Allure-0.11.0.0/0000755000000000000000000000000007346545000011344 5ustar0000000000000000Allure-0.11.0.0/Allure.cabal0000644000000000000000000002107707346545000013563 0ustar0000000000000000cabal-version: 2.4 name: Allure -- The package version. See the Haskell package versioning policy (PVP) -- for standards guiding when and how versions should be incremented. -- http://www.haskell.org/haskellwiki/Package_versioning_policy -- PVP summary:+-+------- breaking API changes -- | | +----- minor or non-breaking API additions -- | | | +--- code changes with no API change version: 0.11.0.0 synopsis: Near-future Sci-Fi roguelike and tactical squad combat game description: Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad combat game. Binaries and the game manual are available at the homepage. You can also try the game out in the browser at . . Not a single image in this game. You have to imagine everything yourself, like with a book (a grown-up book, without pictures). Once you learn to imagine things, though, you can keep exploring and mastering the world and making up stories for a long time. . The game is written in Haskell using the LambdaHack roguelike game engine . Please see the changelog file for recent improvements and the issue tracker for short-term plans. Long term goals are high replayability and auto-balancing through procedural content generation and persistent content modification based on player behaviour. Contributions are welcome. . This is a workaround .cabal file, flattened to eliminate internal libraries until generating haddocks for them is fixed. The original .cabal file is in .cabal.bkp file. homepage: http://allureofthestars.com bug-reports: http://github.com/AllureOfTheStars/Allure/issues license: AGPL-3.0-or-later license-file: COPYLEFT tested-with: GHC==8.2.2, GHC==8.4.4, GHC==8.6.5, GHC==8.8.4, GHC==8.10.7, GHC==9.0.1 -- Enough files is included in the Hackage package to run CI and manual -- tests off it, to be presentable on Hackage and to create user-friendly -- binary packages. extra-source-files: GameDefinition/config.ui.default, GameDefinition/PLAYING.md, GameDefinition/fonts/16x16xw.woff, GameDefinition/fonts/16x16xw.bdf, GameDefinition/fonts/16x16x.fnt, GameDefinition/fonts/8x8xb.fnt, GameDefinition/fonts/8x8x.fnt, GameDefinition/fonts/BinarySansProLH-Regular.ttf.woff, GameDefinition/fonts/BinarySansProLH-Semibold.ttf.woff, GameDefinition/fonts/BinaryCodeProLH-Bold.ttf.woff, GameDefinition/fonts/DejaVuLGCSans.ttf.woff, GameDefinition/fonts/DejaVuLGCSans-Bold.ttf.woff, GameDefinition/fonts/Hack-Bold.ttf.woff extra-doc-files: GameDefinition/InGameHelp.txt, README.md, CHANGELOG.md, LICENSE, COPYLEFT, CREDITS, cabal.project, cabal.project.LH.dir, Makefile author: Andres Loeh, Mikolaj Konarski and others maintainer: Mikolaj Konarski category: Game build-type: Simple source-repository head type: git location: git://github.com/AllureOfTheStars/Allure.git flag with_expensive_assertions description: turn on expensive assertions of well-tested code default: False manual: True flag with_costly_optimizations description: turn on costly (mostly GHC heap size) optimizations (that give 15-25% speedup) default: True manual: True flag release description: prepare for a release (expose internal functions and types, etc.) default: True manual: True flag supportNodeJS description: compile so that the JS blob works in terminal with NodeJS default: True manual: True common options default-language: Haskell2010 default-extensions: MonoLocalBinds, ScopedTypeVariables, OverloadedStrings, BangPatterns, RecordWildCards, NamedFieldPuns, MultiWayIf, LambdaCase, DefaultSignatures, InstanceSigs, PatternSynonyms, StrictData, CPP, TypeApplications other-extensions: TemplateHaskell, MultiParamTypeClasses, RankNTypes, TypeFamilies, FlexibleContexts, FlexibleInstances, DeriveFunctor, FunctionalDependencies, GeneralizedNewtypeDeriving, TupleSections, DeriveFoldable, DeriveTraversable, ExistentialQuantification, GADTs, StandaloneDeriving, DataKinds, KindSignatures, DeriveGeneric, DeriveLift ghc-options: -Wall -Wcompat -Worphans -Wincomplete-uni-patterns -Wincomplete-record-updates -Wimplicit-prelude -Wmissing-home-modules -Widentities -Wredundant-constraints -Wmissing-export-lists -Wpartial-fields -Wunused-packages -Winvalid-haddock -- TODO: remove -Winvalid-haddock when added to -Wall in a GHC I use for haddock ghc-options: -fno-ignore-asserts if flag(with_costly_optimizations) ghc-options: -fexpose-all-unfoldings -fspecialise-aggressively -fsimpl-tick-factor=200 if flag(with_expensive_assertions) cpp-options: -DWITH_EXPENSIVE_ASSERTIONS if flag(release) cpp-options: -DEXPOSE_INTERNAL ghcjs-options: -DUSE_JSFILE if !flag(supportNodeJS) ghcjs-options: -DREMOVE_TELETYPE common exe-options ghc-options: -rtsopts -- (Ignored by GHCJS) Minimize median lag at the cost of occasional bigger -- GC lag, which fortunately sometimes fits into idle time between turns): -- (Ignored by GHCJS) Avoid frequent GCs. Only idle-GC during a break in -- gameplay (5s), not between slow keystrokes. ghc-options: "-with-rtsopts=-A99m -I5" -- Haskell GC in GHCJS every 10s. ghcjs-options: -DGHCJS_GC_INTERVAL=10000 -- This is the largest GHCJS_BUSY_YIELD value that does not cause dropped frames -- on my machine with default --maxFps. ghcjs-options: -DGHCJS_BUSY_YIELD=50 ghcjs-options: -dedupe if !flag(supportNodeJS) ghcjs-options: -DGHCJS_BROWSER library import: options hs-source-dirs: GameDefinition, GameDefinition/game-src exposed-modules: Content.CaveKind Content.FactionKind Content.ItemKind Content.ItemKindEmbed Content.ItemKindActor Content.ItemKindOrgan Content.ItemKindBlast Content.ItemKindTemporary Content.ModeKind Content.PlaceKind Content.RuleKind Content.TileKind TieKnot Client.UI.Content.Input Client.UI.Content.Screen Implementation.MonadClientImplementation Implementation.MonadServerImplementation other-modules: Paths_Allure autogen-modules: Paths_Allure build-depends: ,LambdaHack >= 0.11.0.0 && < 0.11.1.0 ,async ,base >= 4.10 && < 99 ,enummapset ,file-embed >= 0.0.11 ,filepath ,hsini ,ghc-compact ,optparse-applicative ,primitive ,splitmix ,template-haskell ,text ,th-lift-instances ,transformers executable Allure import: options, exe-options main-is: GameDefinition/Main.hs build-depends: ,LambdaHack ,Allure ,async ,base ,filepath ,optparse-applicative test-suite test import: options, exe-options type: exitcode-stdio-1.0 hs-source-dirs: test main-is: Spec.hs build-depends: ,LambdaHack ,Allure ,base ,optparse-applicative ,tasty >= 1.0 ,tasty-hunit ,text Allure-0.11.0.0/CHANGELOG.md0000644000000000000000000020325107346545000013160 0ustar0000000000000000## [v0.11.0.0](https://github.com/LambdaHack/LambdaHack/compare/v0.10.3.0...v0.11.0.0) - Partially work around regression in libsdl2 2.0.16 (https://github.com/LambdaHack/LambdaHack/issues/281); to also avoid deformed boxes around tiles on the game map, please switch to a different SDL2 version - Deduplicate UI code for exiting game, with extra style points - Create monadic test harness and use it for UI and other unit tests - Validate empty content and fix other soundness issues revealed by unit tests - Add extra hints in --more and similar lines when tutorial is on - Show full history at SPACE press and let second SPACE close it - Spawn insects in the swamp - Remove slot letter display in menus and instead display subtle bullets - Repurpose item slots to item roles - Redo display and control of main menu and its submenus - Make Teletype frontend a bit closer to playable - Switch right pane item description display from mono to prop font - Ensure score not zero if victory - Add a custom SDL cursor, working around a bug in SDL2 bindings - Gut out most content symbols; weren't used even in lore menus after all - Add a flag to disable the costly optimizations (that give 15-25% speedup) - Add faction kind content and redo game mode content to use it - Display seen faction lore - Simplify and fortify faction and client assignment code - Make a few unique items that were identified meta-game identifiable instead - Fix persistence of meta-game discoveries in save files - When assigning a faction, first try the group actor was picked from - When assigned faction is dead, don't spawn the actor - Don't use benign weapons on projectiles not to lose the fun - Make the unique harpoon worth saving for a unique foe - Spawn enemies closer and fix too random spawning location - Improve display of item's range - Warn when SDL game windows is resized not via config file - Ban or force sleep on levels - Protect against unset or primitive OS locale - Add temporary hearing aids - Disallow generating a door beside an opening in room's wall - Permit smaller caves and validate cave content more accurately - Try harder to generate escape from dungeon in a level corner - Avoid exit/escape confusion in content names and descriptions - Add Gauntlet game mode and Machinarium spaceship level - Don't require identification for cooked plants - Make Bob speak less often and explode more often - Make Bob's monologue less repetitive - Make oriels lit, until there is any game-play fun in having to go to them - Make loot in initial caves more consistent - Rule out giant octopus on initial levels to teach simple tactics better - Give player more time to hunt bees before they die - Fix raid heroes not having genetic flaws contrary to description - Many fixes, refactorings, tweaks and balancing changes ## [v0.10.3.0](https://github.com/AllureOfTheStars/Allure/compare/v0.10.2.0...v0.10.3.0) - Work around regression https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 by making the scalable square font the default as the map font; the tiny map fonts, for which there is no such workaround, won't work for anybody with freetype 2.11.0 - Enable display of details in right pane in many menus - Switch mouse wheel to move selection now that it changes right pane display - Make the line where messages wrap configurable in config file - Remove rarely used options from config file and code - Prepare client-server for delays when operating over the network - Reveal all map at game over and make it explorable - Don't run with -threaded, increasing speed by a couple dozen percent - Don't show messages during enemy turn (except when under AI control) - Spawn many actors at once with probability correlated to spawning at all - Gut out Ubuntu Font Family fonts - Add a few tutorial messages, reword some in-game texts - Move with CI from Travis to GitHub Actions (but GHA can't keep up as well) - Make place content directly define legends instead of overriding them - Add a warning that crosshair is out of flinging range - Add ANSI display to SDL2 frontend; remove vty, hcurses and GTK frontends - Make Teletype frontend more usable (input, speed, overlays) - Remove sight malus from light sources to avoid micromanagement - Keep convenience settings between new games - Add an option to mark FOV area with grey background - Refactor and clean up a lot of the code - Unhardwire various constants (hat tip to Jamie) - Fix a couple of bugs and improve documentation - Add whole new kinds of tests (even greater hat tip to Jamie) ## [v0.10.2.0](https://github.com/AllureOfTheStars/Allure/compare/v0.9.5.0...v0.10.2.0) - Make GLASS_HAIL less deadly and less noisy visually - Advertise the C-Tab command instead of A-Tab - Tweak some wearables rarity - Make intruder's explosions less deadly - Disable testing ubuntu fonts, because they can't be distributed in Debian - Be more consistent about moving corrupted files aside - Make torches a bit more common - Help AI not to