826 lines
34 KiB
Rust
826 lines
34 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; 47] = [0, 0, 0, 0, 0, 2, 5, 0, 0, 3, 5, 0, 8, 12, 3, 7, 12, 1, 8, 17, 0, 7, 7, 10, 12, 12, 7, 16, 16, 7, 10, 16, 9, 13, 6, 10, 14, 17, 19, 22, 9, 13, 6, 11, 18, 0, 0];
|
|
|
|
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: String,
|
|
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
|
|
pub rivals: Vec<(f32, f32, u8, u8)>, // rival masters: position (fraction of the map), difficulty, side (2 Mossgrim, 3 Lady Nightwell)
|
|
pub islands: Vec<IslandDef>,
|
|
pub caves: Vec<CaveDef>,
|
|
}
|
|
|
|
// an island in a lake of water or lava, with treasure and/or a mana spring
|
|
pub struct IslandDef {
|
|
pub at: (f32, f32),
|
|
pub r: i32,
|
|
pub lava: bool,
|
|
pub spring: bool,
|
|
pub treasure: i32,
|
|
}
|
|
|
|
// a sealed cave: treasure and/or a lone creature in chains that joins when the cave is claimed
|
|
pub struct CaveDef {
|
|
pub at: (f32, f32),
|
|
pub chained: Option<(EK, u32)>,
|
|
pub treasure: i32,
|
|
}
|
|
|
|
fn island(at: (f32, f32), lava: bool, spring: bool, treasure: i32) -> IslandDef {
|
|
IslandDef { at, r: 2, lava, spring, treasure }
|
|
}
|
|
|
|
fn cave(at: (f32, f32), chained: Option<(EK, u32)>, treasure: i32) -> CaveDef {
|
|
CaveDef { at, chained, treasure }
|
|
}
|
|
|
|
// 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,
|
|
#[serde(default)]
|
|
pub rune_free: u32, // unbuilt rune forge towers from chests
|
|
#[serde(default)]
|
|
pub rune_final: u32, // unbuilt or sold rune forge towers that were already given back once
|
|
}
|
|
|
|
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: &str, size: (usize, usize), seed: u32, goals: Vec<Goal>) -> MissionDef {
|
|
MissionDef {
|
|
key: key.to_string(),
|
|
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(),
|
|
rivals: Vec::new(),
|
|
islands: Vec::new(),
|
|
caves: Vec::new(),
|
|
}
|
|
}
|
|
|
|
// Converts one campaign editor mission into the same shape the campaign generator uses.
|
|
pub fn mission_def_from_doc(d: &crate::campaign_doc::MissionDoc) -> MissionDef {
|
|
let mut out = base(&d.key, d.size, d.seed, crate::campaign_doc::parse_goals(&d.goals));
|
|
out.gold = d.gold;
|
|
out.portals = d.portals;
|
|
out.treasures = d.treasures;
|
|
out.waves = d.waves;
|
|
out.wave_limit = d.wave_limit;
|
|
out.first_wave = d.first_wave;
|
|
out.gate = d.waves;
|
|
out.gate_defenders = d.waves;
|
|
out.time_limit = d.time_limit;
|
|
out
|
|
}
|
|
|
|
// Rivers are at least four tiles wide: a ranged attack just reaches across.
