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cells.go
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package main
import (
"strings"
"github.com/anaseto/gruid"
"github.com/anaseto/gruid/rl"
)
type cell rl.Cell
const (
WallCell cell = iota
GroundCell
DoorCell
FoliageCell
BarrelCell
StairCell
StoneCell
MagaraCell
BananaCell
LightCell
ExtinguishedLightCell
TableCell
TreeCell
HoledWallCell
ScrollCell
StoryCell
ItemCell
BarrierCell
WindowCell
ChasmCell
WaterCell
RubbleCell
CavernCell
FakeStairCell
PotionCell
QueenRockCell
Explored = 0b10000000
)
func terrain(c cell) cell {
return c &^ Explored
}
func explored(c cell) bool {
return c&Explored != 0
}
func (c cell) IsPassable() bool {
switch terrain(c) {
case WallCell, DoorCell, BarrelCell, TableCell, TreeCell, HoledWallCell, BarrierCell, WindowCell, StoryCell, ChasmCell, WaterCell:
return false
default:
return true
}
}
func (c cell) IsJumpPassable() bool {
switch terrain(c) {
case TableCell, ChasmCell, WaterCell, StoryCell:
return true
default:
return c.IsPassable()
}
}
func (c cell) IsNormalPatrolWay() bool {
switch terrain(c) {
case GroundCell, ScrollCell, DoorCell, StairCell, LightCell, ItemCell, ExtinguishedLightCell, StoneCell, MagaraCell, FakeStairCell:
return true
default:
return false
}
}
func (c cell) IsLevitatePassable() bool {
switch terrain(c) {
case ChasmCell:
return true
default:
return c.IsPassable()
}
}
func (c cell) IsDoorPassable() bool {
switch terrain(c) {
case DoorCell:
return true
default:
return c.IsPassable()
}
}
func (c cell) IsSwimPassable() bool {
switch terrain(c) {
case WaterCell:
return true
default:
return c.IsPassable()
}
}
func (c cell) IsJumpPropulsion() bool {
switch terrain(c) {
case WallCell, WindowCell:
return true
default:
return false
}
}
func (c cell) IsEnclosing() bool {
switch terrain(c) {
case BarrelCell, TableCell, HoledWallCell:
return true
default:
return false
}
}
func (c cell) AllowsFog() bool {
switch terrain(c) {
case WallCell, HoledWallCell, WindowCell, StoryCell:
return false
default:
return true
}
}
func (c cell) CoversPlayer() bool {
switch terrain(c) {
case WallCell, BarrelCell, TableCell, TreeCell, HoledWallCell, BarrierCell, WindowCell:
return true
default:
return false
}
}
func (c cell) IsPlayerPassable() bool {
switch terrain(c) {
case WallCell, BarrierCell, WindowCell, ChasmCell:
return false
default:
return true
}
}
func (c cell) IsDiggable() bool {
switch terrain(c) {
case WallCell, WindowCell, HoledWallCell:
return true
default:
return false
}
}
func (c cell) BlocksRange() bool {
switch terrain(c) {
case WallCell, TreeCell, BarrierCell, WindowCell, StoryCell:
return true
default:
return false
}
}
func (c cell) Hides() bool {
switch terrain(c) {
case WallCell, BarrelCell, TableCell, TreeCell, WindowCell, StoryCell:
return true
default:
return false
}
}
func (c cell) IsIlluminable() bool {
switch terrain(c) {
case WallCell, BarrelCell, TableCell, TreeCell, HoledWallCell, BarrierCell, WindowCell, ChasmCell, RubbleCell:
return false
}
return true
}
func (c cell) IsDestructible() bool {
switch terrain(c) {
case WallCell, BarrelCell, DoorCell, TableCell, TreeCell, HoledWallCell, WindowCell:
return true
default:
return false
}
}
func (c cell) IsWall() bool {
switch terrain(c) {
case WallCell:
return true
default:
return false
}
}
func (c cell) Flammable() bool {
switch terrain(c) {
case FoliageCell, DoorCell, BarrelCell, TableCell, TreeCell:
return true
default:
return false
}
}
func (c cell) IsGround() bool {
switch terrain(c) {
case GroundCell, CavernCell, BananaCell, PotionCell, QueenRockCell:
return true
default:
return false
}
}
func (c cell) IsNotable() bool {
switch terrain(c) {
case StairCell, StoneCell, BarrelCell, MagaraCell, BananaCell,
ScrollCell, ItemCell, FakeStairCell, PotionCell:
return true
default:
return false
}
}
func (c cell) ShortString(g *game, p gruid.Point) (desc string) {
switch terrain(c) {