leave a scout guarding the stash - Ensure some gems in escape scenario - Prevent occasionally few gardening tools - Make explosions definitions small and symmetric again - Fix heroes starting on exit in escape scenario - Reword some scenario texts - Change organ symbols to avoid 'eat' when activating them - Make gardening tools less common, but keep metal pipes - Fix 'Letting Go' message, because it could get activated - Hack buckler definition once more - Hack shield definitions to help AI understand their value - Explain in Q&A why sometimes timeout weapons are never used - Fix backstories, because they can be manually triggered - Replace the special periodic activation handling with effect conditions - Fix the healing necklace better used from the backpack - Replace the special effect handling under ranged with effect condition - Reduce and describe the micromanagement of bucklers and shields - Fix Letting Go not identifying even at death - Fix typos in content texts - Update documentation files - Add a group for exlusively tools; unused ATM - Fix small oil explosions never getting anywhere - Reword initial scenario texts - Talk about the relevant lore command in manual - Signal that lore command is sometimes context-sensitive - Simplify desertedAirlock description - Reword a virtue description - Make embeds easier to recognize knowing their tiles - Don't end stairs with a path - Don't describe the goal tile when performing mouse goto - Declare the codebase lens-free - Explain why whiskey not drunk, but smashed only - Improve initial level descriptions - Reword backstoryNeutral3 - Avoid distributing test.exe in Windows packages - Fix comments about easy stairs vs hard stairs - Fix intruders not exploding on death - Fix Heavy Eyes preventing reaching level 4 - Remove savefiles if config file too old - Use lz-string.js externs for minification - Update LambdaHack.cabal.flattened - Make focused explosions more likely to hit nearby actors - Let one more common embed provide bad missiles - Hlint the codebase - Provide an excuse why the flask from fire cabinet is not identified - Make barrels less common in raid tutorial - Explain the flags of genetic flaw - Avoid 'you are less more tidy' - Help the raid scenario opponent survive a little longer - Prevent too many torches in raid, causing blindness - Use MinorAspects flag for backstories - Do not include the default config file that Windows users can't read anyway - Read config file in UTF8 mode even on Windows - Prevent premature identification of 'Letting Go' - Prevent premature identification of backstory items - Update the copyright year - Update manual wrt backstory items addition - Add a comment about geneticFlaw not in CONDITION group - Reorder actor and organ content - Give the new alien a unique and glaring colour - Shorten a backstory name to pass validation - Make sure the backstory descriptions are actually a backstory - Register the recently added backstory items - Add bravery virtue - Add alcoholist backstory item - Add three more backstories and unify names - Add two more vices - Use question marks in verb effects - Try to amass explosive monsters on arena levels - Add an alien with an explosive organ (fixes #108) - Add the explosive flotation bag organ - Make sure hero professions are not randomly changing - Hardwire the player team continuity token - Unify and shorter backstory group names - Flesh out initial backstory items - Change the symbol of backstory items - Use the flavours specialized for stories - For now, assign heroes a backstory from a mix of all categories - Mock up categories of backstory content items - Add the first backstory organ - Make sure heroes spawned in safari mode are properly numbered - Add a few more hero names - Mark the personal genetic flaws as meta game persistent, as they should be - Express variety of genetic flaws as multiple content items - Add team continuity across scenarios to content - Make buckler and shield attacks and messages not so spammy - Fix bucklers too powerful and shields too weak when UnderRanged activates - Describe the new challenges in the manual - Make shields more common and attractive to AI - Add UnderMelee and tweak the Old Gorget - Add a potion of melee deflection - Buff shields with ranged deflection - Add deflection temporary conditions - Explain the pointman/leader discrepancy - Write key names as on the keyboard, button names as in the button - Unify pluralization of skills and challenges - Mark some game modes as tutorials - Split a list in manual in many paragraphs for better in-game display - Keep the rest of the manual in content - Simplify an address in manual not to spill over 80 columns - Hint in config file to disable the special movement keys - Hint that stealth if possible and AI vs player symmetric - Limit mentions of 'playing' not to break immersion - Change 'scenario' to 'adventure' to be more immersive - Add a scenario lore menu - Mention that scale needs to be configured for high dpi displays - Add the fullscreen option to the UI config file - Don't configure the unused data directories when invoking cabal - When installing don't create the now empty GameDefinition/fonts/ - Don't limit jobs to 1 now that cabal shows errors fine - Don't embed the fonts in the web frontend version - Get rid of datafiles from .cabal - Kill the font license files that are duplicated in COPYLEFT file - Get rid of the now unused fontDir option - Embed game-supplied font files - Version config file - Write the homepage address in full in Main Menu; fixes #98 - Make historyMax divisible by screenful - Don't let ESC clear messages in aiming mode; was confusing - Add Discord and Matrix addresses to the manual - Add links to discord and matrix chat - Tweak unique entities in content, adding 'the' as needed - Add extra config options for messages - Customize messages more comfortably - Simplify restarting client - Adjust weapon colours slightly towards colour meaning table - Name the robot until somebody comes up with a better name - Semi-retire the Allure gitter - Reflect changes in highlighting in the manual - Avoid unfortunate line gluing in main menu text - Wrap messages after 53 columns - Lower cminStairDist for shallowRogue now that margins forbidden - Fix a missing mouse command description - Update documentation to the config changes - Add Debian desktop files, as per packaging policy - Fix screensavers broken by UI faction not being the first - Fix 'open main menu' command of Dashboard - Comment the config file some more - Gut out Ubuntu Family Fonts from Debian package, because non-free - Beautify CREDITS - Rank the fontsets differently - Make the fontset tests more random - Permit text usage in tests - Settile on 'auxiliary fonts' instead of 'long text' - Update config wrt engine changes - Molify Debian's lintian - Fix license name - Legalize all the long text fonts even more - Legalize all the long text fonts - Add the ubuntu font family set of long text fonts - Add another set of long text fonts - Add new long text fonts based Adobe Source - Remove old long text fonts - Explain the communication overhead concept - Fix Allure.cabal.flattened test component - Parse config at compile time - Let foes occupiy exit in escape scenario, etc. - Add missing cskip specifications - Bring back SPACE as clearning messages - Update the default config wrt changes to RET keybinding - Don't mention the spaceship in outdoor stairs description - Make the brawl scenario 2-level - Use the increased expressiveness of initial actor generation - Make long poles a bit more common and tweak content a bit - Don't confuse the player when trying to convey the actor is malfunctioning - Reword ESC description again - Add a random item to each hero starting inventory - Tweak details of the content a bit - Update command docs to command help changes - Let only ESC clear messages - Prevent AI-inaccessible areas inside shuttles - Make spacesuits and tools more common, but later on - Avoid 'jewelry case of gain jewelry' - Move SPACE to CmdAim category - Document that MMB and RMB cycle detail level - Bind SPACE to cycle detail level in aiming mode - Advise role-playing - Fix calling gameover an 'endgame' - Advise to replay initial scenarios - Let the Welded Robot speak periodically - Don't spoil the normal storyline in the hint about blowtorch - Add a comment that blowtorch is safe from item polymorphing - Add a hint about the puzzle to the manual - Make the torn spacesuit even more common - Name or prepare for naming all uniques - Give all uniques their last words - Add extra hints in the signboards on first level - Reorder consistenly mode kind component definitions in the file - Make hints about the first puzzle more obvious and more common - Make torn spacesuit more common again - Add a couple of late spawn-only actors - Mark some actors as common among late spawns - Factor out victoryOutcomes - Shorten a field name to avoid >80 length lines - Make terrain names harder to confuse with items - Properly in-game document the screensaver scenarios - Add missing scenario motivation blurbs - Make the tools slightly less abundant at the start - Tweak the scenario meta notes - Rework game rules desccription similarly as in LH - Add bulbousBullfrog to credits - Add a comment to the default config with an example for rebinding a key - Hint in-game about how stairs work - Encourage interaction with terrain in outermost level - Clarify that nominal values of burning and wounding are used - Drive the point home that spacesuits differ - Drive the point home that tools are used for crafting - Be more explicit in the crafting tip - Ensure the position of the boss is reported as worth visiting - Document crafting in-game and in the manual - Explain why octopus copes on land - Add cabal.project.local.testing for 'make fastCrawl' - Avoid building all exes - Add scenario rule notes to be displayed instead of full notes - Use hex character literals to simplify notation - Add make target to test minified JS for node - Make the safari easter egg less common as a screensaver - Disable compiling from source in brew-sdl2-osx travis build, due to OOM - Tone down and speed up animations of the deadliest explosions - Make space for vertical dormitory rooms - Make the dormitories more realistic given how tiny they are - Make all ignition blasts yellow - Hint in ambush description that somebody turned off power - Spread evenly the loot in ambush scenario - Make sure the initial entrance doesn't appear in ambush scenario - Make safari scenario harder now that aliens are buffed up - Improve module haddocks for content - Give the player more ammo in ambush scenario - Make zoo easier to create an ambush position in - Make sure burning bush eventually transforms to a dark floor tile - Make escape cave easier to put on fire - Hide unneeded content group name patterns - Add short-caves debug game mode - Bump too rare places - Use the JS splitmix optimization - Tweak CI link in README in case it matters - Make firefighting items more common outside of fire cabinets - Add a Q&A about autoexplore (only relevant to Allure) - Make sure all non-seeing actors are described so - Move ClientOptions.hs to adhere to the convention about module hierarchies - Meld LH and Allure content - Don't have noctovisor neavly guaranteed - Add items for detecting enemy stashes - Reflavour the stuck doors trap - Tone down spotlight - Explain the goofy handling of recharging in stash - Prevent exploiting deposit boxes ad infinitum - Make detection radiuses uniform, for ease of use - Make