1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979
|
------------------------------------------------------------------------------
-- dungeon.lua:
-- Dungeoneering functions.
------------------------------------------------------------------------------
crawl_require("dlua/point.lua")
crawl_require("dlua/fnwrap.lua")
crawl_require('dlua/util.lua')
-- Namespace for callbacks (just an aid to recognising callbacks, no magic)
util.namespace('callback')
dgn.necropolis_chance_percent = 3
dgn.wizlab_chance_percent = 5
dgn.desolation_chance_percent = 5
dgn.GXM, dgn.GYM = dgn.max_bounds()
dgn.MAX_MONSTERS = dgn.max_monsters()
dgn.f_map = { }
dgn.MAP_GLOBAL_HOOKS = { }
dgn.MAP_HOOK_NAMES = {
"pre_main", "post_main", "post_place",
"pre_epilogue", "post_epilogue"
}
dgn.MAP_HOOK_ALIASES = {
main = 'post_main',
epilogue = 'post_epilogue',
place = 'post_place'
}
local function dgn_hook_variable_name(hook_name)
hook_name = dgn.MAP_HOOK_ALIASES[hook_name] or hook_name
return "HOOK_" .. hook_name
end
local function dgn_init_hook_tables(container_table)
-- Define hook tables for Lua hooks.
for _, hook in ipairs(dgn.MAP_HOOK_NAMES) do
container_table[dgn_hook_variable_name(hook)] = { }
end
end
dgn_init_hook_tables(dgn.MAP_GLOBAL_HOOKS)
-- Table that will be saved in <foo>.sav.
dgn.persist = { }
function dgn_save_data(th)
lmark.marshall_table(th, dgn.persist)
end
function dgn_load_data(th)
dgn.persist = lmark.unmarshall_table(th) or { }
end
function dgn_clear_persistant_data()
dgn.persist = { }
end
function dgn_set_persistent_var(var, val)
dgn.persist[var] = val
end
function dgn.fnum(name)
local fnum = dgn.f_map[name]
if not fnum then
fnum = dgn.feature_number(name)
dgn.f_map[name] = fnum
end
return fnum
end
function dgn.map_environment(map)
if not map then
map = g_dgn_curr_map
end
assert(map, "Can't get map_environment: No active map")
local mapname = dgn.name(map)
return dgn.map_environment_by_name(mapname)
end
function dgn.map_environment_by_name(mapname)
assert(dgn._map_envs, "Can't get map environment for " .. mapname ..
": no environments available")
local mapenv = dgn._map_envs[mapname]
return mapenv or { }
end
function dgn.hook_environment(hook_env, hook_name, fn)
local hook_table = hook_env[dgn_hook_variable_name(hook_name)]
assert(hook_table and type(hook_table) == 'table',
"Bad hook table for hook " .. hook_name)
table.insert(hook_table, fn)
end
-- Register a hook for the current map.
function dgn.hook(map, hook_name, fn)
local map_environment = dgn.map_environment_by_name(dgn.name(map))
dgn.hook_environment(map_environment, hook_name, fn)
end
-- Register a global hook that will be fired for all maps.
function dgn.global_hook(hook_name, fn)
dgn.hook_environment(dgn.MAP_GLOBAL_HOOKS, hook_name, fn)
end
function dgn.monster_fn(spec)
local mspec = dgn.monster_spec(spec)
return function (x, y)
return dgn.create_monster(x, y, mspec)
end
end
-- Given a feature name or number, returns a feature number.
function dgn.find_feature_number(name_num)
if type(name_num) == "number" then
return name_num
else
return dgn.fnum(name_num)
end
end
-- Given a hook function, returns a single-element table containing the
-- function, viz. { fn }. Given anything else, returns it unchanged.