|
|
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, 4, 0)],
|
|
forts: vec![fort((0.82, 0.5), (15, 15), &[3], &[Arrow], 1, 4, 1, 1, 1, 1500).shard()],
|
|
..base("m02", (72, 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, 72), 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, 72), 404, vec![Goal::Survive(4)]) });
|
|
v.push(MissionDef {
|
|
rivals: vec![(0.78, 0.5, 0, 2)],
|
|
islands: vec![island((0.5, 0.2), false, false, 1200)],
|
|
..base("m21", (80, 80), 2121, vec![Goal::Rivals])
|
|
});
|
|
v.push(MissionDef {
|
|
rivers: vec![river(false, true, 0.42, 4, 1)],
|
|
islands: vec![island((0.45, 0.8), false, false, 1500)],
|
|
forts: vec![fort((0.78, 0.5), (21, 21), &[3, 2], &[Arrow, Arrow, Arrow], 1, 6, 2, 2, 4, 2000)],
|
|
..base("m05", (88, 80), 505, vec![Goal::Loot(6000)])
|
|
});
|
|
v.push(MissionDef {
|
|
caves: vec![cave((0.5, 0.22), Some((Ogre, 6)), 800), cave((0.56, 0.8), None, 1500)],
|
|
forts: vec![fort((0.82, 0.5), (17, 17), &[3], &[Arrow, Arrow], 1, 5, 1, 2, 1, 1200).shard()],
|
|
..base("m22", (88, 88), 2222, vec![Goal::Freed(1), Goal::Shards])
|
|
});
|
|
// ---- Act II: the rivers and the other masters
|
|
v.push(MissionDef {
|
|
rivers: vec![river(false, true, 0.52, 5, 1)],
|
|
forts: vec![fort((0.84, 0.5), (21, 19), &[3], &[Arrow, Cannon, Arrow, Cannon], 1, 8, 2, 2, 2, 1500).heart()],
|
|
..base("m06", (96, 88), 606, vec![Goal::Heart])
|
|
});
|
|
v.push(MissionDef {
|
|
rivers: vec![river(true, true, 0.45, 4, 0)],
|
|
forts: vec![fort((0.8, 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 {
|
|
rivers: vec![river(false, true, 0.55, 4, 1)],
|
|
islands: vec![island((0.4, 0.2), false, false, 2000)],
|
|
rivals: vec![(0.8, 0.5, 1, 3)],
|
|
..base("m23", (104, 96), 2323, vec![Goal::Rivals])
|
|
});
|
|
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, 96), 808, vec![Goal::Loot(8000)])
|
|
});
|
|
v.push(MissionDef {
|
|
rivers: vec![river(false, false, 0.5, 4, 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", (104, 96), 1010, vec![Goal::Survive(6)]) });
|
|
v.push(MissionDef {
|
|
islands: vec![island((0.42, 0.25), false, true, 0), island((0.6, 0.75), true, true, 800), island((0.74, 0.35), false, true, 1200)],
|
|
forts: vec![fort((0.86, 0.6), (15, 15), &[3], &[Arrow, Cannon], 2, 6, 2, 2, 1, 1200)],
|
|
..base("m24", (112, 104), 2424, vec![Goal::Springs(3)])
|
|
});
|
|
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, 104), 1111, vec![Goal::KillAll]) });
|
|
v.push(MissionDef {
|
|
gate: true,
|
|
waves: true,
|
|
first_wave: 330.0,
|
|
rivers: vec![river(false, false, 0.62, 4, 2)],
|
|
rivals: vec![(0.8, 0.3, 1, 2)],
|
|
..base("m25", (120, 104), 2525, vec![Goal::Rivals])
|
|
});
|
|
v.push(MissionDef {
|
|
rivers: vec![river(false, true, 0.4, 4, 1), river(true, true, 0.62, 4, 1)],
|
|
forts: vec![fort((0.86, 0.5), (21, 25), &[3], &[Arrow, Cannon, Magic, Arrow], 2, 10, 2, 3, 2, 2000).heart().shard()],
|
|
..base("m12", (120, 112), 1212, vec![Goal::Heart, Goal::Shards])
|
|
});
|
|
// ---- Act III: the citadel and the masters
|
|
v.push(MissionDef {
|
|
rivers: vec![river(false, false, 0.22, 4, 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", (120, 112), 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", (128, 112), 1414, vec![Goal::Towers]) });