case WallCell:
desc = "wall"
case GroundCell:
desc = "paved ground"
case DoorCell:
desc = "door"
case FoliageCell:
desc = "foliage"
case BarrelCell:
desc = "barrel"
case StoneCell:
desc = g.Objects.Stones[p].String()
case StairCell:
desc = g.Objects.Stairs[p].ShortString(g)
case MagaraCell:
desc = g.Objects.Magaras[p].String()
case BananaCell:
desc = "banana"
case LightCell:
desc = "campfire"
case ExtinguishedLightCell:
desc = "extinguished campfire"
case TableCell:
desc = "table"
case TreeCell:
desc = "banana tree"
case HoledWallCell:
desc = "holed wall"
case ScrollCell:
desc = g.Objects.Scrolls[p].String()
case StoryCell:
desc = g.Objects.Story[p].String()
case ItemCell:
desc = g.Objects.Items[p].String()
case BarrierCell:
desc = "magical barrier"
case WindowCell:
desc = "closed window"
case ChasmCell:
if g.Depth == MaxDepth || g.Depth == WinDepth {
desc = "deep chasm"
} else {
desc = "chasm"
}
case WaterCell:
desc = "shallow water"
case RubbleCell:
desc = "rubblestone"
case CavernCell:
desc = "cave ground"
case FakeStairCell:
if g.Depth == WinDepth {
desc = deepStairShortDesc
} else {
desc = normalStairShortDesc
}
case PotionCell:
desc = g.Objects.Potions[p].String()
case QueenRockCell:
desc = "queen rock"
}
return desc
}
func (c cell) ShortDesc(g *game, p gruid.Point) (desc string) {
switch terrain(c) {
case WallCell:
desc = "a wall"
case GroundCell:
desc = "paved ground"
case DoorCell:
desc = "a door"
case FoliageCell:
desc = "foliage"
case BarrelCell:
desc = "a barrel"
case StoneCell:
desc = g.Objects.Stones[p].ShortDesc(g)
case StairCell:
desc = g.Objects.Stairs[p].ShortDesc(g)
case MagaraCell:
desc = g.Objects.Magaras[p].ShortDesc()
case BananaCell:
desc = "a banana"
case LightCell:
desc = "a campfire"
case ExtinguishedLightCell:
desc = "an extinguished campfire"
case TableCell:
desc = "a table"
case TreeCell:
desc = "a banana tree"
case HoledWallCell:
desc = "a holed wall"
case ScrollCell:
desc = g.Objects.Scrolls[p].ShortDesc()
case StoryCell:
desc = g.Objects.Story[p].String()
case ItemCell:
desc = g.Objects.Items[p].ShortDesc(g)
case BarrierCell:
desc = "a magical barrier"
case WindowCell:
desc = "a closed window"
case ChasmCell:
if g.Depth == MaxDepth || g.Depth == WinDepth {
desc = "a deep chasm"
} else {
desc = "a chasm"
}
case WaterCell:
desc = "shallow water"
case RubbleCell:
desc = "rubblestone"
case CavernCell:
desc = "cave ground"
case FakeStairCell:
if g.Depth == WinDepth {
desc = deepStairShortDesc
} else {
desc = normalStairShortDesc
}
case PotionCell:
desc = g.Objects.Potions[p].ShortDesc(g)
case QueenRockCell:
desc = "queen rock"
}
return desc
}
func (c cell) Desc(g *game, p gruid.Point) (desc string) {
switch terrain(c) {
case WallCell:
desc = "A wall is an obstructing pile of rocks."
case GroundCell:
desc = "Paved ground is a way constructed with small stones, often used by patrols between buildings."
case DoorCell:
desc = "A closed door blocks your line of sight. Doors open automatically when you or a creature stand on them."
case FoliageCell:
desc = "Blue dense foliage grows in Hareka's Underground. It is difficult to see through."
case BarrelCell:
desc = "A barrel. You can hide yourself inside it when no creatures see you. It is a safe place for resting and recovering."
case StoneCell:
desc = g.Objects.Stones[p].Desc(g)
case StairCell:
desc = g.Objects.Stairs[p].Desc(g)
case MagaraCell:
desc = g.Objects.Magaras[p].Desc(g)
case BananaCell:
desc = "A gawalt monkey cannot enter a healthy sleep without eating one of those bananas before."
case LightCell:
desc = "A campfire illuminates surrounding cells. Creatures can spot you in illuminated cells from a greater range."
case ExtinguishedLightCell:
desc = "An extinguished campfire can be lighted again by some creatures."
case TableCell:
desc = "You can hide under the table so that only adjacent creatures can see you. Most creatures cannot walk across the table."
