// Knight fortresses (campaign): an outer wall of fortress masonry with doors, a courtyard of // knight ground, corner towers, vault chambers full of treasure, optionally a shard chamber or // the gate of the order (the fortress heart), guards at their posts and patrols on their rounds. use crate::game::*; use crate::map::*; #[derive(Clone, Debug)] pub struct FortSpec { pub x: i32, // top-left corner of the outer wall pub y: i32, pub w: i32, // outer size (at least 13 x 13) pub h: i32, pub doors: Vec, // sides with a door: index into DIR4 (0 north, 1 east, 2 south, 3 west) pub towers: Vec, // placed in the inner corners, then along the walls pub tower_level: u32, pub guards: Vec<(EK, u32)>, // kind, level pub patrols: Vec>, // groups walking around the courtyard pub vaults: u32, // number of vault chambers pub vault_value: i32, // treasure per vault chamber pub shard: bool, // shard chamber in the middle pub heart: bool, // the gate of the order in the middle (map.gate) } pub const FORT_WALL_HP: f32 = 30.0; impl Game { fn fort_tile(&mut self, x: i32, y: i32, kind: Kind) { if !inb(x, y) || x < 1 || y < 1 || x >= mw() as i32 - 1 || y >= mh() as i32 - 1 { return; } let t = &mut self.map.t[idx(x, y)]; t.kind = kind; t.owner = Owner::Hero; t.gold = 0; t.marked = false; t.reinforced = kind == Kind::Earth; t.hp = if kind == Kind::Earth { FORT_WALL_HP } else { 0.0 }; } // walls around a rectangle (inclusive), floor inside fn fort_box(&mut self, x0: i32, y0: i32, x1: i32, y1: i32, inside: Kind) { for y in y0..=y1 { for x in x0..=x1 { let edge = x == x0 || x == x1 || y == y0 || y == y1; self.fort_tile(x, y, if edge { Kind::Earth } else { inside }); } } } fn fort_hero(&mut self, kind: EK, level: u32, x: f32, y: f32) -> usize { let id = self.spawn(kind, true, x, y, level.max(1)); self.ents.iter().position(|e| e.id == id).unwrap() } pub fn build_fortress(&mut self, f: &FortSpec) { let (x0, y0, x1, y1) = (f.x, f.y, f.x + f.w - 1, f.y + f.h - 1); let (cx, cy) = ((x0 + x1) / 2, (y0 + y1) / 2); self.fort_box(x0, y0, x1, y1, Kind::Floor); // doors: three tiles wide in the middle of a side for &d in &f.doors { for k in -1..=1 { let (x, y) = match d { 0 => (cx + k, y0), 1 => (x1, cy + k), 2 => (cx + k, y1), _ => (x0, cy + k), }; self.fort_tile(x, y, Kind::Floor); // the way out of the door is dug free let (dx, dy) = DIR4[d]; for s in 1..=2 { let (ox, oy) = (x + dx * s, y + dy * s); if let Some(t) = self.map.get(ox, oy) { if t.solid() && t.kind != Kind::Rock { let t = &mut self.map.t[idx(ox, oy)]; t.kind = Kind::Floor; t.owner = Owner::None; t.gold = 0; } } } } } // centre: shard chamber and/or gate of the order if f.heart { for y in cy - 1..=cy + 1 { for x in cx - 1..