local function dgn_fixup_hook(hook_function_or_table)
if not hook_function_or_table then
return
end
if type(hook_function_or_table) == 'function' then
return { hook_function_or_table }
end
assert(type(hook_function_or_table) == 'table',
"Bad hook value: expected table or function, got "
.. type(hook_function_or_table))
return hook_function_or_table
end
function dgn_map_copy_hooks_from(hook_source_mapname, hook_name)
local source_environment = dgn.map_environment_by_name(hook_source_mapname)
local hook_variable = dgn_hook_variable_name(hook_name)
local source_hook = dgn_fixup_hook(source_environment[hook_variable])
if not source_hook then
return
end
local target_environment = dgn.map_environment()
local target_hook = dgn_fixup_hook(target_environment[hook_variable])
if not target_hook then
target_hook = source_hook
else
target_hook = util.append(target_hook, source_hook)
end
target_environment[hook_variable] = target_hook
end
function dgn_run_hooks_in_environment(env, hook_name)
local hook_variable_name = dgn_hook_variable_name(hook_name)
local hook_functions_table = dgn_fixup_hook(env[hook_variable_name])
if hook_functions_table then
for _, hook_function in ipairs(hook_functions_table) do
dgn_run_map(hook_function)
end
end
end
function dgn_map_run_hook(hook_name)
-- There must be a "current" map that we can run hooks for.
if not g_dgn_curr_map then
return
end
-- Hooks, if any, will be defined in the map environment, so if there are
-- no map environments, there's nothing to do.
if not dgn._map_envs then
return
end
local mapname = dgn.name(g_dgn_curr_map)
local map_environment = dgn.map_environment_by_name(mapname)
dgn_run_hooks_in_environment(map_environment, hook_name)
dgn_run_hooks_in_environment(dgn.MAP_GLOBAL_HOOKS, hook_name)
end
-- Wraps a map_def into a Lua environment (a table) such that
-- functions run in the environment (with setfenv) can directly
-- address the map with function calls such as name(), tags(), etc.
--
-- This function caches the environments it creates, so that successive runs
-- of Lua chunks from the same map will use the same environment.
function dgn_map_meta_wrap(map, tab)
if not dgn._map_envs then
dgn._map_envs = { }
end
local name = dgn.name(map)
local meta = dgn._map_envs[name]
if not meta then
meta = { }
dgn_init_hook_tables(meta)
local meta_meta = { __index = _G }
setmetatable(meta, meta_meta)
dgn._map_envs[name] = meta
end
-- We must set this each time - the map may have the same name, but
-- be a different C++ object.
for fn, val in pairs(tab) do
meta[fn] = function (...)
return crawl.err_trace(val, map, ...)
end
end
-- Convenience global variable, e.g. mapgrd[x][y] = 'x'
meta['mapgrd'] = dgn.mapgrd_table(map)
meta['_G'] = meta
meta.wrapped_instance = map
return meta
end
-- Discards accumulated map environments.
function dgn_flush_map_environments()
dgn._map_envs = nil
dgn.MAP_GLOBAL_HOOKS = { }
dgn_init_hook_tables(dgn.MAP_GLOBAL_HOOKS)
end
function dgn_flush_map_environment_for(mapname)
if dgn._map_envs then
dgn._map_envs[mapname] = nil
end
end
function dgn_set_map(map)
local old_map = g_dgn_curr_map
g_dgn_curr_map = map
return old_map
end
-- Given a list of map chunk functions, runs each one in order in that
-- map's environment (wrapped with setfenv) and returns the return
-- value of the last chunk. If the caller is interested in the return
-- values of all the chunks, this function may be called multiple
-- times, once for each chunk.
function dgn_run_map(...)
local map_chunk_functions = { ... }
if #map_chunk_functions > 0 then
local ret
if not g_dgn_curr_map then
error("No current map?")
end
local env = dgn_map_meta_wrap(g_dgn_curr_map, dgn)
for _, map_chunk_function in ipairs(map_chunk_functions) do
if map_chunk_function then
ret = setfenv(map_chunk_function, env)()
end
end
return ret
end
end
--------------------------------------------------------------------
function dgn.places_connected(map, map_glyph, test_connect, ...)
