, learned ability let p = crate::personality::persona(kind); if let Some(r) = crate::game::room_index(p.likes) { facts.push((trf("best.likes", &[tr(crate::game::ROOM_NAMES[r])]), GREEN_C)); } if !p.hates.is_empty() { let names: Vec = p.hates.iter().map(|&h| tr(st(h).name)).collect(); facts.push((trf("best.hates", &[names.join(", ")]), RED_C)); } if let Some((lv, a)) = p.ability { let line = trf("best.ability", &[lv.to_string(), tr(&format!("ability.{}.name", a)), tr(&format!("ability.{}.desc", a))]); facts.push((line, if level >= lv { GOLD } else { DIM })); } } text_key = format!("best.{}.text", id); } Entry::Building(i) => { let ti = tool_info(TOOLS[i]); facts.push((ti.name.clone(), FRAME_HI)); if let Some(kind) = tower_kind(i) { let s = tower_stats(kind); let l = (level.max(1) - 1) as usize; facts.push((trf("best.hp", &[((s.hp * [1.0, 1.4, 1.9][l]) as i32).to_string()]), GREEN_C)); facts.push((trf("best.attack", &[format!("{:.0}", s.dmg * [1.0, 1.5, 2.2][l]), format!("{:.1}", s.interval), format!("{:.0}", s.dmg * [1.0, 1.5, 2.2][l] / s.interval)]), RED_C)); facts.push((trf("best.range", &[format!("{:.1}", s.range + 0.75 * l as f32)]), TXT)); } let cost = match TOOLS[i] { crate::ui::Tool::Room(r) => trf("cost.gold_tile", &[ROOM_COST[r].to_string()]), t => tool_cost_static(t), }; if !cost.is_empty() { facts.push((trf("ui.cost", &[cost]), GOLD)); } for l in wrap(&ti.desc, fw) { facts.push((l, DIM)); } let id = match TOOLS[i] { crate::ui::Tool::Room(r) => crate::game::ROOM_NAMES[r].trim_start_matches("room.").to_string(), crate::ui::Tool::Tower(k) => crate::game::tower_name(k).trim_start_matches("tower.").to_string(), crate::ui::Tool::Bridge => "bridge".into(), crate::ui::Tool::Drawbridge => "drawbridge".into(), crate::ui::Tool::Wall => "wall".into(), crate::ui::Tool::Trap(k) => k.id().into(), _ => "steel".into(), }; text_key = format!("best.b.{}.text", id); } Entry::Rank(l) => { facts.push((trf("best.rank_title", &[l.to_string(), tr(&format!("rank.{}", l))]), FRAME_HI)); facts.push((trf("best.rank_bonus", &[format!("{}", 15 * (l - 1)), format!("{}", 12 * (l - 1))]), GREEN_C)); facts.push((tr(&format!("best.badge.{}", match l { 1 => 0, 2..=4 => 1, 5..=7 => 2, _ => 3 })), GOLD)); text_key = format!("best.gear.{}", crate::gfx::gear_tier(l)); } } let mut fy = y; for (l, c) in facts.iter() { for part in wrap(l, fw) { if fy + CH() > bottom { break; } gfx.text(&part, fx, fy, S(), *c); fy += CH(); } } let mut ty = (ly + CH() * 3.0).max(fy + CH()); let tw = (w / CW()).max(10.0) as usize; for para in tr(&text_key).split(" | ") { for l in wrap(para, tw) { if ty + CH() > bottom { return; } gfx.text(&l, x, ty, S(), TXT); ty += CH(); } ty += CH() * 0.5; } } } // a unit sprite with the gear of a level, scaled up fn draw_sprite(gfx: &Gfx, kind: EK, level: u32, x: f32, y: f32, size: f32) { let src = Gfx::sprite_cell(kind, false, level); draw_texture_ex(&gfx.sprites, x, y, WHITE, DrawTextureParams { source: Some(src), dest_size: Some(vec2(size, size)), ..Default::default() }); }