residential decks better connected - Add a couple more escape items - Adjust the SDL test to run without installing fonts, as Debian requires - Make the jewlery caches and deposit boxes much more lucrative - Make necklace explosions even less likely to block the way - Make octopus more common now that it's more interesting - Make jewlery cases less disappointing for experienced players - Let blasts destroy ice pillars - Fix a pair of fire projectiles first igniting, second dousing a tile - Add Q&A about hearing - Make military knife again likely to appear in crawl dungeon - Let stuck doors be forced, inducing flight - Shorten brawl scenario note to fit on the screen with square font - Remove the confusing damage from bomb's weight impact - Prevent exploit of getting cords from torches made out of rags - Move most tools to first 4 levels and laboratory - Fix crafting in water impossible when refrigeration coil equipped - Make hearing maluses less harsh - Make firefighting cabinets more common, particularly on outermost level - Fix too high melee armor of a spacesuit - Permit transformation of weld vis cold source, not only blowtorch - Enable crafting with water sources in fire tiles - Add some more tools and torn suits - Boil waste container to safely remove refrigeration coil - Differentiate the names of small fires and not the count - Don't create the same 2 spacesuit parts when dismating a torn suit - Make crawl loot number randomness much less wild - Make tools more common on first two levels - Add cord as a bonding tool and wick - Have more tools at outermost level - Make thornbush a bit rarer, because it doesn't exlode, so is boring - Make arena deck of double height, with trees - Avoid dark fences around lit interiors with no pillars in staircase defs - Shorten other item group names - Shorten hammer and shield group names - Use the DECON abbreviation to shorten messages - Fix patterns for hammers - Mention in hammer description that crafting replaces handles - Fit workshop crafting description into one screen - Don't risk crafting scrap from hammers and axes - Display cooking after crafting in embed description - Factor out extraWaterAssocs - Equip rags by default; newbies don't find them anyway - Mention in octopus description that it has high noctovision - Consistently create on the ground all items looted from terrain - Balance removing hunger via organ hits - Add random variety to crafted items to enable min-maxing - Move some item definitions and rebase them - Remove a trailing space in mode description - Don't get two rags out of a torch that took one to produce - Reflect keybindings change in the start scenario menu - Increase the timeout of jumping pole - Prevent AI from hasting twice in a row - Add recharging and discharging self to a couple of weapons - Get rid of DropBestWeapon - Adjust to engine changes to charging effects - Let the rhino charge via pushing - Let all drones charge via pushing - Fix a mixed up organ name - Prevent the new organs from being dropped - Differentiate dragon and alligator by removing the pushing from the former - Add jumping organs - Move ink sac to equipment so that it can be explicitly triggered - Make octopus's ink weaker but lasting longer - Add the ink sac octopus's organ - Permit meleeing with construction glove - Let burning oil explode even on direct hit on actor, not only on the floor - Re-classify a couple of weapons - Fix razorwire fence - Make killing thornbush even more optional than before - Move to-dam bonuses from organs to actor definitions - Increase timeouts of animal organs to at least approach human weapon timeouts - Prevent sharp harpoon from being generated often and shallowly - Make armadillo into a proper tank - Touch up aliens actors - Prevent razor from excluding other weapons - Move the defition of lip to the proper place - Give tentancle a cooldown - Make clawing horror an early but mostly harmless armorless tank - Reorder organs - Balance organs - Add two organs from LambdaHack - Remove cooldown from two weapon kinds - Sometimes generate tools in threes - Generate torn spacesuits in bunches - Generate less items, particularly at shallow levels - Reorder items inside several item groups - Overhaul noise caves - Let some tools appear together - Designate some scouts for slack tactics factions - Add comments explaining why dL dice positive or negative - Adjust to crafint depth-neutral and tweak content a bit otherwise - Make the max HP maluses not so easy to ignore - Rebalance armor bonuses - Rebalance to-hit bonuses - Fix hammer stats and tweak a few others - Make Smithhammer interesting - Make it easier to use permanent tools - Make it possible to undo weapon crafting - Make axe worse than pipe - Make item-modification scrolls and torn spacesuits more common - Make cooking fruits less tedius, remaining defs - Place much more oil spills on the exit deck - Make cooking fruits less tedius - Let the player see if enemies carry even special lights, etc. - Don't suggest that opening a deposit box destroys it - Improve name of a couple of item groups - Tweak frequency of detection items, etc. - Don't let the alien boss waste time unequipping gems - Sometimes add a lift staircase to laboratories - Make more rooms dark to help with stealth - Make Laboratory deck less annoying by decontaminating only upwards - Fix weapon order of Smithhammer - Make it more common for aliens to carry light - Make using and crafting harpoons more worthwhile - Add workshop to a couple more places - Make it more likely there is workshop in laboratory - Tone down poison - Make the outermost deck a little more hectic - Hint that shields require empty space behind enemies to push them - Make buckler a weapon - Make the fancy shield weaker but more common - Give a fair warning about the rhino boss - Reorder crafting recipes to make them yet a tad safer - Avoid lit or filled rooms (except barrels) in exit level - Balance arena cave and scroll of pushing - Move keybinding content definitions to match display order - Make signboards less common in arena cave and more in casino - Ensure small caves have one or few stairs to prevent bloating them - Adjust cave content specifications to the engine tweaks - Make empty flasks less common deeper down - Clean up comments in tile definitions - Try to make the terrain transformation specs more readable - Mark steel file with red, since it's double-purpose - Make blankets more common to help with light crafting - Start with some empty flasks, some of the time - Update the manual and keybindings printout - Explain why the farm is freshly abandoned - Reduce numbers of consumables now that some levels have more of them - Add extra items to crawl levels based on their name/description - Add ANY_FLASK group - Introduce vials via the brawl scenario - Customize the raid cave shape and places - Make sure tools are not needed and stimpack not obtainable in raid scenario - Introduce chips usage in the raid scenario - Fix a bushy patch that can block starting actors - Remove misleading comment about tiles being explorable - Comment why a tile is not explorable - Make impressing items easier to get - Fix missing terrain in TREE_SHADE_WALKABLE_DARK - Have lit bushes and dark floor in some dark places - Permit auto-generated tiles to be lit in dark groups - Comment tiles that are lit, dark or both - Add greenery to shallow levels and more rooms - Sometimes leave smoke after barrel explodes - Prevent the visual senser being misinterpreted as food - Prevent AI from wielding staves - Make gardening tools slighly more durable, but rarer - Set the main groups of items to equal weights and compensate - Let all actors chase enemies from a longer distance - Ensure few garden weapons in raid scenario and similar - Tweak assignment of items to the rare item groups - Rename or eliminate CURIOUS_ITEM - Generate less survival items in short scenarios - Add hints to crafting components' descriptions - Tweak weapons slightly, mostly ranged damage - Clean up throwing stats of items - Make edible bushes possible in one more room kind - Make permanent weapons less common initially due to clubs and torches - Add craftable clubs - Make torch a destructible melee weapon - Make torch and lamp even less common now that they are crafted - Craft flasks of water, etc. - Fix crafting in oil and fire - Add missing content group definitions - Craft torches and oil lamps - Make harpoons better in melee than ranged - Rebalance weak weapons - Slightly simplify organ definitions - Add variety to armor deducting rings - Make boots auto-equip less disastrous for newbies - Make the echolocator ping periodically - Change the order of ordinary items for better display in menus - Reassign colours and symbols to embedded items - Make some actors deal low damage but with high hurt - Add negative armor to one boss and some conditions - Let some rings weaken armor - Tone down items that grant armor - Mark in dashboard where to find crafting recipes - Make it harder to obtain long poles from loot - Let the net drop more kinds of armor-like equipment - Fix broken content validation - Don't confusingly refuse to display the pushing effect for shields - Balance piercing missiles - Make Rhino less of a pushover - Update manual wrt damage calculation changes - Avoid AI-unreachable spaces on the outermost level - Make it cheaper to dissect a torn spacesuit, for early game - Comment that transformations won't generate warnings due to their position - Make tools even more common - Undo partially scaling down special terrain features at outermost level - Craft torch in fire, not workshop - Tweak terrain and items on the outermost level - Make the order of caves slightly more random - Make edible plants less common since they appear on bushes now - Make the starting enemy groups larger to favour throwing flasks - Generate flasks in bunches even at lowest levels to make throwing more fun - Make sure throwing flasks, etc., have limited radius, for safety - Make icy floor less annoying and escape puzzles harder to hack - Avoid generating 2-stacks of early projectiles - Don't create equippable items in a stash - Make the crafted and doubly crafted weapons rarer - Fix lvl 2 description showing at game start instead of lvl 3 - Prevent heroe's foes in crawl from camping stairs on lvl 2 - Dedicate flasks to throwing and vials to medicine - Add fixed enemies at the start of crawl, but don't spawn often - Improve wording of a cave description - Reduce randomness of effects to make them exploitable - Prevent inability of taking off items that drain calm - Update wrt macro key changes in the engine - Disable brew audit that fails because line is too long - Vary the number of gardening tools in the bunches - Make craftable weapons less common - (Almost) guarantee a fire axe, but (almost) only one - Spawn friendlies and foes in deposit boxes - Make the airlock supplies more random - Create gardening tools in varied pairs - Convey more of the shuttle story via unique embedded item, not other content - Fix wrong game mode started due to only the first word inspected - Prevent meleeing electric fence forever - Port tests to tasty - Make weapons used for crafting less common later on - Prevent 'you are more foo' and immediately 'you are no longer foo' - Don't let faucents slow and flash themselves - Rename S_NITROGEN_MIST and S_FOCUSED_FLASH - Have less particles in large oil explosions - Make blindness less common, because it pervents player from seeing fun stuff - Let Welded Robot establish a stash to make sure heroes be the