local points = { }
for _, glyph in ipairs( { ... } ) do
local x, y = map_glyph(map, glyph)
if x and y then
table.insert(points, x)
table.insert(points, y)
else
error("Can't find coords for '" .. glyph .. "'")
end
end
return test_connect(map, unpack(points))
end
function dgn.any_glyph_connected(map, ...)
return dgn.places_connected(map, dgn.gly_points,
dgn.any_point_connected, ...)
end
function dgn.has_exit_from_glyph(map, glyph)
return dgn.places_connected(map, dgn.gly_point, dgn.has_exit_from, glyph)
end
function dgn.glyphs_connected(map, ...)
return dgn.places_connected(map, dgn.gly_point, dgn.points_connected, ...)
end
function dgn.orig_glyphs_connected(map, ...)
return dgn.places_connected(map, dgn.orig_gly_point,
dgn.points_connected, ...)
end
function dgn.orig_fn(map, fnx, ...)
local original = dgn.original_map(map)
if not original then
error("Can't find original map for map '" .. dgn.name(map) .. "'")
end
return fnx(original, ...)
end
function dgn.orig_gly_point(map, glyph)
return dgn.orig_fn(map, dgn.gly_point, glyph)
end
function dgn.orig_gly_points(map, glyph)
return dgn.orig_fn(map, dgn.gly_points, glyph)
end
function dgn.fnum(feat)
if type(feat) == 'string' then
return dgn.feature_number(feat)
else
return feat
end
end
function dgn.fnum_map(map)
local fnmap = { }
for k, v in pairs(map) do -- arbitrary iter order should be ok here
fnmap[dgn.fnum(k)] = dgn.fnum(v)
end
return fnmap
end
-- Given a list of feature names, returns a dictionary mapping feature
-- numbers to true.
function dgn.feature_number_set(feature_names)
local dict = { }
for _, name in ipairs(feature_names) do
dict[dgn.fnum(name)] = true
end
return dict
end
-- Replaces all features matching
function dgn.replace_feat(rmap)
local cmap = dgn.fnum_map(rmap)
for x = 0, dgn.GXM - 1 do
for y = 0, dgn.GYM - 1 do
local grid = dgn.grid(x, y)
local repl = cmap[grid]
if repl then
dgn.terrain_changed(x, y, repl)
end
end
end
end
function dgn.feature_set_fn(...)
local chosen_features = dgn.feature_number_set({ ... })
return function (fnum)
return chosen_features[fnum]
end
end
-- Finds all points in the map satisfying the supplied predicate.
function dgn.find_points(predicate)
local points = { }
for x = 0, dgn.GXM - 1 do
for y = 0, dgn.GYM - 1 do
local p = dgn.point(x, y)
if predicate(p) then
table.insert(points, p)
end
end
end
return points
end
-- Returns a function that returns true if the point specified is
-- travel-passable and is not one of the features specified.
function dgn.passable_excluding(...)
local forbidden_features =
util.set(util.map(dgn.find_feature_number, { ... }))
return function (p)
local x, y = p.x, p.y
return dgn.is_passable(x, y) and
not forbidden_features[dgn.grid(x, y)]
end
end
-- Returns all adjacent points of c which are in_bounds (i.e. excluding the
-- outermost layer of wall) and for which faccept returns true.
function dgn.adjacent_points(c, faccept)
local plist = { }
local compass = {
{ 0, -1 }, { 1, 0 }, { 0, 1 }, { -1, 0 },
{ -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 }
}
for _, cp in ipairs(compass) do
local p = dgn.point(c.x + cp[1], c.y + cp[2])
if dgn.in_bounds(p.x, p.y) and faccept(p) then
table.insert(plist, p)
end
end
return plist
end
-- Returns the closest point p starting from c (including c) for which
-- fcondition(p) is true, without passing through squares for which
-- fpassable(p) is false. If no suitable square is found, returns nil.
