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#include "fungal_effects.h"
#include <algorithm>
#include <memory>
#include <ostream>
#include "calendar.h"
#include "character.h"
#include "creature.h"
#include "creature_tracker.h"
#include "debug.h"
#include "enums.h"
#include "field_type.h"
#include "game.h"
#include "item.h"
#include "item_stack.h"
#include "map.h"
#include "map_iterator.h"
#include "mapdata.h"
#include "messages.h"
#include "monster.h"
#include "mtype.h"
#include "point.h"
#include "rng.h"
#include "string_formatter.h"
#include "translations.h"
#include "type_id.h"
static const efftype_id effect_spores( "spores" );
static const efftype_id effect_stunned( "stunned" );
static const mtype_id mon_fungal_blossom( "mon_fungal_blossom" );
static const mtype_id mon_spore( "mon_spore" );
static const skill_id skill_melee( "melee" );
static const species_id species_FUNGUS( "FUNGUS" );
static const trait_id trait_TAIL_CATTLE( "TAIL_CATTLE" );
static const trait_id trait_THRESH_MYCUS( "THRESH_MYCUS" );
void fungal_effects::fungalize( const tripoint &p, Creature *origin, double spore_chance )
{
Character &player_character = get_player_character();
if( monster *const mon_ptr = get_creature_tracker().creature_at<monster>( p ) ) {
monster &critter = *mon_ptr;
if( !critter.type->in_species( species_FUNGUS ) ) {
add_msg_if_player_sees( p, _( "The %s is covered in tiny spores!" ), critter.name() );
}
if( !critter.make_fungus() ) {
// Don't insta-kill non-fungables. Jabberwocks, for example
critter.add_effect( effect_stunned, rng( 1_turns, 3_turns ) );
critter.apply_damage( origin, bodypart_id( "torso" ), rng( 25, 50 ) );
}
} else if( player_character.pos() == p ) {
// TODO: Make this accept NPCs when they understand fungals
///\EFFECT_DEX increases chance of knocking fungal spores away with your TAIL_CATTLE
///\EFFECT_MELEE increases chance of knocking fungal sports away with your TAIL_CATTLE
if( player_character.has_trait( trait_TAIL_CATTLE ) &&
one_in( 20 - player_character.dex_cur - player_character.get_skill_level( skill_melee ) ) ) {
add_msg( _( "The spores land on you, but you quickly swat them off with your tail!" ) );
return;
}
// Spores hit the player--is there any hope?
bool hit = false;
hit |= one_in( 4 ) &&
player_character.add_env_effect( effect_spores, bodypart_id( "head" ), 3, 9_minutes,
bodypart_id( "head" ) );
hit |= one_in( 2 ) &&
player_character.add_env_effect( effect_spores, bodypart_id( "torso" ), 3, 9_minutes,
bodypart_id( "torso" ) );
hit |= one_in( 4 ) &&
player_character.add_env_effect( effect_spores, bodypart_id( "arm_l" ), 3, 9_minutes,
bodypart_id( "arm_l" ) );
hit |= one_in( 4 ) &&
player_character.add_env_effect( effect_spores, bodypart_id( "arm_r" ), 3, 9_minutes,
bodypart_id( "arm_r" ) );
hit |= one_in( 4 ) &&
player_character.add_env_effect( effect_spores, bodypart_id( "leg_l" ), 3, 9_minutes,
bodypart_id( "leg_l" ) );
hit |= one_in( 4 ) &&
player_character.add_env_effect( effect_spores, bodypart_id( "leg_r" ), 3, 9_minutes,
bodypart_id( "leg_r" ) );
if( hit ) {
add_msg( m_warning, _( "You're covered in tiny spores!" ) );
}
} else if( g->num_creatures() < 250 && x_in_y( spore_chance, 1.0 ) ) { // Spawn a spore
if( monster *const spore = g->place_critter_at( mon_spore, p ) ) {
monster *origin_mon = dynamic_cast<monster *>( origin );
if( origin_mon != nullptr ) {
spore->make_ally( *origin_mon );
} else if( origin != nullptr && origin->is_avatar() &&
player_character.has_trait( trait_THRESH_MYCUS ) ) {
spore->friendly = 1000;
}
}
} else {
spread_fungus( p );
}
}
void fungal_effects::create_spores( const tripoint &p, Creature *origin )
{
for( const tripoint &tmp : get_map().points_in_radius( p, 1 ) ) {
fungalize( tmp, origin, 0.25 );
}
}
void fungal_effects::marlossify( const tripoint &p )
{
map &here = get_map();
const ter_t &terrain = here.ter( p ).obj();
if( one_in( 25 ) && terrain.movecost != 0 && !here.has_furn( p )
&& !terrain.has_flag( ter_furn_flag::TFLAG_DEEP_WATER )
&& !terrain.has_flag( ter_furn_flag::TFLAG_NO_FLOOR ) ) {
here.ter_set( p, t_marloss );
return;
}
for( int i = 0; i < 25; i++ ) {
bool is_fungi = here.has_flag_ter( ter_furn_flag::TFLAG_FUNGUS, p );