blowtorch - Use local gifsicle, with the assertion failure fixed - Ensure unidentified hammers are equipped - Tone down ranged damage of some durable items - Replace permanent weapons with crafting even at low levels - Make needles a bit less deadly - Fix some Burn and RefillHP weapons becoming overpowered at range - Simplify sharpeningAssocs - Fix inaccessible fenceless dormitories - Help AI replace the armor that decreases melee skill - make cleaver weaker but more common - Make billiard balls more common initially, less so later on - Permit melee with gloves and helm in addition to boots - Refactor and tweak garden weapons - Fix gardening tools not fracturing - Fix mixed up resistance conditions - Describe how colours correspond to tile properties - Prevent curing of genetic flaw via any condition removal - Recolour transparent walls; cyan means inert, apparently - Recolour barrels; not burning; no collision with trees - Make the power node place more varied - Fix AI not eating to remove hunger - Recolour armors - Ensure enough weak weapons at the start - Add dormitories to the residential area cave definition - Don't spam decent weapons at low leves now that weak weapons abound - Make projectiles more common so that shooter aliens are not overpowered - Craft torches out of staves - Add a rag tangle and obtain it from torn spacesuits - Give cleanerRobot excessive armor to make hammers useful - Clarify that chosen weapon needs not be optimal for a foe - Make hammers much different from all other weapons - Make a particular barrel yard place as common as others, not much more - Fix some terrain not alterable with projectiles - Mention that stats menu summarizes the organ menu - Add sample cabal.project.local files - Make the secret walls less boring - Use VerbMsgFail effect to ensure failed crafting doesn't change terrain - Don't report that an animal fondles its own meat - Add alterable floor to more rooms - Add alterable floor to more caves and trails - Rework frequency of immobile robots - Desynchronise vents a bit more - On outermost level let some faucets ignite fuel spread by other faucets - Make hammers a bit more common - Make frozen trail less common now that geysers produce floor ice - Make burning oil clear, as the symbol indicates - Adjust small fire description to match also burning oil - Adjust crafting embedded items to the new OnCombine semantics - Tweak timeouts of mostly harmless large sticks - Fix wrong use of AndEffect - Update crafting recipes to used tools and destroyed components - Safeguard some alien ammo and treasure against stash ransacking - Re-add perfumes; AI heroes were being slaughtered without them - Add a torn spacesuit for crafting - Make electric fences a less lucrative source of weapon upgrades - Make it more likely that armor and some other items appear before lvl 12 - Generate more items now that a lot of crafting components appeared in the game - Make barrel stacks more varied and more frequent - Make barrel stack places more common - Recolour faucets to match the colour of terrain they create - Disable pathfinding through barrels and burning rubble - Give the same on-screen colour to items with similar function - Make the newly introduced items more common - Make the workshop terrain more common - Ensure item definitions are valid by having enough slots - Don't generate ready spacesuits and avoid hard to see BrBlack items - Make most weapons less common now that they can be crafted - Harvest long poles from dead electric fences - Add two useless tools to harvest long poles from - Require a tool to but the pipe diagonally before sharpening - Avoid the exploit of turning staffs into pipes via crafting - Improve some weapon descriptions and comments - Make each water a sharpening workshop to avoid scrolling recipes - Correct some item group patterns to be singletons - Clean up and redefine patterns from ItemKindEmbed.hs - Let hammers be sharpened and elongated - Require identification for all hammers - Comment why axes and hammers are not tools - Avoid the no-brainer of durable tool use - Rename POLE and LONG_POLE - Add fire axe and craft poll axe from it - Craft long polearms and flesh out related descriptions - Don't suggest that crowbar and cat's paw can be sharpened or blunted - Doubly sharpen pole cleavers to ox tongues - Doubly sharpen cleavers to get daggers - Rename the knife item definition to avoid confusion with the new dagger - Reorder Allure item definitions - Sharpen halberds - Sharpen rapiers - Sharpen shields - Get pipes from garden tools and sharpen them - Enable sharpening harpoons - Add sharpening tools - Resking honing steel to barebones exoskeleton - Foretell future levels accessible with spacesuits - Add some tools - Rename BONDING_SOURCE to BONDING_TOOL - Fix, partially, pluralization of spacesuit trousers group - Update to the unified tile transformation syntax - Fix redundant Equipable or Meleeable - Switch to the simplied ConsumeItems definition - Eliminate the exploit of throwing durable tools at the workshop - Define the spacestuit - Assemble full spacesuit from the set of all its parts - Add a spacesuit boot - Make Autozoom Contact Lens appear in a larger percentage of games - Let workshop work from an adjacent tile as well - Use the new parameter of CreateItem to dilute perfume and create rose water - Use the new parameter of CreateItem in workshop crafting engine - Add the first workshop item crafting recipe - Add a workshop terrain - Remove an obsolete way of putting oil tile on fire - Add Discharge effect to content - Open doors with concussion blast - Avoid renewing terrain embeds, to avoid slowdown with faucets - Make vents terrain transforming - Keep underbrush fluorescent also inside places - Clean up non-essential talter attributes - Create frozen and water tiles from damp floor - Let underbrush grow randomly inside some places - Let oil float over water, etc. - Add explosive barrels - Extend and move terrain transformation abilities within content - Use less stuck doors while AI remains stubborn - Don't create harpoons in bunches now that they are durable - Revert "Make better projectiles out of weapons now that they break" - Mark terrain transformations that are permitted with projectiles - Make better projectiles out of weapons now that they break - Make harpoon a weapon, but not auto-equipped - Fix signboards requiring extra keystroke to activate - Fix stuck doors often leaving AI helpless - Add stuck doors to be opened by tools - Fix unidentified embedded items impossible to trigger - Describe the less obvious tile-altering item properties - Add messages to dilluted OneOf effects - Make the new tools and weapons twice more common - Let strongest explosions breach stuff - Describe the properties of the tools to help the player connect the dots - Rename terrain patterns that denote possibly depleted resource - Add tool items for altering terrain and improvised combat - Make it possible to disarm jewelry traps - Make edible plants grow on bushes - Move extinguishers from walls to signboards to avoid uncovering all walls - Make looting rubble worthwhile if weapons urgently needed - Let actors trap down stairs with oil - Wipe oil with a cloth - Transform some tiles by pouring oil on them - Make it harder to quench burning oil - Separate singleton kind group names - Rename HideAs to PresentAs for item kinds - Switch texts to patterns for referring to content kind groups - Make plants slightly less common and cleavers slightly more - Make hunger twice as fast - Permit PatternSynonyms - Add a few sources of oil and fire - Let oil spill burn - Let signboards and pulpit burn - Make the area of nitrogen mist smaller, but dense - Let food thrown at lightly burning bushes get cooked - Make meat a less perfect projectile - Make the coil necklace not precious to freely use it - Make underbrush more common now that it has no embed - Get blakets and nitrogen out of walls - Make nitrogen flask a separate item now that its explosions freeze water - Quench fire with water and azbestos blanket - Bring back Alter skill requirement for weld to help AI open it - Make the spark necklace a source of cold - Reverse order of weld modification items to help newbies understand - Make weld durable to repeatedly depict sparking attempts to break the barrier - Let ice be transformed into water and back - Overcome weld with items instead of skill - Simplify igniting greenery - Update wrt addition of tiles altered by items - Make sword-class weapons and exotic hammers more common - Hint that the small fire is fine for cooking - Make burning trees and rubble even less common on the outermost level - Make it possible to cook plants - Add cooked plants - Update to binary AndEffect - Give player more hints to start cooking - Make burning bushes less common in crawl - Move underbrushBurning to the right section - Make it possible to also set bush and tree on fire - In crawl get torches from burning trees more often - Cook meat using a burning bush - Let burning bush turn into burning underbrush - Make it possible to set underbrush on fire and cook meat - Explain away only pointman moving - Bring hunger removal back in two places - Fix hunger removed by some melee weapons - Fix mercenaries using cutlery to fight - Explain lack of tools, food and maps in crawl scenario - Mention that all factions and actors are equal - Reverse stars and underscores in HP bar in HUD - Stress suvival in the game manual - Let animals drop chunks of raw meat, for player consumption - Mention clues and survival in backstory - Fix medbot fissure not marked as benign - Remove duplicated smell boost from walls (subtleFresco) - Add a hidden wall reminding about the need to find food upstairs - Pay for medbot healing with hunger - Add pumpkin and let other plants remove hunger, too - Add a hunger clock for humans and animals - Mention leap frog in game manual - Hint about leapfrog in brawl scenario note - Make it easier to understand trying to go below the bottommost level is futile - Handle the meta note about scenario separately - Make sure tutorial scenarios have enough melee weapons - Fix short scenario levels mistakenly thought to be relative to depth 15 not 10 - Update wrt door closing changes in the engine - Reiterate win conditions in scenario descriptions - Improve the descriptions for the reaction fire rings - Mention in the manual that HP starts at half max - Reformat game peculiarities list in the manual - Overhaul the order and blurbs of game modes - Make raid scenario squad-based - Rework new game start menus - Fix a corruption of backstory text - Copy the list of distinguishing features from Allure homepage - Restructure chronologically the game manual with verbs as section titles - Get rid of 'x-hair' - Mark some text files as out of date - Add a couple more paragraph breaks in content descriptions - Reformat backstory for display in main menu - Remove text data files - Replace old OFL-licensed font with new ones - Re-indent the backstory - Comment about why animals rarely eat food - Rename tactics to doctrine - Get rid of the henchman notion - Rename leader to pointman - Update decontaminator now that personal inventories are gone - Mention the ! key whenever KP_* is mentioned - Fix countless typos - Start using cabal-plan - Fix and improve Makefile, cabal file and CI scripts - Improve and update game manual and help texts wrt game changes - Countless changes in the LambdaHack engine and the induced changes in Allure ## [v0.9.5.0](https://github.com/AllureOfTheStars/Allure/compare/v0.9.4.0...v0.9.5.0) - Fix