|
|
v.push(MissionDef {
|
|
rivers: vec![river(true, true, 0.62, 4, 1)],
|
|
islands: vec![island((0.45, 0.78), true, true, 2500)],
|
|
rivals: vec![(0.84, 0.5, 2, 3)],
|
|
..base("m26", (128, 120), 2626, vec![Goal::Rivals])
|
|
});
|
|
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", (128, 120), 1515, vec![Goal::KillAll])
|
|
});
|
|
v.push(MissionDef {
|
|
waves: true,
|
|
first_wave: 360.0,
|
|
gate_defenders: true,
|
|
rivers: vec![river(true, true, 0.55, 4, 2)],
|
|
forts: vec![fort((0.84, 0.5), (23, 23), &[3], &[Arrow, Cannon, Magic, Arrow], 2, 10, 2, 3, 2, 2000).heart()],
|
|
..base("m16", (128, 128), 1616, vec![Goal::Heart])
|
|
});
|
|
v.push(MissionDef {
|
|
caves: vec![cave((0.42, 0.2), Some((Chainbreaker, 4)), 1000), cave((0.45, 0.82), Some((Gargoyle, 6)), 1000), cave((0.66, 0.5), None, 3000)],
|
|
islands: vec![island((0.62, 0.2), false, true, 0), island((0.66, 0.82), true, true, 0)],
|
|
forts: vec![fort((0.86, 0.5), (17, 17), &[3], &[Arrow, Cannon, Magic], 3, 8, 2, 3, 1, 1500)],
|
|
..base("m27", (136, 128), 2727, vec![Goal::Freed(2), Goal::Springs(2)])
|
|
});
|
|
v.push(MissionDef {
|
|
portals: 2,
|
|
rivers: vec![river(false, true, 0.36, 4, 2), river(false, true, 0.56, 4, 2), river(false, false, 0.5, 4, 2)],
|
|
forts: vec![
|
|
fort((0.82, 0.24), (19, 17), &[3, 2], &[Arrow, Cannon, Magic], 2, 8, 2, 3, 2, 2000).shard(),
|
|
fort((0.82, 0.76), (19, 17), &[3, 0], &[Arrow, Cannon, Magic], 2, 8, 2, 3, 2, 2000).shard(),
|
|
],
|
|
..base("m17", (136, 136), 1717, vec![Goal::Shards, Goal::Loot(6000)])
|
|
});
|
|
v.push(MissionDef {
|
|
portals: 2,
|
|
rivers: vec![river(false, true, 0.6, 4, 2)],
|
|
islands: vec![island((0.45, 0.5), false, true, 2000)],
|
|
rivals: vec![(0.84, 0.25, 1, 2), (0.84, 0.75, 1, 3)],
|
|
..base("m28", (144, 136), 2828, vec![Goal::Rivals])
|
|
});
|
|
v.push(MissionDef {
|
|
portals: 2,
|
|
rivers: vec![river(true, true, 0.5, 4, 1)],
|
|
forts: vec![fort((0.84, 0.5), (25, 25), &[3], &[Arrow, Cannon, Magic, Arrow, Cannon, Magic], 3, 14, 3, 4, 3, 2500).heart().boss(Paladin, 5)],
|
|
..base("m18", (144, 144), 1818, vec![Goal::Heart])
|
|
});
|
|
v.push(MissionDef {
|
|
portals: 2,
|
|
rivers: vec![river(false, true, 0.42, 4, 2), river(true, false, 0.5, 4, 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", (152, 144), 1919, vec![Goal::Shards])
|
|
});
|
|
v.push(MissionDef {
|
|
portals: 2,
|
|
rivers: vec![river(true, true, 0.62, 4, 1)],
|
|
islands: vec![island((0.42, 0.22), true, true, 2500), island((0.45, 0.78), true, true, 2500)],
|
|
caves: vec![cave((0.5, 0.5), Some((Wyrm, 5)), 2000)],
|
|
forts: vec![fort((0.85, 0.5), (21, 21), &[3], &[Arrow, Cannon, Magic, Magic], 3, 12, 2, 4, 2, 2500).shard()],
|
|
..base("m29", (152, 152), 2929, vec![Goal::Shards, Goal::Springs(2)])
|
|
});
|
|
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", (160, 160), 2020, vec![Goal::Heart, Goal::Shards])
|
|
});
|
|
v.push(MissionDef {
|
|
portals: 3,
|
|
gold: 6000.0,
|
|
gate: true,
|
|
waves: true,
|
|
first_wave: 420.0,
|
|
gate_defenders: true,
|
|
rivers: vec![river(false, true, 0.45, 4, 2), river(true, false, 0.5, 4, 2)],
|
|
islands: vec![island((0.3, 0.2), false, true, 3000)],
|
|