=cx + 1 { self.fort_tile(x, y, Kind::Gate); } } self.map.gate = (cx - 1, cy - 1); } if f.shard { // a walled chamber with one door (below the gate if both exist) let sy = if f.heart { cy + 3 } else { cy }; self.fort_box(cx - 2, sy - 2, cx + 2, sy + 2, Kind::Floor); self.fort_tile(cx, sy + 2, Kind::Floor); self.fort_tile(cx, sy, Kind::Shard); } // vault chambers in the corners: 3 x 3 treasury behind a wall with a door let corners = [(x0 + 1, y0 + 1, 1), (x1 - 5, y0 + 1, -1), (x0 + 1, y1 - 5, 1), (x1 - 5, y1 - 5, -1)]; for &(vx, vy, sx) in corners.iter().take(f.vaults as usize) { self.fort_box(vx, vy, vx + 4, vy + 4, Kind::Treasury); // door towards the middle of the courtyard self.fort_tile(if sx > 0 { vx + 4 } else { vx }, vy + 2, Kind::Floor); // treasure: mostly gold, some silver, rubies, now and then diamonds let per = (f.vault_value / 9).max(1); for y in vy + 1..=vy + 3 { for x in vx + 1..=vx + 3 { let r = self.rng.f(); let res = if r < 0.08 { 3 } else if r < 0.25 { 2 } else if r < 0.45 { 1 } else { 0 }; let t = &mut self.map.t[idx(x, y)]; t.gold = per; t.res = res; } } } // towers: inner corners of the courtyard first, then along the walls let mut spots = vec![(x0 + 2, y0 + 2), (x1 - 2, y0 + 2), (x0 + 2, y1 - 2), (x1 - 2, y1 - 2), (cx, y0 + 2), (cx, y1 - 2), (x0 + 2, cy), (x1 - 2, cy)]; if f.vaults > 0 { // vault chambers take the corners: towers stand in front of them for s in spots.iter_mut().take(4) { s.0 += if s.0 < cx { 5 } else { -5 }; } } for (k, &kind) in f.towers.iter().enumerate() { let Some(&(tx, ty)) = spots.get(k) else { break }; if self.map.get(tx, ty).map_or(true, |t| t.kind != Kind::Floor) { continue; } let i = idx(tx, ty); self.map.t[i].kind = Kind::Tower; let id = self.next_id; self.next_id += 1; let s = tower_stats(kind); let mut tw = Tower { id, kind, tile: i, level: 1, hp: s.hp, cd: 1.0, aim: 0.0, flash: 0.0, hero: true, rune_final: false }; while tw.level < f.tower_level.min(3) { let old = tw.max_hp(); tw.level += 1; tw.hp += tw.max_hp() - old; } self.towers.push(tw); } // guards: posts spread over the courtyard let n = f.guards.len().max(1) as f32; for (k, &(kind, level)) in f.guards.iter().enumerate() { let a = k as f32 / n * std::f32::consts::TAU; let (rx, ry) = ((f.w as f32 * 0.5 - 3.5).max(1.0), (f.h as f32 * 0.5 - 3.5).max(1.0)); let (mut hx, mut hy) = (cx as f32 + 0.5 + a.cos() * rx * 0.6, cy as f32 + 0.5 + a.sin() * ry * 0.6); if !self.map.walk(hx as i32, hy as i32) { (hx, hy) = (cx as f32 + 0.5, (y0 + 2) as f32 + 0.5); } let j = self.fort_hero(kind, level, hx, hy); let e = &mut self.ents[j]; e.guard = true; e.home = Some((hx, hy)); } // patrols: round through the courtyard along the inside of the walls // (next to the tower spots in the middle of the walls) let route = vec![(x0 + 3, cy + 2), (cx + 2, y0 + 3), (x1 - 3, cy - 2), (cx - 2, y1 - 3)]; let route: Vec<(i32, i32)> = route.into_iter().filter(|&(x, y)| self.map.walk(x, y)).collect(); for (g, group) in f.patrols.iter().enumerate() { if route.is_empty() { break; } let start = (g * 2) % route.len(); let (sx, sy) = route[start]; for (k, &(kind, level)) in group.iter().enumerate() { let j = self.fort_hero(kind, level, sx as f32 + 0.5 + (k as f32 - 0.5) * 0.4, sy as f32 + 0.5); let e = &mut self.ents[j]; e.patrol = route.clone(); e.patrol_k = (start + 1) % route.len(); } } } }