NumLock disabled in the browser - In screen reader frontend, highlight active menu line with the cursor - Fix commited debug value of rwriteSaveClips - Clone the main main menu commands as map mode commands - Add C-RMB and C-S-LMB as alternatives of MMB - Announce prominently MMB binding for describing map positions - Break the misleading alignment of movement key help paragraphs and pictures - Clean up the default config file, keeping compatibility - Make scenario names longer and slighlty more informative - Make Vi movement keys the default in addition to keypad and mouse - Fix a bug where death prompt when autoplaying was capturing a keypress - Let ESC from main menu return to insert coin mode, if applicable - Make various small UI tweaks, especially to main menu and its submenu - Let main menu lines have 35, not 30, characters - Make the main menu ASCII art less intrusive (and easier for screen readers) - Don't invalidate the score file due to game minor (only) version bump ## [v0.9.4.0](https://github.com/AllureOfTheStars/Allure/compare/v0.9.3.0...v0.9.4.0) - Tweak razor organs - In vty frontend highlight actors more - Clean up actor highlighting - Add yell/yawn to minimal command set, remove swerving the aiming line - Invoke yell/yawn exclusively with '%', due tor Windows and terminal woes - Move C-c command to C, not to mask C-c on console frontends - Tweak and fix vty console frontends, for screen-readers - React specially at gameover under certain special circumstances - Simpliy assignSlot now that slots are auto-sorted - Get rid of explicit item sorting; let lore and menu slots agree - Make DetectExit non-modal - Mark in a game end confirmation message that more treasure can be found - Add a description to the escape embedded item - Reword gameover text for raid scenario - Be more verbose when confirming escape from the game - Don't claim to summon, when not possible on this level - Fix missing 'no longer poisoned' when applying antidote - Don't ask confirmation for neutral (e.g., not IDed) items - Fix 'you fall down; you stand on a sword' - Prevent selecting regions via mouse down in web frontend - Deselect item if player declines to apply or fling - Hand-hold the player, warning if flung item is beneficial - Hand-hold the player, warning if applied item is harmful - Rewrite the condition in UI applyItem check - Improve the lobable item skill failure message - Let mouse buttons describe tiles, etc. - Unblock S-MouseButton in SDL2 frontend - Always describe things under mouse button - Make the message when hitting dead foe more varied ## [v0.9.3.0, aka 'Double of everything'](https://github.com/AllureOfTheStars/Allure/compare/v0.8.3.0...v0.9.3.0) - Make maximal level size twice higher - Extend the spaceship to 15 decks - Expand game content to fill the more numerous and often twice larger levels - Vary size and position of levels - Adjust help screens to twice higher display size - Introduce message classes with configurable behaviour - Create a new 16x16 font and use it everywhere; tweak smaller fonts - Lock some levels or otherwise make ascending tricky - Add cooldown to most melee weapons, display that in HUD, adjust AI - Add per-scenario and per-outcome gameover messages in content - Add duplicate and reroll item effects in preparation for crafting - Add actor and item analytics as a preparation for XP gain quests - Implement piercing projectiles that may share a tile with a big actor - Increase the spawn speed now that monsters sleep a lot - Introduce actors falling asleep and yelling - Allow any level size and position - Mention places when looking at tiles and add place lore menu - Expand all kinds of content and rebalance - Create and rework all item, cave and plot prose (Dan Keefe @Peritract) - Make explosives in cramped spaces twice weaker - Tweak player fling command - Tweak equipping when equipment overfull - Start cycling stores at equipment since that's the one mentioned in help - Overhaul CI scripts - Restructure and clean up codebase - Extend balance debugging tools, using item and actor analytics, places, etc. - Drop the gameplay option that first death means defeat - Avoid idle-GC between slow keystrokes - Put content data into a compact region to limit GC - Remove the border around web frontend game screen; seems unneeded now - Don't draw aiming line nor path in vty frontend - Highlight xhair by cursor in vty frontend - Highlight player by cursor in vty frontend - Switch the default FPS to 24 for tradition's sake - Highlight current high score - Remove most stopPlayBack, now spurious, because message classes used - Overhaul cabal file: define common options, split into internal libraries - Fix confusion of nub and uniq - Rename short wait to lurk and many lurks to heed - Show a red message when HP or Calm dip too low or when foe appears - Lose Calm and so alert AI even at weakest non-zero HP draining attacks - Enable screenshots while in menus - Rename config options related to fonts - Recolour aiming line not to clash with the red crosshair - Exchange the functions of yellow and red highlight - Tweak all colours, in particular to differentiate blues/cyans - Cap bright colours at 85 CIELAB Lightness at D65 - Normalize dark colours to be between 42 and 57 CIELAB Lightness at D65 - Get rid of colorIsBold option; KISS - Tint white in alternating lines with different hue for long text readability - Don't split lines at articles - Set xhair to currently meleed foe to see his HP - Display speed on HUD; tweak status lines in other ways - Don't show description of leader target in HUD; TMI - Help AI flee in a consistent direction over many turns - Expose the save backup command, for browser games - Don't display target info when item selected - Let AI actors spawn even quite far from the player - Auto-select all new team members, to help new players - Replace O by zero on the map display; make zero distinct from O in all fonts - Flesh out the initial ? prompt - Add 'I' alias for pack-related commands, unless laptop key-scheme used - Turn off movementLaptopKeys by default not to confuse new players - Make sure AI attacks bosses even if distant and fleeing or non-moving - Lower bonus HP at extreme difficulty - Add a separate frame for each projectiles start - Don't go modal at the frequent and weak hidden tile detection effect - Make AI pick closest stairs more often - Let apply-unskilled actors activate embedded items - Don't boost damage by speed unless actor is projectile - If everything else fails, let AI flee by opening doors - Help AI actor prevent being dominated - Make computing gameplay benefit to items more accurate - Rename, clone and fine-tune effect Temporary - Simplify code and content by getting rid of Recharging effect - Let applying periodic items only produce the first effect - Tweak item detection to help in skipping boring level portions and in stealth - Invoke and display embedded items in the order specified in tile definitions - Let lit trails illuminate colonnades - Prevent an exploit for avoiding self-invoked firecrackers - Don't let AI attempt summoning if not enough Calm - Improve item label bracket codes in menus - Pick randomly destination stairs if teleporting level - Display the number of items in store - Summarize value of player loot in shared stash menu's header - Start history menu at the close-up of the last message - Make fast-dying insects aggressive - Overhaul game score DSL and particular scoring definitions in content - Add and extend messages, e.g., tell if victim blocks and with what armor - Extend and rework menu manipulation keys - Remove specialized quaff, read and throw commands; KISS - Split walls of text into more paragraphs and/or make them narrower - Extend and update help and manual - Don't let AI waste time looting distant lone projectiles - Make Enum instances of Point and Vector contiguous, hackily - Make dominated actor drop all his items, for ID and in case he defects ASAP - Try to find a non-waiting action, if better AI leader can't be found - Prevent summoning OoD actors - Let animals eat food and add several foods - Make Domination effect harder to activate - Let only actors and items with SkOdor property leave smell and add perfumes - Let spawning rate level out after a few dozen spawns - Describe smell, if present in an inspected tile - Let pushed actor fly after crashing a door open - Show passing time and heard events even if no actors in the UI faction - When movement impossible, describe the tile with SHIFT-direction - Catch and steal projectiles when braced instead of when weaponless - Let actors that are pushed perform any action in addition to movement - Improve deduplication of messages - When describing actor on map, tell if it has loot - Represent being braced as having an organ; also add other pseudo-organs - Overhaul hearing to facilitate triangulation based on sound cues - Prefer to spawn aquatic actors on aquatic tiles - Add swimming and flying skills and shallow water tile features - Boost/drain skills via many new items - Rework and extend skills and their effects as a preparation for XP rewards - Enable specifying each side of outer cave fence separately - Make definition of caves of a scenario more precise - Specify more properties of levels in content - Extend content validation - Improve placement and fitting stairs and rooms on levels - Don't hardwire level size - Simplify game rules content - Change the format of game client content - Fix an arbitrary delay in killing dying actors - Fix arbitrary branch of a corridor chosen when running - Fix bush patches blocking off a level's corner - Fix config file ignored at game reinit - Fix running disturbed by flavours of walls - Fix splitting lines one character too early - Fix Calm drain from nearby foes occurring only every other turn - Fix some AI looping movement, in particular when fleeing - Fix running into own periodic explosions, e.g., from necklaces - Fix 'she painfullies collide' - Fix AI with vector targets unwilling to change them - Fix crash when attempting to fling at a target on remote level - Fix wrong timestamps in history - Fix, again, various kinds of frames intruding between fadeout and fadein - Fix wrong pluralization of some item names, compound and exceptions - Fix disabled items benefit recalculation after item kind learned - Fix in many ways too close initial faction and item positions - Fix performance in many ways and places, particularly for JS translation - Fix missing perception updates, causing missed AI actions concerning us - Fix uninitialized sarenas, which was probably causing resume to change state - Fix weak AI actors fleeing even if enemy can't melee - Fix and optimize sifting free tiles for spawn/summon location - Fix various cases of excessive summoning - Fix recording of item first seen level - Fix many problems with item descriptions and other messages - Fix reporting of reduction and elimination of actor conditions - Fix reading and interpreting old format config files - Fix synced initial item timeouts and actor times, leading to artificial feel - Fix actors erratically following their leader - Fix lifts continuing as stars and the other way around - Fix various 32bit overflows - Fix other errors, probably not present or not visible in previous version ## [v0.8.3.0](https://github.com/AllureOfTheStars/Allure/compare/v0.8.1.2...v0.8.3.0) - Add a hack to run SDL2 on the main thread, fixing the OS X crash - Warn visually when impressed and Calm running low, risking domination - Display actor as red when low Calm and