Files
dungeoncraft/src/campaign.rs
T
Richard ZinkandClaude Opus 5.5 8853d84564 Steel walls: plate earth walls next to own ground with steel
- New tool Steel (key O, orders category; campaign from mission 11): 80 gold per earth wall,
  40 for a reinforced wall; riveted iron plate texture
- Heroes dig through steel 20 times slower than through earth and avoid it (path cost 300)
- Selling turns a steel wall back into a reinforced wall and refunds half the plating
- Texts EN/DE, test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 13:10:04 +01:00

526 lines
21 KiB
Rust

// Campaign "The Broken Core": 20 missions. Each mission is a set of key data (size, rivers,
// fortresses, goals, available tools); the map generator builds the map from it.
// Texts (title, story, hints) come from the language files: camp.<key>.title / .story
use crate::fortress::FortSpec;
use crate::game::*;
use crate::map::*;
use serde::{Deserialize, Serialize};
// From which mission (0-based) on each tool is available (same order as ui::TOOLS):
// dig, hand, treasury, lair, farm, training, library, sell, flag, lightning, heal, imp,
// torture, temple, arrow tower, cannon tower, magic tower, bridge, aerie, steel
pub const TOOL_UNLOCK: [usize; 20] = [0, 0, 0, 0, 0, 2, 4, 0, 0, 3, 4, 0, 6, 9, 3, 5, 9, 1, 6, 10];
pub struct FortDef {
pub at: (f32, f32), // centre as a fraction of the map size
pub size: (i32, i32),
pub doors: &'static [usize],
pub towers: &'static [TowerKind],
pub tower_level: u32,
pub guards: u32, // number of guards
pub patrols: u32, // patrol groups of two
pub level: u32, // level of the knights
pub boss: Option<(EK, u32)>,
pub vaults: u32,
pub vault_value: i32,
pub shard: bool,
pub heart: bool,
}
pub struct MissionDef {
pub key: &'static str,
pub size: (usize, usize),
pub seed: u32,
pub gold: f32,
pub portals: usize,
pub treasures: usize,
pub goals: Vec<Goal>,
pub waves: bool, // hero waves (from the gate)
pub wave_limit: u32, // 0 = endless
pub first_wave: f32, // seconds until the first wave
pub gate: bool, // free-game hero gate at the far side (wave missions)
pub gate_defenders: bool,
pub time_limit: f32,
pub rivers: Vec<River>,
pub forts: Vec<FortDef>,
pub gift: Vec<(EK, u32)>, // creatures that join at the start
}
// carried over from the last won mission: the strongest creatures and part of the gold
#[derive(Clone, Debug, Default, Serialize, Deserialize)]
pub struct Carry {
pub creatures: Vec<(EK, u32, f32)>, // kind, level, experience
pub gold: f32,
}
pub const CARRY_CREATURES: usize = 5;
pub const CARRY_GOLD: f32 = 0.2;
// progress of the campaign (stored in the browser)
#[derive(Clone, Debug, Default, Serialize, Deserialize)]
pub struct Progress {
pub done: Vec<bool>,
pub carry: Vec<Option<Carry>>, // carry[i] = taken from mission i into mission i + 1
}
impl Progress {
pub fn unlocked(&self, i: usize) -> bool {
i == 0 || self.done.get(i - 1).copied().unwrap_or(false) || self.done.get(i).copied().unwrap_or(false)
}
pub fn is_done(&self, i: usize) -> bool {
self.done.get(i).copied().unwrap_or(false)
}
pub fn set_done(&mut self, i: usize, carry: Carry) {
let n = missions().len();
self.done.resize(n, false);