--
-- All points are instances of dgn.point, i.e. a Lua table with x and y keys.
--
-- fpassable may be omitted, in which case it defaults to dgn.is_passable.
function dgn.find_adjacent_point(c, fcondition, fpassable)
-- Just in case c isn't a real dgn.point - canonicalise.
c = dgn.point(c.x, c.y)
local mapped_points = { }
local function seen(p)
return mapped_points[p:str()]
end
local function record(p, val)
mapped_points[p:str()] = val or 1
end
if not fpassable then
fpassable = function (p)
return dgn.is_passable(p.x, p.y)
end
end
local iter_points = { { }, { } }
local iter = 1
table.insert(iter_points[iter], c)
local function next_iter()
if iter == 1 then
return 2
else
return 1
end
end
local distance = 1
record(c, distance)
while #iter_points[iter] > 0 do
for _, p in ipairs(iter_points[iter]) do
if fcondition(p) then
return p
end
-- Add adjacent points to queue.
for _, np in ipairs(dgn.adjacent_points(p, fpassable)) do
if not seen(np) then
table.insert(iter_points[next_iter()], np)
record(np, distance + 1)
end
end
end
iter_points[iter] = { }
iter = next_iter()
distance = distance + 1
end
-- No suitable point.
return nil
end
-- Scans the entire map, colouring squares for which fselect(p)
-- returns true with colour.
function dgn.colour_map(fselect, colour)
for x = 0, dgn.GXM - 1 do
for y = 0, dgn.GYM - 1 do
if fselect(dgn.point(x, y)) then
dgn.colour_at(x, y, colour)
end
end
end
end
-- Returns true if fpred returns true for all squares in the rectangle
-- whose top-left corner is tl and bottom right corner is br (br.x >=
-- tl.x and br.y >= tl.y).
function dgn.rectangle_forall(tl, br, fpred)
for x = tl.x, br.x do
for y = tl.y, br.y do
if not fpred(dgn.point(x, y)) then
return false
end
end
end
return true
end
-- Sets the grid feature at (x,y) to grid. Optionally, if a marker value
-- is provided, creates a suitable marker at (x,y).
--
-- marker may be
-- 1) a function, in which case a Lua marker is created that
-- will call the function to create a marker table.
-- 2) a table, in which case a Lua marker is created that uses the table
-- directly as a marker table.
-- 3) anything else, which is assumed to be a feature name or number, and
-- is used to create a feature marker.
--
function dgn.gridmark(x, y, grid, marker)
dgn.grid(x, y, grid)
if marker then
local t = type(marker)
if t == "function" or t == "table" then
dgn.register_lua_marker(x, y, marker)
else
dgn.register_feature_marker(x, y, marker)
end
end
end
function dgn.find_map(parameters)
local function resolve_parameter(par)
local partype = type(par)
if partype == 'table' then
return resolve_parameter(util.random_from(par))
elseif partype == 'function' then
return resolve_parameter(par())
else
return par
end
end
if parameters.map then
return resolve_parameter(parameters.map)
end
if parameters.tag then
return dgn.map_by_tag(resolve_parameter(parameters.tag))
end
if parameters.name then
return dgn.map_by_name(resolve_parameter(parameters.name))
end
if parameters.random_mini or parameters.random_vault then
local mini = parameters.random_mini
local depth = resolve_parameter(parameters.random_mini
or parameters.random_vault)
if type(depth) == 'boolean' then
depth = dgn.level_id()
end
return dgn.map_in_depth(depth, mini)
end
error("dgn.find_map: no map selection criteria provided")
end
-- Places one or more maps matching the specified parameters. parameters
-- must be a Lua table; these parameter values are relevant:
-- map - map object to place
-- name - name of the map to place (not recommended; using a specific
-- tag is usually better).
-- tag - tag of the map to place
-- random_mini - if logical true, picks a random minivault in depth;
-- if set to a place name, uses that place name to choose
-- the minivault.