rivals: vec![(0.85, 0.22, 2, 2), (0.85, 0.78, 2, 3)],
|
|
..base("m30", (176, 176), 3030, vec![Goal::Rivals, Goal::Heart])
|
|
});
|
|
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,
|
|
}
|
|
}
|
|
}
|
|
|
|
// keeps the core area, portals, gates and fortresses (rock is carved away)
|
|
fn free_for_terrain(t: &Tile) -> bool {
|
|
t.owner == Owner::None && !matches!(t.kind, Kind::Core | Kind::Portal | Kind::Gate | Kind::Tower | Kind::Shard)
|
|
}
|
|
|
|
// an island ringed by four tiles of water or lava
|
|
fn place_island(g: &mut Game, d: &IslandDef, w: usize, h: usize, seed: u32) {
|
|
let (cx, cy) = ((d.at.0 * w as f32) as i32, (d.at.1 * h as f32) as i32);
|
|
let outer = d.r + 4;
|
|
let mut rng = Rng(seed | 1);
|
|
for y in cy - outer..=cy + outer {
|
|
for x in cx - outer..=cx + outer {
|
|
if x < 2 || y < 2 || x >= w as i32 - 2 || y >= h as i32 - 2 {
|
|
continue;
|
|
}
|
|
let dist = (((x - cx).pow(2) + (y - cy).pow(2)) as f32).sqrt();
|
|
let t = &mut g.map.t[idx(x, y)];
|
|
if !free_for_terrain(t) || dist > outer as f32 + 0.4 {
|
|
continue;
|
|
}
|
|
t.gold = 0;
|
|
t.marked = false;
|
|
t.reinforced = false;
|
|
t.kind = if dist <= d.r as f32 + 0.4 {
|
|
Kind::Floor
|
|
} else if d.lava {
|
|
Kind::Lava
|
|
} else {
|
|
Kind::Water
|
|
};
|
|
}
|
|
}
|
|
if d.spring {
|
|
g.map.t[idx(cx, cy)].kind = Kind::ManaSpring;
|
|
}
|
|
if d.treasure > 0 {
|
|
let spots = [(cx - 1, cy), (cx + 1, cy), (cx, cy - 1), (cx, cy + 1)];
|
|
let per = d.treasure / spots.len() as i32;
|
|
for &(x, y) in &spots {
|
|
let t = &mut g.map.t[idx(x, y)];
|
|
t.kind = Kind::Treasury;
|
|
t.gold = per;
|
|
let r = rng.f();
|
|
t.res = if r < 0.15 { 3 } else if r < 0.4 { 2 } else if r < 0.6 { 1 } else { 0 };
|
|
}
|
|
}
|
|
}
|
|
|
|
// a small cave sealed by earth all around, with treasure and/or a creature in chains
|
|
fn place_cave(g: &mut Game, d: &CaveDef, w: usize, h: usize) {
|
|
let (cx, cy) = ((d.at.0 * w as f32) as i32, (d.at.1 * h as f32) as i32);
|
|
for y in cy - 3..=cy + 3 {
|
|
for x in cx - 3..=cx + 3 {
|
|
if x < 2 || y < 2 || x >= w as i32 - 2 || y >= h as i32 - 2 {
|
|
continue;
|
|
}
|
|
let t = &mut g.map.t[idx(x, y)];
|
|
if !free_for_terrain(t) {
|
|
continue;
|
|
}
|
|
let inside = (x - cx).abs() <= 2 && (y - cy).abs() <= 2;
|
|
t.kind = if inside { Kind::Floor } else { Kind::Earth };
|
|
t.gold = 0;
|
|
t.marked = false;
|
|
t.reinforced = false;
|
|
t.hp = 6.0;
|
|
}
|
|
}
|
|
if d.treasure > 0 {
|
|
let spots = [(cx - 2, cy - 2), (cx + 2, cy - 2), (cx - 2, cy + 2), (cx + 2, cy + 2)];
|
|
for &(x, y) in &spots {
|
|
let t = &mut g.map.t[idx(x, y)];
|
|
t.kind = Kind::Treasury;
|
|
t.gold = d.treasure / 4;
|
|
t.res = 2;
|
|
}
|
|
}
|
|
if let Some((kind, level)) = d.chained {
|
|
let id = g.spawn(kind, false, cx as f32 + 0.5, cy as f32 + 0.5, level);
|
|
if let Some(e) = g.ents.iter_mut().find(|e| e.id == id) {
|
|
e.chained = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Builds the game of mission i (carry: what the last mission handed over)
|
|
pub fn start_mission(i: usize, carry: Option<&Carry>) -> Game {
|
|
start_mission_mode(i, carry, false)
|
|
}
|
|
|
|
// A co-op campaign mission: the same mission, but without rival masters on playable sides.