self.carry.resize(n, None);
self.done[i] = true;
self.carry[i] = Some(carry);
}
// what the player brings into mission i
pub fn carry_into(&self, i: usize) -> Option<&Carry> {
if i == 0 {
return None;
}
self.carry.get(i - 1).and_then(|c| c.as_ref())
}
}
use EK::*;
use TowerKind::{Arrow, Cannon, Magic};
fn river(lava: bool, vertical: bool, pos: f32, width: i32, bridges: u32) -> River {
River { lava, vertical, pos, width, bridges }
}
#[allow(clippy::too_many_arguments)]
fn fort(at: (f32, f32), size: (i32, i32), doors: &'static [usize], towers: &'static [TowerKind], tower_level: u32, guards: u32, patrols: u32, level: u32, vaults: u32, vault_value: i32) -> FortDef {
FortDef { at, size, doors, towers, tower_level, guards, patrols, level, boss: None, vaults, vault_value, shard: false, heart: false }
}
impl FortDef {
fn shard(mut self) -> FortDef {
self.shard = true;
self
}
fn heart(mut self) -> FortDef {
self.heart = true;
self
}
fn boss(mut self, k: EK, level: u32) -> FortDef {
self.boss = Some((k, level));
self
}
}
fn base(key: &'static str, size: (usize, usize), seed: u32, goals: Vec<Goal>) -> MissionDef {
MissionDef {
key,
size,
seed,
gold: 3000.0,
portals: 1,
treasures: 0,
goals,
waves: false,
wave_limit: 0,
first_wave: 300.0,
gate: false,
gate_defenders: false,
time_limit: 0.0,
rivers: Vec::new(),
forts: Vec::new(),
gift: Vec::new(),
}
}
pub fn missions() -> Vec<MissionDef> {
let mut v = Vec::new();
// ---- Act I: awakening
v.push(MissionDef { gold: 2500.0, forts: vec![fort((0.74, 0.5), (15, 13), &[3], &[], 1, 4, 0, 1, 1, 1200).shard()], ..base("m01", (64, 64), 101, vec![Goal::Shards]) });
v.push(MissionDef {
gold: 2500.0,
rivers: vec![river(false, true, 0.47, 3, 0)],
forts: vec![fort((0.8, 0.5), (15, 15), &[3], &[Arrow], 1, 4, 1, 1, 1, 1500).shard()],
..base("m02", (80, 64), 202, vec![Goal::Shards])
});
v.push(MissionDef { forts: vec![fort((0.74, 0.5), (19, 17), &[3, 0], &[Arrow, Arrow], 1, 6, 2, 1, 1, 1500)], ..base("m03", (80, 80), 303, vec![Goal::KillAll]) });
v.push(MissionDef {
portals: 2,
treasures: 1,
waves: true,
wave_limit: 4,
first_wave: 270.0,
gate: true,
..base("m04", (80, 64), 404, vec![Goal::Survive(4)])
});
v.push(MissionDef {
rivers: vec![river(false, true, 0.42, 3, 1)],
forts: vec![fort((0.76, 0.5), (21, 21), &[3, 2], &[Arrow, Arrow, Arrow], 1, 6, 2, 2, 4, 2000)],
..base("m05", (96, 80), 505, vec![Goal::Loot(6000)])
});
// ---- Act II: the rivers
v.push(MissionDef {
rivers: vec![river(false, true, 0.52, 5, 1)],
forts: vec![fort((0.82, 0.5), (21, 19), &[3], &[Arrow, Cannon, Arrow, Cannon], 1, 8, 2, 2, 2, 1500).heart()],
..base("m06", (96, 80), 606, vec![Goal::Heart])
});
v.push(MissionDef {
rivers: vec![river(true, true, 0.45, 3, 0)],
forts: vec![fort((0.79, 0.45), (19, 19), &[3], &[Arrow, Cannon], 2, 7, 2, 2, 2, 1800).shard()],
..base("m07", (96, 96), 707, vec![Goal::Shards])
});
v.push(MissionDef {
time_limit: 900.0,
gift: vec![(Ogre, 3), (Kobold, 3), (Kobold, 3), (Spider, 2)],
forts: vec![
fort((0.6, 0.27), (17, 15), &[3, 2], &[Arrow], 1, 4, 1, 2, 3, 1500),
fort((0.78, 0.72), (17, 15), &[3, 0], &[Arrow, Cannon], 1, 4, 1, 2, 3, 1500),
],
..base("m08", (96, 80), 808, vec![Goal::Loot(8000)])