impressed or when low HP - Fix, complete and fine tune UI, AI and server skill and weapon checks - Fix a bug where item aspects look different to clients than to the server - Change the requirements for the main menu ASCII art - Tweak loot and terrain a tiny bit ## [v0.8.1.2](https://github.com/AllureOfTheStars/Allure/compare/v0.8.1.1...v0.8.1.2) - Fix typos detected by lintian - Fix the code that runs in case of old async (bug introduced in v0.8.1.1) ## [v0.8.1.1](https://github.com/AllureOfTheStars/Allure/v0.8.1.0...v0.8.1.1) - no player-visible changes - make it possible to compile with old async package - rewrite copyright information according to Debian format - make github display the correct main license ## [v0.8.1.0](https://github.com/AllureOfTheStars/Allure/v0.8.0.0...v0.8.1.0) - no player-visible changes - significantly reduce RAM usage when compiling library - update and extend CI ## [v0.8.0.0, aka 'Explosive dashboard'](https://github.com/AllureOfTheStars/Allure/compare/v0.7.1.0...v0.8.0.0) - display initial bits of backstory as a help screen and in-game - rework greying out menu items and permitting item application and projection - rework history collection; merge message repetitions more aggressively - display HP in red when below (configurable) warning threshold - tweak AI: actors remember they are fleeing; better leader choice, etc. - add to content specialized explosive projectiles; tune the effects - calculate loot score component based on fraction of dungeon loot collected - don't hardwire item price, but let it be specified in content - let all valuables glitter in the dark to avoid complete level exploration - teach AI to cure ailments and shake off impressions - rework detection effects; add detection of items embedded in tiles - automatically identify stolen items that only have minor effects - let projectiles hit each other if fragile and substantial enough - rework item kind identification code; change the way it's defined in content - make more item kinds (including some traps) secret - protect paralyzed actors with a stasis condition to avoid infinite paralysis - implement dumping screenshots in SDL2 and create animated GIFs in Makefile - generate most common consumables less often, but in depth-scaled bunches - make pushed actors alter tiles and trigger effects of embedded items - validate and cross-validate more content; reduce content creation boilerplate - make summoning more varied and prevent chain-summoning - add many ways to conditionally sequence effects - create large, merged rooms more often - generalize the terrain altering player command (C-c, mouse) - let RET, SPACE and ESC clear pending messages, if any - add dashboard with links to all menus and info screens - scale some organ and trap power with level depth - simplify level-scaled dice roll semantics - change scaled dice notation 'dl' to 'dL' for readability in-game - rebalance items and decrease dice variety to unclutter backpack - colour-code beneficial and harmful conditions in menu and in HUD - display item lore (also for organs, embedded items, explosions, etc.) - display embedded item descriptions as if they were tile descriptions - tweak blast visuals, lower particle counts, beautify their spread - tweak projectile visuals, e.g., display an extra frame when projectile dies - add intro screen and work on other ways to convey story - simplify a lot of code, including a bit of game rules - fix some bugs, tweak content, speed up some AI bottlenecks ## [v0.7.1.0, aka 'Ancient troubles'](https://github.com/AllureOfTheStars/Allure/compare/v0.7.0.0...v0.7.1.0) - add amazing cave and item (actor, blast, organ) descriptions - package for Windows as an installer and also as zip archives - fix a crash from SDL frontend under some OpenGL drivers (no thread-safety) - add WWW address to the Main Menu, for other sites that may run our JS blob ## [v0.7.0.0, aka 'The dice are cast'](https://github.com/AllureOfTheStars/Allure/compare/v0.6.2.0...v0.7.0.0) - decouple tile searching from tile alteration - refrain from identifying items that are not randomized - switch away from incapacitated leader to let others revive him - make rescue easier by not going into negative HP the first time - fix crowd of friends on another level slowing even actors that melee - fix missing report about items underneath an actor when changing levels - API breakage: change the syntax of dice in content - API addition: introduce cave descriptions - keep all client states in the server and optimize communication with clients - improve item choice for identification and item polymorphing - reset embedded items when altering tile - replace atomic command filtering with exception catching - reimplement dice as symbolic expressions inducing multiple RNG calls - switch to optparse-applicative and rewrite cli handling - add stack and cabal new-build project files - improve haddocks across the codebase ## [v0.6.2.0, aka 'Zoom out'](https://github.com/AllureOfTheStars/Allure/compare/v0.6.1.0...v0.6.2.0) - make fireworks slower and so easier to spot - make rattlesnake deeper but more common - announce no effect of activation - describe original and current faction of an actor - highlight dominated actors - mark organs with comma instead of percent and gems with dollar - make the healing cave dangerous to prevent camping - slightly balance various content - by default move item the same as last time - often spawn between heroes and stairs going deeper - fix totalUsefulness computation for negative effects - fix abandoning distant enemy target despite no alternatives - fix slow pushing of actors - fix a crash when many actors run towards stairs - hotfix: Pass zoom keys through to the browser - help players find the info about changing the font size - depend on GHC >= 8.0 and new vector ## [v0.6.1.0, aka 'Breaking one rule at a time'](https://github.com/AllureOfTheStars/Allure/compare/v0.6.0.0...v0.6.1.0) - major engine bugfix: fix redrawing after window minimized and restored - major engine bugfix: hack around vanishing texture on Windows - major engine bugfix: hack around SDL backends not thread-safe on Windows - update wrt the only breaking API change: specify font dir in game rules content - let the game use its own fonts, not fonts from the sample game in library - tweak some item creation to occur in character's pack, not on the ground - slightly balance various content - make sure the 'resolution' effect is not a drawback - make artifact weapon rarities more regular - avoid creating lit, open dungeon at the bottom, where foes have ranged weapons - number scenarios in user descriptions ## [v0.6.0.0, aka 'Too much to tell'](https://github.com/AllureOfTheStars/Allure/compare/v0.5.0.0...v0.6.0.0) - add and modify a lot of content: items, tiles, embedded items, scenarios - improve AI: targeting, stealth, moving in groups, item use, fleeing, etc. - make monsters more aggressive than animals - tie scenarios into a loose, optional storyline - add more level generators and more variety to room placement - make stairs not walkable and use them by bumping - align stair position on the levels they pass through - introduce noctovision - increase human vision to 12 so that normal speed missiles can be sidestepped - tweak and document weapon damage calculation - derive projectile damage mostly from their speed - make heavy projectiles better vs armor but easier to sidestep - improve hearing of unseen actions, actors and missiles impacts - let some missiles lit up on impact - make torches reusable flares and add blankets for dousing dynamic light - add detection effects and use them in items and tiles - make it possible to catch missiles, if not using weapons - make it possible to wait 0.1 of a turn, at the cost of no bracing - improve pathfinding, prefer less unknown, alterable and dark tiles on paths - slow down actors when acting at the same time, for speed with large factions - don't halve Calm at serious damage any more - eliminate alternative FOV modes, for speed - stop actors blocking FOV, for speed - let actor move diagonally to and from doors, for speed - improve blast (explosion) shapes visually and gameplay-wise - add SDL2 frontend and deprecate GTK frontend - add specialized square bitmap fonts and hack a scalable font - use middle dot instead of period on the map (except in teletype frontend) - add a browser frontend based on DOM, using ghcjs - improve targeting UI, e.g., cycle among items on the map - show an animation when actor teleports - add character stats menu and stat description texts - add item lore and organ lore menus - add a command to sort item slots and perform the sort at startup - add a single item manipulation menu and let it mark an item for later - make history display a menu and improve display of individual messages - display highscore dates according to the local timezone - make the help screen a menu, execute actions directly from it - rework the Main Menu - rework special positions highlight in all frontends - mark leader's target on the map (grey highlight) - visually mark currently chosen menu item and grey out impossible items - define mouse commands based on UI mode and screen area - let the game be fully playable only with mouse, use mouse wheel - pick menu items with mouse and with arrow keys - add more sanity checks for content - reorganize content in files to make rebasing on changed content easier - rework keybinding definition machinery - let clients, not the server, start frontends - version savefiles and move them aside if versions don't match - lots of bug fixes internal improvements and minor visual and text tweaks ## [v0.5.0.0, aka 'Halfway through space'](https://github.com/AllureOfTheStars/Allure/compare/v0.4.101.0...v0.5.0.0) - let AI put excess items in shared stash and use them out of shared stash - let UI multiple items pickup routine put items that don't fit into equipment into shared stash, if possible, not into inventory pack - re-enable the ability to hear close, invisible foes - add a few more AI and autonomous henchmen tactics (CTRL-T) - keep difficulty setting over session restart - change some game start keybindings - replace the Duel game mode with the Raid game mode - various bugfixes, minor improvements and balancing ## [v0.4.101.1, aka 'Officially fun'](https://github.com/AllureOfTheStars/Allure/compare/v0.4.100.0...v0.4.101.1) - the game is now officially fun to play, with a seal of the Galactic Council - introduce unique boss monsters and unique artifact items - add robots that heal the player, in particular as a mid-game reset for HP - move spaceship airlock to level 10 and beef up spaceship crew - let AI gang up, attempt stealth and react to player aggressiveness - spawn actors fast, close to the enemy and in large numbers - spawn actors less and less often on a given level, but with growing depth - prefer weapons with effects, if recharged - make the bracing melee bonus additive, not multiplicative - let explosions buffet actors around - make braced actors immune to translocation effects - make actor domination yet less common and deadly - use mouse for movement, actor selection, aiming - don't run straight with selected actors, but go-to cross-hair with them - speed up default frame rate, slow down projectiles visually - rework item manipulation UI - you can pick up many items at once and it costs only one turn - allow actors to apply and project from the shared stash - reverse messages shown in player diary - display actor organs and stats - split highscore tables wrt game modes - move score calculation