|
|
pub fn start_coop_mission(i: usize, carry: Option<&Carry>) -> Game {
|
|
start_mission_mode(i, carry, true)
|
|
}
|
|
|
|
fn start_mission_mode(i: usize, carry: Option<&Carry>, coop: bool) -> Game {
|
|
let all = missions();
|
|
let d = &all[i.min(all.len() - 1)];
|
|
start_mission_def(d, i, carry, coop)
|
|
}
|
|
|
|
// A mission generated from the campaign editor file: same start pipeline, but without the
|
|
// built-in campaign table and without language-file story keys for the title.
|
|
pub fn start_mission_doc(d: &MissionDef, i: usize, carry: Option<&Carry>) -> Game {
|
|
start_mission_def(d, i, carry, false)
|
|
}
|
|
|
|
fn start_mission_def(d: &MissionDef, i: usize, carry: Option<&Carry>, coop: bool) -> Game {
|
|
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;
|
|
}
|
|
for (k, isl) in d.islands.iter().enumerate() {
|
|
place_island(&mut g, isl, w, h, d.seed.wrapping_add(k as u32 * 131));
|
|
}
|
|
for c in &d.caves {
|
|
place_cave(&mut g, c, w, h);
|
|
}
|
|
if !coop {
|
|
for &(rx, ry, diff, side) in &d.rivals {
|
|
let x = ((rx * w as f32) as i32).clamp(10, w as i32 - 10);
|
|
let y = ((ry * h as f32) as i32).clamp(10, h as i32 - 10);
|
|
g.add_rival(side, x, y, diff);
|
|
}
|
|
}
|
|
g.place_dwarf_caves(d.seed);
|
|
g.add_wilds(d.seed, false);
|
|
g.init_research(Some(i));
|
|
g.init_fog();
|
|
let heart = d.gate || d.forts.iter().any(|f| f.heart);
|
|
if !heart {
|
|
g.gate_hp = 0.0;
|
|
}
|
|
g.gate_on = heart;
|
|
g.guard_treasures();
|
|
g.place_all_torches();
|
|
let goals: Vec<Goal> = if coop {
|
|
d.goals.iter().filter(|&g| *g != Goal::Rivals).cloned().collect()
|
|
} else {
|
|
d.goals.clone()
|
|
};
|
|
g.mission = Some(MissionState {
|
|
index: i,
|
|
goals,
|
|
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;
|
|
g.rune_free += c.rune_free;
|
|
g.rune_final += c.rune_final;
|
|
}
|
|
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
|
|
}
|
|
|
|
// missions that can be played in co-op: they fit the multiplayer master areas and do not
|
|
// depend on rival masters as their only goal
|
|
pub fn is_coop_mission(i: usize) -> bool {
|
|
missions().get(i).map_or(false, |d| d.size.0 >= 72 && d.size.1 >= 72 && d.goals.iter().any(|&g| g != Goal::Rivals))
|
|
}
|
|
|
|
pub fn coop_mission_indexes() -> Vec<usize> {
|
|
missions()
|
|
.iter()
|
|
.enumerate()
|
|
.filter(|(_, d)| d.size.0 >= 72 && d.size.1 >= 72 && d.goals.iter().any(|&g| g != Goal::Rivals))
|
|
.map(|(i, _)| i)
|
|
.collect()
|
|
}
|
|
|
|
pub fn next_coop_mission(i: usize, dir: i32) -> usize {
|
|
let list = coop_mission_indexes();
|
|
if list.is_empty() {
|
|
return 0;
|
|
}
|
|