});
v.push(MissionDef {
rivers: vec![river(false, false, 0.5, 3, 2)],
forts: vec![
fort((0.76, 0.24), (19, 17), &[3, 2], &[Arrow, Cannon], 2, 7, 2, 2, 1, 1500).shard(),
fort((0.76, 0.76), (19, 17), &[3, 0], &[Arrow, Cannon], 2, 7, 2, 2, 1, 1500).shard(),
],
..base("m09", (112, 96), 909, vec![Goal::Shards])
});
v.push(MissionDef {
gold: 4000.0,
portals: 2,
treasures: 1,
waves: true,
wave_limit: 6,
first_wave: 240.0,
gate: true,
..base("m10", (96, 80), 1010, vec![Goal::Survive(6)])
});
v.push(MissionDef {
forts: vec![fort((0.72, 0.5), (25, 25), &[3, 0, 2], &[Arrow, Cannon, Magic, Arrow, Cannon], 2, 8, 4, 3, 2, 2000)],
..base("m11", (112, 96), 1111, vec![Goal::KillAll])
});
v.push(MissionDef {
rivers: vec![river(false, true, 0.4, 3, 1), river(true, true, 0.62, 3, 1)],
forts: vec![fort((0.85, 0.5), (21, 25), &[3], &[Arrow, Cannon, Magic, Arrow], 2, 10, 2, 3, 2, 2000).heart().shard()],
..base("m12", (112, 96), 1212, vec![Goal::Heart, Goal::Shards])
});
// ---- Act III: the citadel
v.push(MissionDef {
rivers: vec![river(false, false, 0.22, 3, 1)],
forts: vec![fort((0.75, 0.55), (27, 23), &[3, 0], &[Arrow, Cannon, Magic, Arrow, Cannon, Magic], 2, 12, 3, 3, 4, 3500)],
..base("m13", (112, 96), 1313, vec![Goal::Loot(13000)])
});
v.push(MissionDef {
forts: vec![fort((0.7, 0.5), (25, 25), &[3, 1], &[Arrow, Cannon, Magic, Arrow, Cannon, Magic, Arrow, Cannon], 3, 8, 2, 3, 2, 2000)],
..base("m14", (112, 112), 1414, vec![Goal::Towers])
});
v.push(MissionDef {
portals: 0,
gold: 5000.0,
gift: vec![(Ogre, 5), (Ogre, 4), (Mage, 5), (Mage, 4), (Spider, 4), (Kobold, 4), (Kobold, 4), (Mage, 3)],
rivers: vec![river(false, true, 0.42, 4, 1)],
forts: vec![fort((0.74, 0.5), (21, 21), &[3, 0, 2], &[Arrow, Cannon, Magic], 2, 10, 2, 3, 2, 2000)],
..base("m15", (112, 96), 1515, vec![Goal::KillAll])
});
v.push(MissionDef {
waves: true,
first_wave: 360.0,
gate_defenders: true,
rivers: vec![river(true, true, 0.55, 3, 2)],
forts: vec![fort((0.82, 0.5), (23, 23), &[3], &[Arrow, Cannon, Magic, Arrow], 2, 10, 2, 3, 2, 2000).heart()],
..base("m16", (112, 96), 1616, vec![Goal::Heart])
});
v.push(MissionDef {
portals: 2,
rivers: vec![river(false, true, 0.36, 3, 2), river(false, true, 0.56, 3, 2), river(false, false, 0.5, 3, 2)],
forts: vec![
fort((0.8, 0.24), (19, 17), &[3, 2], &[Arrow, Cannon, Magic], 2, 8, 2, 3, 2, 2000).shard(),
fort((0.8, 0.76), (19, 17), &[3, 0], &[Arrow, Cannon, Magic], 2, 8, 2, 3, 2, 2000).shard(),
],
..base("m17", (128, 112), 1717, vec![Goal::Shards, Goal::Loot(6000)])
});
v.push(MissionDef {
portals: 2,
rivers: vec![river(true, true, 0.5, 4, 1)],
forts: vec![fort((0.82, 0.5), (25, 25), &[3], &[Arrow, Cannon, Magic, Arrow, Cannon, Magic], 3, 14, 3, 4, 3, 2500).heart().boss(Paladin, 5)],
..base("m18", (128, 112), 1818, vec![Goal::Heart])
});
v.push(MissionDef {
portals: 2,
rivers: vec![river(false, true, 0.42, 3, 2), river(true, false, 0.5, 3, 2)],
forts: vec![
fort((0.62, 0.22), (19, 17), &[3, 2], &[Arrow, Cannon, Magic], 3, 8, 2, 4, 1, 2500).shard(),
fort((0.86, 0.5), (19, 19), &[3], &[Arrow, Cannon, Magic, Arrow], 3, 10, 2, 4, 1, 2500).shard(),