case TreeCell:
desc = "Underground banana trees grow with nearly no light sources. Their rare bananas are very appreciated by many creatures, specially some harpy species. You may find some bananas dropped by them while exploring. You can climb trees to see farther. Moreover, only big, flying or jumping creatures will be able to attack you while you stand on a tree. The top is never illuminated."
case HoledWallCell:
desc = "Only very small creatures can pass there. It is difficult to see through."
case ScrollCell:
desc = g.Objects.Scrolls[p].Desc(g)
case StoryCell:
desc = g.Objects.Story[p].Desc(g, p)
case ItemCell:
desc = g.Objects.Items[p].Desc(g)
case BarrierCell:
desc = "A temporal magical barrier created by oric energies. It may have been created by an oric magara or an oric celmist. Sometimes, natural oric energies may produce such barriers too in energetically unstable Underground areas."
case WindowCell:
desc = "A transparent window in the wall."
case ChasmCell:
if g.Depth == MaxDepth || g.Depth == WinDepth {
desc = "A deep chasm. If you jump into it, you'll be dead."
} else {
desc = "A chasm. If you jump into it, you'll reach the next level, but you'll be seriously injured."
}
case WaterCell:
desc = "This is shallow water. Only monsters that can swim will follow you there."
case RubbleCell:
desc = "Rubblestone is a collection of rocks broken into smaller stones. They are never well illuminated."
case CavernCell:
desc = "This is natural cave ground."
case FakeStairCell:
if g.Depth == WinDepth {
desc = deepStairDesc
} else {
desc = normalStairDesc
}
case PotionCell:
desc = g.Objects.Potions[p].Desc(g)
case QueenRockCell:
desc = "Queen rock amplifies sounds. Even though you are usually very silent, monsters may hear your footsteps when walking on those rocks."
}
var autodesc string
if !c.IsPlayerPassable() {
autodesc += " It is impassable."
}
if c.Flammable() {
autodesc += " It is flammable."
}
if c.IsLevitatePassable() && !c.IsPassable() {
autodesc += " It can be traversed with levitation."
}
if c.IsDiggable() && !c.IsPassable() {
autodesc += " It is diggable by oric destructive magic."
}
if c.IsSwimPassable() && !c.IsPassable() {
autodesc += " It is possible to traverse by swimming."
}
if c.BlocksRange() {
autodesc += " It blocks ranged attacks from foes."
}
if c.Hides() {
autodesc += " You can hide just behind it."
}
if c.IsJumpPropulsion() {
autodesc += " You can use it to propel yourself with a jump."
}
if autodesc != "" {
desc += "\n\n" + strings.TrimSpace(autodesc)
}
return desc
}
func (c cell) Style(g *game, p gruid.Point) (r rune, fg gruid.Color) {
switch terrain(c) {
case WallCell:
r, fg = '#', ColorFgLOS
case GroundCell:
r, fg = '.', ColorFgLOS
case DoorCell:
r, fg = '+', ColorFgPlace
case FoliageCell:
r, fg = '"', ColorFgLOS
case BarrelCell:
r, fg = '&', ColorFgObject
case StoneCell:
r, fg = g.Objects.Stones[p].Style(g)
case StairCell:
st := g.Objects.Stairs[p]
r, fg = st.Style(g)
case MagaraCell:
r, fg = '/', ColorFgObject
case BananaCell:
r, fg = ')', ColorFgObject
case LightCell:
r, fg = '☼', ColorFgObject
case ExtinguishedLightCell:
r, fg = '○', ColorFgLOS
case TableCell:
r, fg = 'π', ColorFgObject
case TreeCell:
r, fg = '♣', ColorFgConfusedMonster
case HoledWallCell:
r, fg = 'Π', ColorViolet
case ScrollCell:
r, fg = g.Objects.Scrolls[p].Style(g)
case StoryCell:
r, fg = g.Objects.Story[p].Style(g)
case ItemCell:
r, fg = g.Objects.Items[p].Style(g)
case BarrierCell:
r, fg = 'Ξ', ColorFgMagicPlace
case WindowCell:
r, fg = 'Θ', ColorViolet
case ChasmCell:
r, fg = '◊', ColorFgLOS
if g.Depth == MaxDepth || g.Depth == WinDepth {
fg = ColorViolet
}
case WaterCell:
r, fg = '≈', ColorFgLOS
case RubbleCell:
r, fg = '^', ColorFgLOS
case CavernCell:
r, fg = ',', ColorFgLOS
case FakeStairCell:
r, fg = '>', ColorFgPlace
if g.Depth == WinDepth {
fg = ColorViolet
}
case PotionCell:
r, fg = g.Objects.Potions[p].Style(g)
case QueenRockCell:
r, fg = '‗', ColorFgLOS
}
return r, fg
}