formula to content - don't keep the default/example config file commented out; was misleading - update vs the naughtily changed v0.5.0.0 of LambdaHack content API ## [v0.4.100.0, aka 'The last interstellar thaw'](https://github.com/AllureOfTheStars/Allure/compare/v0.4.99.0...v0.4.100.0) - update vs the unexpectedly thawed v0.5.0.0 of LambdaHack content API - unexpectedly add items with timeouts and temporary effects - start campaign on level 3 and don't spawn aliens until level 4 - rebalance campaign (probably still too hard) - tweak skills of some factions and actors - rename tablets to chips to make their vanishing easier to understand - make colorful characters bold (if it resizes your fonts, turn off via colorIsBold = False in config file or --noColorIsBold on commandline) - start the game with a screensaver safari mode - improve keyboard handling on Windows - add i386 Linux and Windows compilation targets to Makefile ## [v0.4.99.0, aka 'Player escapes through airlock'](https://github.com/AllureOfTheStars/Allure/compare/v0.4.14...v0.4.99.0) - balance game content a bit (campaign still unbalanced) - fix a bug where doors can't be closed - assign AI tactics to players, in particular use follow-the-leader in safari - specify monster spawn rate per-cave - generally update content to the new v0.5.0.0 of LambdaHack content API ## [v0.4.14, aka 'Out of cosmic balance'](https://github.com/AllureOfTheStars/Allure/compare/v0.4.12...v0.4.14) - add tons of new (unbalanced) items, actors and descriptions - add a simple cabal test in addition to make-test and travis-test - add items of Wonder and of Marvel - add game mechanics, items and places to enable stealthy tactics - add lots of shrapnel (explosions) and organs (body parts) - expose a bit of the plot via new game modes and their order ## [v0.4.12](https://github.com/AllureOfTheStars/Allure/compare/v0.4.10...v0.4.12) - make walls lit by default to simplify exploration - improve and simplify dungeon generation - simplify running and permit multi-actor runs - let items explode and generate shrapnel projectiles - add game difficulty setting (initial HP scaling right now) - allow recording, playing back and looping commands - implement pathfinding via per-actor BFS over the whole level - extend setting targets for actors in UI tremendously - implement autoexplore, go-to-target, etc., as macros - let AI use pathfinding, switch leaders, pick levels to swarm to - force level/leader changes on spawners (even when played by humans) - extend and redesign UI bottom status lines ## [v0.4.10](https://github.com/AllureOfTheStars/Allure/compare/v0.4.8...v0.4.10) - screensaver game modes (AI vs AI) - improved AI (can now climbs stairs, etc.) - multiple, multi-floor staircases - multiple savefiles - configurable framerate and combat animations ## [v0.4.8](https://github.com/AllureOfTheStars/Allure/compare/v0.4.6.5...v0.4.8) - experimental multiplayer modes - a lot of gameplay changes induced by the engine overhaul and in particular the client-server rewrite ## [v0.4.6.5](https://github.com/AllureOfTheStars/Allure/compare/v0.4.6...v0.4.6.5) - this is a minor release, primarily intended to fix the broken compilation on Hackage - changes since 0.4.6 are mostly unrelated to gameplay: - strictly typed config files split into UI and rules - a switch from Text to String throughout the codebase - use of the external library miniutter for English sentence generation ## [v0.4.6](https://github.com/AllureOfTheStars/Allure/compare/v0.4.4...v0.4.6) - the Main Menu - improved and configurable mode of squad combat ## [v0.4.4](https://github.com/AllureOfTheStars/Allure/compare/v0.4.3...v0.4.4) - missiles flying for three turns (by an old kosmikus' idea) - visual feedback for targeting - animations of combat and individual monster moves ## [v0.4.3](https://github.com/AllureOfTheStars/Allure/compare/v0.4.2...v0.4.3) - the Allure of the Stars game depends on the LambdaHack engine library Allure-0.11.0.0/COPYLEFT0000644000000000000000000013142207346545000012517 0ustar0000000000000000Format: https://www.debian.org/doc/packaging-manuals/copyright-format/1.0/ Upstream-Name: Allure Upstream-Contact: Mikolaj Konarski Source: https://hackage.haskell.org/package/Allure Files: * Copyright: 2008-2011 Andres Loeh 2010-2021 Mikolaj Konarski and others (see git history) License: AGPL-3.0-or-later Files: GameDefinition/fonts/*.fnt GameDefinition/fonts/*.bdf GameDefinition/fonts/16x16xw.woff Copyright: 1997-2016 Leon Marrick 1997-2016 Sheldon Simms III 1997-2016 Nick McConnell 2016-2021 Mikolaj Konarski License: GPL-2.0-or-later Files: GameDefinition/fonts/Binary*.woff Copyright 2010-2019 Adobe (http://www.adobe.com/), with Reserved Font Name 'Source' Copyright 2021 Mikolaj Konarski License: OFL-1.1 Files: GameDefinition/fonts/DejaVu*.woff Copyright: Copyright (c) 2003 by Bitstream, Inc. All Rights Reserved. Bitstream Vera is a trademark of Bitstream, Inc. DejaVu changes are in public domain. License: bitstream-vera Comment: Bitstream Vera Sans Mono is Copyright Bitstream Inc. and licensed under the Bitstream Vera License with Reserved Font Names "Bitstream" and "Vera". . DejaVu modifications of the original Bitstream Vera Sans Mono typeface have been committed to the public domain. . The work in the Hack project is licensed under the MIT (Expat) License. . Copied from https://metadata.ftp-master.debian.org/changelogs//main/f/fonts-dejavu/fonts-dejavu_2.37-2_copyright Files: GameDefinition/fonts/Hack*.woff Copyright: 2003 Bitstream Inc. 2018 Christopher Simpkins License: Expat and bitstream-vera Comment: Bitstream Vera Sans Mono is Copyright Bitstream Inc. and licensed under the Bitstream Vera License with Reserved Font Names "Bitstream" and "Vera". . DejaVu modifications of the original Bitstream Vera Sans Mono typeface have been committed to the public domain. . 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Except as contained in this notice, the names of Gnome, the Gnome Foundation, and Bitstream Inc., shall not be used in advertising or otherwise to promote the sale, use or other dealings in this Font Software without prior written authorization from the Gnome Foundation or Bitstream Inc., respectively. For further information, contact: fonts at gnome dot org. License: Expat Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: . The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. . THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Allure-0.11.0.0/CREDITS0000644000000000000000000001132607346545000012367 0ustar0000000000000000All kinds of contributions to Allure of the Stars are gratefully welcome! Some of the contributors are listed below, in chronological order. Andres Loeh Mikolaj Konarski Krzysztof PÅ‚awski Daniel Keefe Pablo Reszczynski Simon Michael bulbousBullfrog Binary distributions of this package may be linked or bundled with libraries such as SDL2, SDL_ttf, FreeType and many others. These libraries are copyright of their respective owners, with all rights reserved. In particular, portions of this software are copyright © 2021 The FreeType Project (www.freetype.org). All rights reserved. Fonts 16x16xw.woff, 16x16xw.bdf, 16x16x.fnt, 8x8x.fnt and 8x8xb.fnt are are derived from fonts taken from https://github.com/angband/angband, copyrighted by Leon Marrick, Sheldon Simms III and Nick McConnell and released by them under GNU GPL, version 2 or any later version (confirmed at http://www.thangorodrim.net/development/opensource.html). Any further modifications by authors of LambdaHack are also released under GNU GPL version 2. Font 16x16xw.bdf is derived from 16x16x.fon by changing all but a few glyphs, converting to BDF format, extending character set and hacking the font file with bdftopcf and pcf2bdf to include full bitmaps, not only non-zero portions, for otherwise SDL2-ttf was not able to display the glyphs. Font 16x16xw.woff was derived from 16x16xw.bdf by changing format to TTF with bitsnpicas, faking descendent offsets to be 1 point lower to prevent freetype from adding an extra pixel to the descendent, tweaking with fontforge glyphs 3 5 6 8 A a S s b d h to prevent antialiasing of their vital parts when zoomed out, auto-hinting, manually simplifying hints in some glyphs and converting to WOFF format. Fonts BinarySansProLH-Regular.ttf.woff, BinarySansProLH-Semibold.ttf.woff and BinaryCodeProLH-Bold.ttf.woff are compiled from sources at https://github.com/adobe-fonts/source-sans-pro and https://github.com/adobe-fonts/source-code-pro published with the following copyright notice: Copyright 2010-2019 Adobe (http://www.adobe.com/), with Reserved Font Name 'Source'. All Rights Reserved. Source is a trademark of Adobe in the United States and/or other countries. This Font Software is licensed under the SIL Open Font License, Version 1.1. The sources are modified and processed as follows (see https://github.com/adobe-fonts/source-sans-pro/issues/193 for background): in Roman/Instances/Semibold/font.ufo/glyphs/s.glif put advance width="452" rm Roman/Instances/Semibold/font.ufo/data/com.adobe.type.processedHashMap bash build.sh pyftfeatfreeze -f 'cv03' -S -U LH -R 'Source/Binary' target/TTF/SourceSansPro-Semibold.ttf BinarySansProLH-Semibold.ttf pyftsubset BinarySansProLH-Semibold.ttf --unicodes="*" --flavor=woff --with-zopfli --output-file=BinarySansProLH-Semibold.ttf.woff and similarly for BinarySansProLH-Regular.ttf.woff, while for BinaryCodeProLH-Bold.ttf.woff the last steps are: pyftfeatfreeze -f 'cv02' -S -U LH -R 'Source/Binary' target/TTF/SourceCodePro-Bold.ttf BinaryCodeProLH-Bold.ttf pyftsubset BinaryCodeProLH-Bold.ttf --unicodes="*" --flavor=woff --with-zopfli --output-file=BinaryCodeProLH-Bold.ttf.woff Fonts DejaVuLGCSans.ttf.woff and DejaVuLGCSans-Bold.ttf.woff are downloaded from https://github.com/dejavu-fonts/dejavu-fonts and compresses with pyftsubset. Their copyright notice is DejaVu fonts 2.37 (c)2004-2016 DejaVu fonts team. Fonts are (c) Bitstream (see below). DejaVu changes are in public domain. Font Hack-Bold.ttf.woff is downloaded from https://github.com/source-foundry/Hack and compresses with pyftsubset. Its copyright notice is Hack work is (c) 2018 Source Foundry Authors. MIT License. Bitstream Vera Sans Mono (c) 2003 Bitstream, Inc. (with Reserved Font Names _Bitstream_ and _Vera_). Bitstream Vera License. The Ubuntu Font Family fonts are currently removed, because they are a little too tall (some glyphs on consecutive lines are touching) and also considered non-free by Debian and so we can't include them in Debian and some other GNU/Linux distributions anyway. If there is sufficient interest, they may be brought back. They were fonts ubuntu-v14-latin-ext_latin-regular.ttf.woff, ubuntu-v14-latin-ext_latin-500.ttf.woff and ubuntu-mono-v9-latin-ext_latin-700.ttf.woff that were generated via google-webfonts-helper.herokuapp.com from 'Ubuntu Font Family' fonts with the following copyright notice: Copyright 2011 Canonical Ltd. Licensed under the Ubuntu Font Licence 1.0 The files were compressed with pyftsubset to save some space and make sure they are created from TTF, not coverted OTF fonts. Unfortunately, being TTF fonts and having broken hinting in the mono variant, they require forcing TTF.Light hinting in the SDL frontend. If ever OTF fonts emerge, they should be used instead (similarly compressed). Allure-0.11.0.0/GameDefinition/Content/0000755000000000000000000000000007346545000015640 5ustar0000000000000000Allure-0.11.0.0/GameDefinition/Content/CaveKind.hs0000644000000000000000000012340607346545000017666 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Definitions of