fort((0.62, 0.8), (19, 17), &[3, 0], &[Arrow, Cannon, Magic], 3, 8, 2, 4, 1, 2500).shard(),
],
..base("m19", (144, 128), 1919, vec![Goal::Shards])
});
v.push(MissionDef {
portals: 3,
gold: 5000.0,
waves: true,
first_wave: 420.0,
gate_defenders: true,
rivers: vec![river(false, true, 0.6, 6, 2)],
forts: vec![fort((0.83, 0.5), (29, 29), &[3], &[Arrow, Cannon, Magic, Arrow, Cannon, Magic, Arrow, Magic], 3, 16, 4, 5, 4, 3000)
.heart()
.shard()
.boss(Paladin, 10)],
..base("m20", (144, 144), 2020, vec![Goal::Heart, Goal::Shards])
});
v
}
// the knights of a fortress: mostly knights and archers, some priests and dwarves
fn knights(n: u32, level: u32) -> Vec<(EK, u32)> {
let mix = [Knight, Archer, Knight, Priest, Dwarf, Archer, Knight];
(0..n).map(|k| (mix[k as usize % mix.len()], level)).collect()
}
impl FortDef {
fn spec(&self, w: usize, h: usize) -> FortSpec {
let (fw, fh) = self.size;
let x = ((self.at.0 * w as f32) as i32 - fw / 2).clamp(3, w as i32 - fw - 3);
let y = ((self.at.1 * h as f32) as i32 - fh / 2).clamp(3, h as i32 - fh - 3);
let mut guards = knights(self.guards, self.level);
if let Some(b) = self.boss {
guards.insert(0, b);
}
let patrols = (0..self.patrols).map(|k| vec![(if k % 2 == 0 { Knight } else { Archer }, self.level), (Knight, self.level)]).collect();
FortSpec {
x,
y,
w: fw,
h: fh,
doors: self.doors.to_vec(),
towers: self.towers.to_vec(),
tower_level: self.tower_level,
guards,
patrols,
vaults: self.vaults,
vault_value: self.vault_value,
shard: self.shard,
heart: self.heart,
}
}
}
// Builds the game of mission i (carry: what the last mission handed over)
pub fn start_mission(i: usize, carry: Option<&Carry>) -> Game {
let all = missions();
let d = &all[i.min(all.len() - 1)];
let (w, h) = d.size;
let opts = GenOpts { portals: Some(d.portals), treasures: Some(d.treasures), gate: d.gate, core_y: None };
let map = Map::generate_with(d.seed, w, h, &opts);
let mut g = Game::from_map(map, d.seed);
g.gold = d.gold;
for (k, r) in d.rivers.iter().enumerate() {
let seed = d.seed.wrapping_mul(31).wrapping_add(k as u32 * 977);
g.map.carve_river(r, seed);
}
let mut shards = 0;
for f in &d.forts {
g.build_fortress(&f.spec(w, h));
shards += f.shard as u32;
}
let heart = d.gate || d.forts.iter().any(|f| f.heart);
if !heart {
g.gate_hp = 0.0;
}
g.guard_treasures();
g.place_all_torches();
g.mission = Some(MissionState {
index: i,
goals: d.goals.clone(),
tools: TOOL_UNLOCK.iter().map(|&u| u <= i).collect(),
waves: d.waves,
wave_limit: d.wave_limit,
gate_defenders: d.gate_defenders,
heart,
time_limit: d.time_limit,
shards,
});
g.wave_timer = d.first_wave;
// new creatures stand around the core
let (cx, cy) = g.map.core;
let mut joiners: Vec<(EK, u32, f32)> = d.gift.iter().map(|&(k, l)| (k, l, 0.0)).collect();
if let Some(c) = carry {
joiners.extend(c.creatures.iter().copied());
g.gold += c.gold;
}
for (k, &(kind, level, xp)) in joiners.iter().enumerate() {
let a = k as f32 * 0.9;
let (x, y) = (cx as f32 + 1.5 + a.cos() * 3.2, cy as f32 + 1.5 + a.sin() * 3.2);
let id = g.spawn(kind, false, x, y, level.max(1));
if let Some(e) = g.ents.iter_mut().find(|e| e.id == id) {
e.xp = xp;
e.happy = 1.0;
}
}
g.msg("msg.mission_start", vec![format!("@camp.{}.title", d.key)]);