spread_fungus( p );
if( is_fungi ) {
return;
}
}
}
void fungal_effects::spread_fungus_one_tile( const tripoint &p, const int growth )
{
map &here = get_map();
bool converted = false;
// Terrain conversion
if( here.has_flag_ter( ter_furn_flag::TFLAG_DIGGABLE, p ) ) {
if( x_in_y( growth * 10, 100 ) ) {
here.ter_set( p, t_fungus );
converted = true;
}
} else if( here.has_flag( ter_furn_flag::TFLAG_FLAT, p ) ) {
if( here.has_flag( ter_furn_flag::TFLAG_INDOORS, p ) ) {
if( x_in_y( growth * 10, 500 ) ) {
here.ter_set( p, t_fungus_floor_in );
converted = true;
}
} else if( here.has_flag( ter_furn_flag::TFLAG_SUPPORTS_ROOF, p ) ) {
if( x_in_y( growth * 10, 1000 ) ) {
here.ter_set( p, t_fungus_floor_sup );
converted = true;
}
} else {
if( x_in_y( growth * 10, 2500 ) ) {
here.ter_set( p, t_fungus_floor_out );
converted = true;
}
}
} else if( here.has_flag( ter_furn_flag::TFLAG_SHRUB, p ) ) {
if( x_in_y( growth * 10, 200 ) ) {
here.ter_set( p, t_shrub_fungal );
converted = true;
} else if( x_in_y( growth, 1000 ) ) {
here.ter_set( p, t_marloss );
converted = true;
}
} else if( here.has_flag( ter_furn_flag::TFLAG_THIN_OBSTACLE, p ) ) {
if( x_in_y( growth * 10, 150 ) ) {
here.ter_set( p, t_fungus_mound );
converted = true;
}
} else if( here.has_flag( ter_furn_flag::TFLAG_YOUNG, p ) ) {
if( x_in_y( growth * 10, 500 ) ) {
if( here.get_field_intensity( p, fd_fungal_haze ) != 0 ) {
if( x_in_y( growth * 10, 800 ) ) { // young trees are vulnerable
here.ter_set( p, t_fungus );
if( g->place_critter_at( mon_fungal_blossom, p ) ) {
add_msg_if_player_sees( p, m_warning, _( "The young tree blooms forth into a fungal blossom!" ) );
}
} else if( x_in_y( growth * 10, 400 ) ) {
here.ter_set( p, t_marloss_tree );
}
} else {
here.ter_set( p, t_tree_fungal_young );
}
converted = true;
}
} else if( here.has_flag( ter_furn_flag::TFLAG_TREE, p ) ) {
if( one_in( 10 ) ) {
if( here.get_field_intensity( p, fd_fungal_haze ) != 0 ) {
if( x_in_y( growth * 10, 100 ) ) {
here.ter_set( p, t_fungus );
if( g->place_critter_at( mon_fungal_blossom, p ) ) {
add_msg_if_player_sees( p, m_warning, _( "The tree blooms forth into a fungal blossom!" ) );
}
} else if( x_in_y( growth * 10, 600 ) ) {
here.ter_set( p, t_marloss_tree );
}
} else {
here.ter_set( p, t_tree_fungal );
}
converted = true;
}
} else if( here.has_flag( ter_furn_flag::TFLAG_WALL, p ) &&
here.has_flag( ter_furn_flag::TFLAG_FLAMMABLE, p ) ) {
if( x_in_y( growth * 10, 5000 ) ) {
here.ter_set( p, t_fungus_wall );
converted = true;
}
}
// Furniture conversion
if( converted ) {
if( here.has_flag( ter_furn_flag::TFLAG_FLOWER, p ) ) {
here.furn_set( p, f_flower_fungal );
} else if( here.has_flag( ter_furn_flag::TFLAG_ORGANIC, p ) ) {
if( here.furn( p ).obj().movecost == -10 ) {
here.furn_set( p, f_fungal_mass );
} else {
here.furn_set( p, f_fungal_clump );
}
} else if( here.has_flag( ter_furn_flag::TFLAG_PLANT, p ) ) {
// Replace the (already existing) seed
// Can't use item_stack::only_item() since there might be fertilizer
map_stack items = here.i_at( p );
const map_stack::iterator seed = std::find_if( items.begin(), items.end(), []( const item & it ) {
return it.is_seed();
} );
if( seed == items.end() || !seed->is_seed() ) {
DebugLog( D_ERROR, DC_ALL ) << "No seed item in the PLANT terrain at position " <<
string_format( "%d,%d,%d.", p.x, p.y, p.z );
} else {
*seed = item( "fungal_seeds", calendar::turn );
}
}
}
}
void fungal_effects::spread_fungus( const tripoint &p )
{
int growth = 1;
map &here = get_map();
for( const tripoint &tmp : here.points_in_radius( p, 1 ) ) {
if( tmp == p ) {
continue;
}
if( here.has_flag( ter_furn_flag::TFLAG_FUNGUS, tmp ) ) {
growth += 1;
}
}
if( !here.has_flag_ter( ter_furn_flag::TFLAG_FUNGUS, p ) ) {
spread_fungus_one_tile( p, growth );
} else {
// Everything is already fungus
if( growth == 9 ) {
return;
}
for( const tripoint &dest : here.points_in_radius( p, 1 ) ) {
// One spread on average
if( !here.has_flag( ter_furn_flag::TFLAG_FUNGUS, dest ) && one_in( 9 - growth ) ) {
//growth chance is 100 in X simplified
spread_fungus_one_tile( dest, 10 );
}
}
}
}
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