let pos = list.iter().position(|m| *m == i).unwrap_or(0);
|
|
list[((pos as i32 + dir).rem_euclid(list.len() as i32)) as usize]
|
|
}
|
|
|
|
// 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(), rune_free: g.rune_free, rune_final: g.rune_final + g.rune_next }
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use super::*;
|
|
|
|
#[test]
|
|
fn a_custom_editor_mission_can_be_started() {
|
|
let doc = crate::campaign_doc::MissionDoc {
|
|
key: "custom01".into(),
|
|
title: "Custom".into(),
|
|
size: (72, 72),
|
|
seed: 9991,
|
|
gold: 3500.0,
|
|
goals: vec!["KillAll".into()],
|
|
..Default::default()
|
|
};
|
|
let def = mission_def_from_doc(&doc);
|
|
assert_eq!(def.key, "custom01");
|
|
assert_eq!(def.goals, vec![Goal::KillAll]);
|
|
|
|
let g = start_mission_doc(&def, 0, None);
|
|
let m = g.mission.as_ref().expect("the custom mission has mission state");
|
|
assert_eq!(m.goals, vec![Goal::KillAll]);
|
|
assert_eq!(g.gold, 3500.0);
|
|
}
|
|
|
|
#[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),
|
|
Goal::Rivals => assert!(!g.rivals.is_empty(), "{}", d.key),
|
|
Goal::Springs(n) => {
|
|
let springs = g.map.t.iter().filter(|t| t.kind == Kind::ManaSpring).count();
|
|
assert!(springs as u32 >= *n, "{}: {} springs", d.key, springs);
|
|
}
|
|
Goal::Freed(n) => {
|
|
let chained = g.ents.iter().filter(|e| e.alive && e.chained).count();
|
|
assert!(chained as u32 >= *n, "{}: {} chained", d.key, chained);
|
|
}
|
|
}
|
|
}
|
|
// rival masters stand with an intact core
|
|
for r in &g.rivals {
|
|
let t = &g.map.t[idx(r.core.0 + 1, r.core.1 + 1)];
|
|
assert!(t.kind == Kind::Core && t.owner == Owner::of_side(r.side), "{}: rival core broken", d.key);
|
|
println!(" rival {} at {:?}", r.side, r.core);
|
|
}
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn coop_missions_drop_rivals_and_are_not_decided_at_once() {
|
|
let list = coop_mission_indexes();
|
|
assert!(list.len() > 3, "co-op campaign needs selectable missions");
|
|
for &i in &list {
|
|
assert!(is_coop_mission(i), "mission {} selectable in co-op", i);
|
|
let g = start_coop_mission(i, None);
|
|
assert!(g.rivals.is_empty(), "mission {} must not spawn rival masters", i);
|
|
let m = g.mission.as_ref().unwrap();
|
|
assert!(!m.goals.iter().any(|g| *g == Goal::Rivals), "mission {} keeps the rival goal", i);
|
|
assert!(!m.goals.is_empty(), "mission {} has a playable goal after dropping rivals", i);
|
|
assert!(!m.goals.iter().all(|&goal| g.goal_done(goal)), "mission {} is decided at the start", i);
|
|
}
|
|
}
|
|
|
|
// 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),
|
|
_ 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));
|
|
}
|
|
}
|