g
}
// the strongest creatures and a fifth of the gold go along into the next mission
pub fn carry_from(g: &Game) -> Carry {
let mut c: Vec<&Ent> = g.ents.iter().filter(|e| e.alive && e.creature()).collect();
let power = |e: &Ent| e.max_hp * e.atk() / st(e.kind).interval;
c.sort_by(|a, b| power(b).partial_cmp(&power(a)).unwrap_or(std::cmp::Ordering::Equal));
Carry { creatures: c.iter().take(CARRY_CREATURES).map(|e| (e.kind, e.level, e.xp)).collect(), gold: (g.gold * CARRY_GOLD).floor() }
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn all_missions_build() {
for (i, d) in missions().iter().enumerate() {
let g = start_mission(i, None);
let m = g.mission.as_ref().unwrap();
let heroes = g.ents.iter().filter(|e| e.hero).count();
println!("{} {}x{}: {} knights, {} knight towers, {} shards, goals {:?}", d.key, d.size.0, d.size.1, heroes, g.towers.iter().filter(|t| t.hero).count(), m.shards, m.goals);
// every patrol group got its round
let patrols = g.ents.iter().filter(|e| !e.patrol.is_empty()).count() as u32;
assert_eq!(patrols, d.forts.iter().map(|f| f.patrols * 2).sum::<u32>(), "{}", d.key);
// the core area is intact
let (cx, cy) = g.map.core;
assert_eq!(g.map.t[idx(cx + 1, cy + 1)].kind, Kind::Core, "{}", d.key);
// goals that need something on the map have it
for goal in &m.goals {
match goal {
Goal::Shards => assert!(m.shards > 0, "{}", d.key),
Goal::Heart => assert!(m.heart && g.gate_hp > 0.0, "{}", d.key),
Goal::Towers => assert!(g.towers.iter().any(|t| t.hero), "{}", d.key),
Goal::KillAll => assert!(heroes > 0, "{}", d.key),
Goal::Loot(n) => {
let vaults: i32 = g.map.t.iter().filter(|t| t.kind == Kind::Treasury && t.owner == Owner::Hero).map(|t| t.gold).sum();
assert!(vaults as u32 >= *n, "{}: vaults hold {}", d.key, vaults);
}
Goal::Survive(_) => assert!(m.waves, "{}", d.key),
}
}
// wave missions: the heroes can reach the core
if m.waves {
let (gx, gy) = g.map.gate;
assert!(g.map.hero_path_to_core(idx(gx + 1, gy + 1)).is_some(), "{}: no hero path", d.key);
}
// every shard and the heart can be reached by digging and bridging from the core
let reach = g.map.search(idx(cx + 1, cy - 2).max(0), |i| {
let t = &g.map.t[i];
if t.kind == Kind::Rock || t.kind == Kind::Core || t.kind == Kind::Tower {
None
} else {
Some(1)
}
}, |i| g.map.t[i].kind == Kind::Shard || g.map.t[i].kind == Kind::Gate || g.map.t[i].owner == Owner::Hero, true);
assert!(reach.is_some() || heroes == 0, "{}: fortress unreachable", d.key);
}
}
#[test]
fn missions_run_and_are_not_decided_at_once() {
for (i, d) in missions().iter().enumerate() {
let mut g = start_mission(i, None);
let m = g.mission.clone().unwrap();
assert!(!m.goals.iter().all(|&goal| g.goal_done(goal)), "{}: goals done at the start", d.key);
let t = std::time::Instant::now();
for _ in 0..(60 * 20) {
g.update(0.05);
}
println!("{}: 60 s simulated in {} ms, state {}, core {:.0}", d.key, t.elapsed().as_millis(), g.state, g.core_hp);
assert_eq!(g.state, 0, "{}: decided without the player", d.key);
}
}
// A simple scripted player: digs a corridor to the shard, bridges rivers on the way and
// sends a few strong creatures along with the flag.