-- random_vault - if logical true, picks a random vault in depth; if
-- set to a place name, uses that place name to choose the
-- vault.
--
-- count - Number of times to repeat the map placement; defaults to 1.
-- Note that the map must be marked allow_dup.
-- die_on_error - If set false, will *not* raise an error if a map cannot
-- be placed. Defaults to false.
-- Returns true if the map(s) were placed successfully, false or nil otherwise.
--
-- map, name and tag are mutually exclusive. These parameters may be
-- single-valued, or may be a table. If the value is a table, a random
-- element of the table is used by calling util.random_from(table). If
-- the value is a function, the function is called to get the map.
function dgn.place_maps(parameters)
local n_times = parameters.count or 1
local n_placed = 0
local function map_error(name)
-- this prefix string is used in map_def::run_hook
local e = "Failed to place map '" .. name .. "'"
local last_error = dgn.last_builder_error()
if last_error and #last_error > 0 then
e = e .. "; last builder error: " .. last_error
end
error(e)
end
for i = 1, n_times do
local map = dgn.find_map(parameters)
if map then
local map_placed_ok = dgn.place_map(map, true, false, nil, nil,
parameters.tag)
if map_placed_ok then
n_placed = n_placed + 1
else
if parameters.die_on_error then
map_error(dgn.name(map))
end
end
else
if not parameters.die_on_error then
return nil
end
error("Could not find map to place")
end
end
return n_placed
end
----------------------------------------------------------------------
-- Convenience functions for vaults.
-- Returns a marker table that sets the destination tag for that square,
-- usually used to set a destination tag for a portal or a stair in a
-- portal vault.
function portal_stair_dst(dst)
return one_way_stair { dst = dst }
end
-- Common initialisation for portal vaults.
function portal_vault(e, tag)
if tag then
e.tags(tag)
end
e.orient("encompass")
end
-- Set all stone downstairs in this vault to go to the tag 'next'.
function portal_next(e, next)
for _, feat in ipairs({ "]", ")", "}" }) do
e.lua_marker(feat, portal_stair_dst(next))
end
end
-- Turn persistent data into a human readable string.
function persist_to_string()
return table_to_string(dgn.persist)
end
-- List of useful scrolls, with some reasonable weights.
-- When changing the list or the weights, please keep the total weight at 1000.
dgn.good_scrolls = [[
w:120 scroll of identify no_pickup /
w:55 scroll of identify no_pickup q:2 /
w:15 scroll of identify no_pickup q:3 /
w:85 scroll of teleportation no_pickup /
w:45 scroll of teleportation no_pickup q:2 /
w:10 scroll of teleportation no_pickup q:3 /
w:85 scroll of fog no_pickup /
w:33 scroll of fog no_pickup q:2 /
w:95 scroll of enchant weapon no_pickup /
w:40 scroll of enchant weapon no_pickup q:2 /
w:54 scroll of blinking no_pickup /
w:22 scroll of blinking no_pickup q:2 /
w:54 scroll of enchant armour no_pickup /
w:22 scroll of enchant armour no_pickup q:2 /
w:45 scroll of revelation no_pickup /
w:20 scroll of revelation no_pickup q:2 /
w:40 scroll of amnesia no_pickup /
w:15 scroll of amnesia no_pickup q:2 /
w:33 scroll of immolation no_pickup q:1 /
w:11 scroll of immolation no_pickup q:2 /
w:30 scroll of silence no_pickup q:1 /
w:10 scroll of silence no_pickup q:2 /
w:11 scroll of acquirement no_pickup q:1 /
w:4 scroll of acquirement no_pickup q:2 /
w:1 scroll of acquirement no_pickup q:3 /
w:15 scroll of brand weapon no_pickup q:1 /
w:15 scroll of torment no_pickup q:1 /
w:15 scroll of vulnerability no_pickup
]]
-- Some scroll and potions with weights that are used as nice loot. These lists
-- emphasize tactical consumables and permanent character/equipment
-- upgrades--things that are relevant the entire game and for most characters.