fn play_to_shard(i: usize) -> (u8, f32) {
let mut g = start_mission(i, None);
let (cx, cy) = g.map.core;
let shard = g.map.t.iter().position(|t| t.kind == Kind::Shard).unwrap();
let path = g
.map
.search(idx(cx + 1, cy - 2), |j| {
let t = &g.map.t[j];
match t.kind {
Kind::Rock | Kind::Core | Kind::Tower => None,
Kind::Water | Kind::Lava => Some(3),
k if t.solid() => Some(if t.reinforced { 6 } else { 2 }),
_ => Some(1),
}
}, |j| j == shard, false)
.expect("a way to the shard");
for &j in &path {
if g.map.t[j].diggable() {
g.map.t[j].marked = true;
}
}
for k in [EK::Ogre, EK::Ogre, EK::Mage, EK::Ogre] {
g.spawn(k, false, cx as f32 + 4.5, cy as f32 + 1.5, 4);
}
g.gold = 3000.0;
// lair and mushroom garden at the sides of the start area
g.build_rect(1, cx - 3, cy - 3, cx - 2, cy + 5);
g.build_rect(2, cx + 4, cy - 3, cx + 5, cy + 5);
g.gold = 2500.0; // as if the player had mined some gold
let mut t = 0.0;
while t < 1500.0 && g.state == 0 {
for _ in 0..20 {
g.update(0.05);
}
t += 1.0;
// fallen imps are replaced
if t as i32 % 10 == 0 && g.worker_count() < 4 {
g.summon(cx as f32 + 1.5, cy as f32 - 1.5);
}
// bridges: every few seconds try to bridge the water on the path
if t as i32 % 5 == 0 {
for &j in &path {
if g.map.t[j].liquid() {
let (x, y) = xy(j);
g.build_bridges(x, y, x, y);
}
}
// the creatures follow the digging: flag at the furthest open tile of the path
if let Some(&j) = path.iter().rev().find(|&&j| g.map.t[j].walkable()) {
let (x, y) = xy(j);
g.set_flag(x, y);
}
}
}
(g.state, t)
}
#[test]
fn first_missions_can_be_won() {
for i in [0, 1] {
let (state, t) = play_to_shard(i);
println!("mission {}: state {} after {} s", i + 1, state, t);
assert_eq!(state, 1, "mission {} not won", i + 1);
}
}
#[test]
fn carry_over_takes_the_strongest() {
let mut g = start_mission(0, None);
for (k, l) in [(Kobold, 1), (Ogre, 5), (Spider, 2), (Mage, 4), (Kobold, 2), (Ogre, 2), (Spider, 1)] {
g.spawn(k, false, 20.0, 20.0, l);
}
g.gold = 5000.0;
let c = carry_from(&g);
assert_eq!(c.creatures.len(), CARRY_CREATURES);
assert_eq!(c.creatures[0].0, Ogre);
assert_eq!(c.gold, 1000.0);
let g2 = start_mission(1, Some(&c));
assert_eq!(g2.ents.iter().filter(|e| e.creature()).count(), CARRY_CREATURES);
assert_eq!(g2.gold, 2500.0 + 1000.0);
// the tools of mission 2: bridges yes, training no
assert!(g2.tool_allowed(17));
assert!(!g2.tool_allowed(5));
}
}