-- These lists should be used to supplement the more variable loot types % and
-- * to help ensure that a loot pile has usable items. Each list should total
-- 100 weight.
dgn.loot_scrolls = [[
w:15 scroll of teleportation /
w:15 scroll of fog /
w:15 scroll of fear /
w:10 scroll of blinking /
w:10 any ally scroll /
w:8 scroll of revelation /
w:10 scroll of enchant weapon /
w:10 scroll of enchant armour /
w:5 scroll of brand weapon /
w:2 scroll of acquirement
]]
dgn.loot_potions = [[
w:16 potion of haste /
w:16 potion of heal wounds /
w:11 potion of might /
w:11 potion of invisibility /
w:11 potion of magic /
w:11 potion of mutation /
w:8 potion of cancellation /
w:7 potion of brilliance /
w:7 potion of resistance /
w:2 potion of experience
]]
-- Some definitions for all types of auxiliary armour.
dgn.aux_armour = "cloak / scarf / helmet / hat / pair of gloves " ..
"/ pair of boots"
-- Scarves not influenced by good_item.
dgn.good_aux_armour = "cloak good_item / scarf / helmet good_item " ..
"/ hat good_item / pair of gloves good_item / pair of boots good_item"
-- Scarves excluded since they can't be randart.
dgn.randart_aux_armour = "cloak randart / helmet randart / hat randart " ..
"/ pair of gloves randart / pair of boots randart"
--[[
Add an argument to every entry in a given string already containing a set of
entries joined by a separator. Can be used to add weights or other modifiers
like good_item or randart to strings containing randomized monster and item
definitions. This is useful when re-using a definition string for multiple
statements. Note that no checks are done for the argument already existing, so
this can't be used to re-weight entries that already have weights.
@string entries A string of entries joined by a separator.
@string arg An argument to add to each entry
@string[opt="/"] separator The separator used to join entries in the string.
@treturn string A string with each entry now having the supplied argument.
]]
function dgn.random_entry_arg(entries, arg, separator)
if separator == nil then
separator = "/"
end
return entries:gsub(separator, arg .. " " .. separator) .. " " .. arg
end
--[[
Make an item definition that will randomly choose from combinations of the
given tables of weighted item types and optional egos.
@param items A string or table giving the possible item types. If a string,
all items will be of that type. If a table, the keys must be item type
strings and the values integer weights. The resulting item definition will
contain all combinations from the items and egos arguments based on weights
from both tables.
@param[opt] egos A string, a table, or nil giving the possible item egos. If a
string, all items will have that ego. If a table, the keys must be ego
strings and the values integer weights. The resulting item definition will
contain all combinations from the items and egos arguments based on weights
from both tables. If nil, no egos will be specified for the items.
@string[opt] args An optional string of arguments to use on every item entry.
Should not have leading or trailing whitespace. Most common use is for
'randart' or 'good_item', but any valid item definition modifier works.
@string[opt='/'] separator An optional separator to use between the item
entries. Defaults to '/', which is appropriate for ITEM statements. Use '|'
if making statements for use with MONS or KMONS.
@treturn string The item definition.
]]
function dgn.random_item_def(items, egos, args, separator)
if type(items) == "string" then
items = {[items] = 1}
elseif type(items) ~= "table" then
error("The items argument must be a string or table")
end
if type(egos) == "string" then
egos = {[egos] = 1}
elseif egos ~= nil and type(items) ~= "table" then
error("The egos argument must be a string, a table, or nil")
end
args = args ~= nil and " " .. args or ""
separator = separator ~= nil and separator or '/'
local item_def
items_list = util.sorted_weight_table(items)
for i, item_pair in ipairs(items_list) do
iname = item_pair[1]
iweight = item_pair[2]
-- If we have egos, define an item spec with all item+ego combinations,
-- each with weight scaled by item rarity and ego rarity.
if egos ~= nil then
egos_list = util.sorted_weight_table(egos)
for j, ego_pair in ipairs(egos_list) do
ename = ego_pair[1]
eweight = ego_pair[2]
-- Ignore impossible weapon+ego combinations.
if (not iname:find("demon") or ename ~= "holy_wrath")
and (not iname:find("sacred scourge")
or ename == "holy wrath")
and (not iname:find("quick blade") or ename ~= "speed") then
def = iname .. args .. " ego:" .. ename .. " w:" ..
math.floor(iweight * eweight)
if item_def == nil then
item_def = def
else
item_def = item_def .. " " .. separator .. " " .. def
end
end
end
-- No egos, so define item spec with all item combinations, each with
-- weight scaled by item rarity.
else
def = iname .. args .. " w:" .. iweight
if item_def == nil then
item_def = def
else
item_def = item_def .. " " .. separator .. " " .. def
end
end
end
return item_def
end
--[[
Weapon sets for vault monsters that need their weapons specialized in some way.
These are based on the sets defined in mon-gear.cc, but have more variety more
favourable weights for the better weapon types. To use this, see the function
dgn.monster_weapon() below.
]]
dgn.monster_weapons = {
["kobold"] = {["dagger"] = 5, ["short sword"] = 10, ["rapier"] = 5,
["whip"] = 10},
["gnoll"] = {["spear"] = 10, ["halberd"] = 5, ["whip"] = 5,
["flail"] = 5},
["sergeant"] = {["spear"] = 5, ["trident"] = 10},
-- Ogre adds the other two-handed maces along with the usual clubs.
["ogre"] = {["dire flail"] = 5, ["great mace"] = 10,
["giant club"] = 10, ["giant spiked club"] = 10},
-- Warrior and knight are based on orc warrior and orc kight, respectively,
-- but with more types and include higher-end weapons at smaller weights.
["warrior"] = {["short sword"] = 5, ["rapier"] = 10,
["long sword"] = 10, ["scimitar"] = 5,
["great sword"] = 10, ["hand axe"] = 5,
["war axe"] = 10, ["broad axe"] = 5,
["battleaxe"] = 10, ["spear"] = 5, ["trident"] = 10,
["halberd"] = 10, ["glaive"] = 5, ["whip"] = 5,
["mace"] = 10, ["flail"] = 10, ["morningstar"] = 5,
["dire flail"] = 10, ["great mace"] = 5,
["quarterstaff"] = 10},
["warrior-1h"] = { ["hand axe"] = 5, ["war axe"] = 10, ["broad axe"] = 5,
["spear"] = 5, ["trident"] = 10, ["whip"] = 5,
["mace"] = 10, ["flail"] = 10, ["morningstar"] = 5},
["warrior-2h"] = {["great sword"] = 10, ["battleaxe"] = 10,
["halberd"] = 10, ["glaive"] = 5,
["dire flail"] = 10, ["great mace"] = 5,
["quarterstaff"] = 10},
["knight"] = {["scimitar"] = 15, ["demon blade"] = 5,
["double sword"] = 5, ["great sword"] = 15,
["triple sword"] = 5, ["broad axe"] = 10,
["battleaxe"] = 15, ["executioner's axe"] = 5,
["partisan"] = 10, ["demon trident"] = 5,
["glaive"] = 10, ["bardiche"] = 5,
["morningstar"] = 10, ["demon whip"] = 5,
["eveningstar"] = 5, ["dire flail"] = 10,
["great mace"] = 10, ["lajatang"] = 5},
["knight-1h"] = {["scimitar"] = 30, ["demon blade"] = 5,
["double sword"] = 5, ["broad axe"] = 10,
["partisan"] = 10, ["demon trident"] = 5,
["morningstar"] = 30, ["demon whip"] = 5,
["eveningstar"] = 5},
["knight-2h"] = {["great sword"] = 15, ["triple sword"] = 5,
["battleaxe"] = 15, ["executioner's axe"] = 5,
["glaive"] = 15, ["bardiche"] = 5,
["dire flail"] = 15, ["great mace"] = 10,
["lajatang"] = 5},
-- Spriggan sets. Rider gets a small chance for a partisan, and druid
-- gets an equal chance for a lajatang.
["spriggan"] = {["dagger"] = 1, ["short sword"] = 1, ["rapier"] = 2},
["rider"] = {["spear"] = 5, ["trident"] = 10, ["partisan"] = 2},
["druid"] = {["quarterstaff"] = 10, ["lajatang"] = 10},
["berserker"] = {["rapier"] = 10, ["quick blade"] = 5, ["war axe"] = 5,
["broad axe"] = 10, ["morningstar"] = 10,
["morningstar"] = 10, ["demon whip"] = 5,
["quarterstaff"] = 10, ["lajatang"] = 5},
["defender"] = {["rapier"] = 10, ["quick blade"] = 10,
["morningstar"] = 10, ["demon whip"] = 10,
["lajatang"] = 10},
["merfolk"] = {["spear"] = 10, ["trident"] = 10, ["halberd"] = 5,
["glaive"] = 5},
["impaler"] = {["trident"] = 15, ["demon trident"] = 5},
["elf knight"] = {["long sword"] = 10, ["scimitar"] = 20,
["demon blade"] = 5},
["blademaster"] = {["rapier"] = 20, ["quick blade"] = 5},
}
--[[
Make a monster weapon equipment string for MONS/KMONS statements based on the
table of monster class weapon weights in the dgn.monster_weapons table. Append
the resulting string to the monster name after a semicolon, or after a period
if defining a slot for an existing existing monster equipment section.
@string class A string, which should be a key in the dgn.monster_weapons
table.
@param[opt] egos A string, a table, or nil giving the possible weapon egos.
If a string, all weapons will have that ego. If a table, the keys must be
ego strings and the values integer weights. The resulting weapon definition
will contain all combinations from the items and egos arguments based on
weights from both tables. If nil, no egos will be specified for the
weapons.
@string[opt] args An optional string of arguments to use on every weapon entry.
Should not have leading or trailing whitespace. Most common use is for
'randart' or 'good_item', but any valid item definition modifier works.
@treturn string The weapon definition.
]]
function dgn.monster_weapon(class, egos, args)
if dgn.monster_weapons[class] == nil then
error("Unknown weapon class: " .. class)
end
return dgn.random_item_def(dgn.monster_weapons[class], egos, args, '|')
end
-- Returns true if point1 is inside radius(X, point2).
function dgn.point_in_radius(point1, point2, radius)
return dgn.distance(point1.x, point1.y, point2.x, point2.y) <=
(radius*radius)+1
end
-- Returns a random and uniform colour for use in vaultioneering
function dgn.random_colour (colours)
if colours == nil or #colours == 0 then
colours = {"blue", "green", "cyan", "red", "magenta", "brown", "lightgray",
"darkgray", "lightblue", "lightgreen", "lightcyan", "lightmagenta",
"yellow", "white"}
end
return util.random_from(colours)
end
function dgn.flood(map, x, y, distance, func)
local queue = {}
local queued = {}
table.insert(queue, { x = x, y = y, distance = distance })
while #queue > 0 do
local coord = table.remove(queue, 1)
local new_distance = func(coord.x, coord.y, coord.distance)
if new_distance > 0 then
for dx = -1, 1 do
for dy = -1, 1 do
local new_x, new_y = coord.x + dx, coord.y + dy
queued[new_x] = queued[new_x] or {}
if (dx ~= 0 or dy ~= 0)
and dgn.is_valid_coord(map, { x = new_x, y = new_y })
and not queued[new_x][new_y]
then
table.insert(queue, {
x = new_x,
y = new_y,
distance = new_distance
})
queued[new_x][new_y] = true
end
end
end
end
end
end
|