of cave kinds. Every level in the game is an instantiated -- cave kind. module Content.CaveKind ( -- * Group name patterns pattern CAVE_ROGUE, pattern CAVE_ARENA, pattern CAVE_LABORATORY, pattern CAVE_NOISE, pattern CAVE_SHALLOW_ROGUE, pattern CAVE_OUTERMOST, pattern CAVE_RAID, pattern CAVE_BRAWL, pattern CAVE_BRAWL_ALT, pattern CAVE_SHOOTOUT, pattern CAVE_HUNT, pattern CAVE_FLIGHT, pattern CAVE_ZOO, pattern CAVE_AMBUSH, pattern CAVE_BATTLE, pattern CAVE_SAFARI_1, pattern CAVE_SAFARI_2, pattern CAVE_SAFARI_3 , pattern CAVE_BRIDGE, pattern CAVE_VIRUS, pattern CAVE_RESIDENTIAL, pattern CAVE_MUSEUM, pattern CAVE_EGRESS, pattern CAVE_CASINO, pattern CAVE_POWER, pattern CAVE_GAUNTLET , groupNamesSingleton, groupNames , -- * Content content ) where import Prelude () import Game.LambdaHack.Core.Prelude import Data.Ratio import qualified Data.Text as T import Game.LambdaHack.Content.CaveKind import qualified Game.LambdaHack.Content.ItemKind as IK import Game.LambdaHack.Content.TileKind import Game.LambdaHack.Core.Dice import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.DefsInternal import Content.ItemKind hiding (content, groupNames, groupNamesSingleton) import Content.ItemKindActor import Content.ItemKindEmbed import Content.PlaceKind hiding (content, groupNames, groupNamesSingleton) import Content.TileKind hiding (content, groupNames, groupNamesSingleton) -- * Group name patterns groupNamesSingleton :: [GroupName CaveKind] groupNamesSingleton = [] groupNames :: [GroupName CaveKind] groupNames = [CAVE_ROGUE, CAVE_ARENA, CAVE_LABORATORY, CAVE_NOISE, CAVE_SHALLOW_ROGUE, CAVE_OUTERMOST, CAVE_RAID, CAVE_BRAWL, CAVE_BRAWL_ALT, CAVE_SHOOTOUT, CAVE_HUNT, CAVE_FLIGHT, CAVE_ZOO, CAVE_AMBUSH, CAVE_BATTLE, CAVE_SAFARI_1, CAVE_SAFARI_2, CAVE_SAFARI_3] ++ [CAVE_BRIDGE, CAVE_VIRUS, CAVE_RESIDENTIAL, CAVE_MUSEUM, CAVE_EGRESS, CAVE_CASINO, CAVE_POWER, CAVE_GAUNTLET] pattern CAVE_ROGUE, CAVE_ARENA, CAVE_LABORATORY, CAVE_NOISE, CAVE_SHALLOW_ROGUE, CAVE_OUTERMOST, CAVE_RAID, CAVE_BRAWL, CAVE_BRAWL_ALT, CAVE_SHOOTOUT, CAVE_HUNT, CAVE_FLIGHT, CAVE_ZOO, CAVE_AMBUSH, CAVE_BATTLE, CAVE_SAFARI_1, CAVE_SAFARI_2, CAVE_SAFARI_3 :: GroupName CaveKind pattern CAVE_BRIDGE, CAVE_VIRUS, CAVE_RESIDENTIAL, CAVE_MUSEUM, CAVE_EGRESS, CAVE_CASINO, CAVE_POWER, CAVE_GAUNTLET :: GroupName CaveKind pattern CAVE_ROGUE = GroupName "caveRogue" pattern CAVE_ARENA = GroupName "caveArena" pattern CAVE_LABORATORY = GroupName "caveLaboratory" pattern CAVE_NOISE = GroupName "caveNoise" pattern CAVE_SHALLOW_ROGUE = GroupName "caveShallowRogue" pattern CAVE_OUTERMOST = GroupName "caveOutermost" pattern CAVE_RAID = GroupName "caveRaid" pattern CAVE_BRAWL = GroupName "caveBrawl" pattern CAVE_BRAWL_ALT = GroupName "caveBrawlAlt" pattern CAVE_SHOOTOUT = GroupName "caveShootout" pattern CAVE_HUNT = GroupName "caveHunt" pattern CAVE_FLIGHT = GroupName "caveFlight" pattern CAVE_ZOO = GroupName "caveZoo" pattern CAVE_AMBUSH = GroupName "caveAmbush" pattern CAVE_BATTLE = GroupName "caveBattle" pattern CAVE_SAFARI_1 = GroupName "caveSafari1" pattern CAVE_SAFARI_2 = GroupName "caveSafari2" pattern CAVE_SAFARI_3 = GroupName "caveSafari3" -- ** Allure-specific pattern CAVE_BRIDGE = GroupName "caveBridge" pattern CAVE_VIRUS = GroupName "caveVirus" pattern CAVE_RESIDENTIAL = GroupName "caveResidential" pattern CAVE_MUSEUM = GroupName "caveMuseum" pattern CAVE_EGRESS = GroupName "caveEgress" pattern CAVE_CASINO = GroupName "caveCasino" pattern CAVE_POWER = GroupName "cavePower" pattern CAVE_GAUNTLET = GroupName "caveGauntlet" -- * Content content :: [CaveKind] content = [rogue, residential, arena, casino, museum, laboratory, noise, power, empty, egress, outermost, bridge, shallowRogue, virus, gauntlet, raid, brawl, brawlAlt, shootout, hunt, flight, zoo, ambush, battle, safari1, safari2, safari3] rogue, residential, arena, casino, museum, laboratory, noise, power, empty, egress, outermost, bridge, shallowRogue, virus, gauntlet, raid, brawl, brawlAlt, shootout, hunt, flight, zoo, ambush, battle, safari1, safari2, safari3 :: CaveKind -- * On-ship "caves", that is, decks, most of mediocre height and size rogue = CaveKind { cname = "Maintenance and storage" , cfreq = [(DEFAULT_RANDOM, 100), (CAVE_ROGUE, 1)] , cXminSize = 80 , cYminSize = 42 , ccellSize = DiceXY (2 `d` 4 + 10) (1 `d` 3 + 6) , cminPlaceSize = DiceXY (2 `d` 2 + 4) (1 `d` 2 + 5) -- sometimes merge vert. , cmaxPlaceSize = DiceXY 16 40 -- often maximize vertically , cdarkOdds = 1 `d` 50 + 1 `dL` 50 -- most rooms lit, to compensate for dark corridors; at the bottom -- of the dungeon, half of the rooms lit , cnightOdds = 51 -- always night , cauxConnects = 1%2 , cmaxVoid = 1%8 , cdoorChance = 3%4 , copenChance = 1%5 , chidden = 7 , cactorCoeff = 70 -- the maze requires time to explore , cactorFreq = [(MONSTER, 50), (ANIMAL, 20), (ROBOT, 30)] , citemNum = 17 `d` 2 + 25 - 25 `dL` 1 -- deep down quality over quantity; generally not too random, -- sacrificing replayability for consistent balance , citemFreq = [ (IK.COMMON_ITEM, 40), (IK.CRAWL_ITEM, 20) -- CRAWL_ITEM items are used only in long scenarios, such as multi-level -- dungeon crawl; these may be powerful or a mundate item, -- unlike @TREASURE@ items , (IK.TREASURE, 40) ] , cplaceFreq = [(ROGUE, 1)] , cpassable = False , clabyrinth = False , cdefTile = ROGUE_SET , cdarkCorTile = FLOOR_CORRIDOR_DARK , clitCorTile = FLOOR_CORRIDOR_LIT , cwallTile = TRAPPABLE_WALL , ccornerTile = FILLER_WALL , cfenceTileN = S_BASIC_OUTER_FENCE , cfenceTileE = HABITAT_CONTAINMENT_WALL , cfenceTileS = S_BASIC_OUTER_FENCE , cfenceTileW = HABITAT_CONTAINMENT_WALL , cfenceApart = False , cminStairDist = 15 -- to help Casino stay small , cmaxStairsNum = 2 + 1 `d` 2 , cescapeFreq = [] , cstairFreq = [ (WALLED_LIFT, 50), (OPEN_LIFT, 50) , (TINY_LIFT, 1) ] , cstairAllowed = [ (WALLED_STAIRCASE, 50), (OPEN_STAIRCASE, 50) , (TINY_STAIRCASE, 1) ] , cskip = [] , cinitSleep = InitSleepPermitted , cdesc = "Winding tunnels stretch into the dark. A few areas are passable but the remainder is packed with tanks and cells of raw materials and machinery." } residential = rogue -- an alternative with lit corridors but dark rooms { cfreq = [(DEFAULT_RANDOM, 70), (CAVE_RESIDENTIAL, 1)] , cname = "Residential area" , cminPlaceSize = DiceXY (2 `d` 2 + 4) (1 `d` 2 + 9) -- merge vert. , cmaxPlaceSize = DiceXY 20 20 -- fewer vertically long rooms , cdarkOdds = 51 -- all rooms dark , cnightOdds = 0 -- always day , cauxConnects = 1%5 -- differentiate; bare skeleton feel; long span paths, -- but don't overdo or a lot of backtracing needed , cplaceFreq = [(ROGUE, 1), (RESIDENTIAL, 49)] , cdefTile = FILLER_WALL , cmaxStairsNum = 3 + 1 `d` 2 , cstairFreq = [ (WALLED_STAIRCASE, 50), (OPEN_STAIRCASE, 50) , (TINY_STAIRCASE, 1) ] , cstairAllowed = [ (WALLED_LIFT, 50), (OPEN_LIFT, 50) , (TINY_LIFT, 1) ] , cdesc = "The area has been powered down, except for emergency corridors. Many suites are depressurized and sealed." } arena = rogue { cname = "Recreational deck" , cfreq = [(CAVE_ARENA, 1)] , cXminSize = 80 , cYminSize = 25 , ccellSize = DiceXY (3 `d` 3 + 17) (1 `d` 3 + 5) , cminPlaceSize = DiceXY 10 15 -- merge vertically , cmaxPlaceSize = DiceXY 25 40 -- often maximize vertically , cdarkOdds = 49 + 1 `d` 10 -- almost all rooms dark (1 in 10 lit) -- Light is not too deadly, because not many obstructions and so -- foes visible from far away and few foes have ranged combat -- at shallow depth. , cnightOdds = 0 -- always day , cauxConnects = 1 , cmaxVoid = 1%20 , chidden = 0 , cactorCoeff = 50 -- smallish level, but easy to view and plan , cactorFreq = [ (EXPLOSIVE_MONSTER, 50), (ANIMAL, 50), (ROBOT, 5) , (IK.AQUATIC, 10) ] , citemNum = 16 `d` 2 , citemFreq = [ (IK.COMMON_ITEM, 20), (IK.CRAWL_ITEM, 20) , (IK.TREASURE, 40) , (GARDENING_TOOL, 100) -- useless and boring by this point , (IK.ANY_POTION, 200) ] -- nature , cplaceFreq = [(ARENA, 1)] , cpassable = True , cdefTile = ARENA_SET_LIT , cdarkCorTile = TRAIL_LIT -- let trails give off light , clitCorTile = TRAIL_LIT -- may be rolled different than the above , cwallTile = OPENABLE_WALL , cminStairDist = 20 , cmaxStairsNum = 1 `d` 3 , cstairFreq = [ (WALLED_LIFT, 20), (CLOSED_LIFT, 80) , (TINY_LIFT, 1) ] , cstairAllowed = [ (WALLED_STAIRCASE, 20), (CLOSED_STAIRCASE, 80) , (TINY_STAIRCASE, 1) ] , cdesc = "Debris litters the wide streets and all the stalls are either broken or have their shutters down. Nature is taking over, healing the wounds." -- potions of healing } casino = arena { cname = "Casino" , cfreq = [(CAVE_CASINO, 1)] , cXminSize = 21 , cYminSize = 21 , ccellSize = DiceXY 19 (1 `d` 3 + 5) , cdarkOdds = 41 + 1 `d` 10 -- almost all rooms lit (1 in 10 dark) -- Trails provide enough light for fun stealth, though level too small. , cnightOdds = 51 -- always night , cactorCoeff = 100 -- cramped, don't overcrowd , cactorFreq = [(MONSTER, 50), (ANIMAL, 25), (ROBOT, 50)] , citemNum = 14 `d` 2 -- rare, so make it exciting by keeping many items , citemFreq = [ (IK.COMMON_ITEM, 20) , (IK.CRAWL_ITEM, 20) , (IK.TREASURE, 100) ] -- lives up to its name , cdefTile = ARENA_SET_DARK , cfenceTileN = HABITAT_CONTAINMENT_WALL -- small cave , cfenceTileE = HABITAT_CONTAINMENT_WALL , cfenceTileS = HABITAT_CONTAINMENT_WALL , cfenceTileW = HABITAT_CONTAINMENT_WALL , cminStairDist = 10 , cmaxStairsNum = 2 -- to make possible 2 stairs in the last cave , cinitSleep = InitSleepBanned , cdesc = "The establishment is no longer filled with hollow-eyed gamblers; more dangerous things now lurk in the dark. But the greedy excitement is not gone, even if out of place. Flashing colourful lights and enticing sounds make it a place where one couldn't sleep." } museum = arena { cname = "Museum" , cfreq = [(CAVE_MUSEUM, 1)] , cXminSize = 25 , cYminSize = 25 , ccellSize = DiceXY 23 (1 `d` 3 + 5) , cdarkOdds = 41 + 1 `d` 10 -- almost all rooms lit (1 in 10 dark) -- Trails provide enough light for fun stealth, though level too small. , cnightOdds = 51 -- always night , cactorCoeff = 100 -- cramped, don't overcrowd , cactorFreq = [(MONSTER, 100), (ANIMAL, 25), (ROBOT, 25)] , citemNum = 12 `d` 2 -- rare, so make it exciting despite sleeping foes , citemFreq = [ (IK.COMMON_ITEM, 20) , (IK.CRAWL_ITEM, 20) , (IK.TREASURE, 20) , (MUSEAL, 200) ] -- lives up to its name , cplaceFreq = [(MUSEUM, 1)] , cdefTile = MUSEUM_SET_DARK , cfenceTileN = HABITAT_CONTAINMENT_WALL -- small cave , cfenceTileE = HABITAT_CONTAINMENT_WALL , cfenceTileS = HABITAT_CONTAINMENT_WALL , cfenceTileW = HABITAT_CONTAINMENT_WALL , cminStairDist = 10 , cinitSleep = InitSleepAlways , cdesc = "History has shown that museal treasures are safer in space than anywhere on Earth. Passengers eagerly attend exhibitions, even if over the weeks of the journey they become increasingly a captive audience and stifle many a yawn. Spaceship crew are not that enthusiastic but even they find reasons to pay visits despite misgivings of museum security. Quite often a museum is the only place within millions of kilometers to house a desperately needed tool, old but sturdy beyond anything a 3D printer can produce." } laboratory = rogue { cname = "Laboratory" , cfreq = [(CAVE_LABORATORY, 1)] , cXminSize = 60 , cYminSize = 42 , ccellSize = DiceXY (1 `d` 2 + 5) (1 `d` 2 + 7) , cminPlaceSize = DiceXY 6 8 -- merge, usually vertically , cmaxPlaceSize = DiceXY 12 40 -- often maximize vertically , cnightOdds = 0 -- always day so that the corridor smoke is lit , cauxConnects = 1%5 , cmaxVoid = 1%10 , cdoorChance = 1 , copenChance = 1%2 , cactorFreq = [ (MONSTER, 50), (ANIMAL, 70), (ROBOT, 5) , (IK.AQUATIC, 10) ] , citemNum = 20 `d` 2 -- reward difficulty, despite fewer rooms , citemFreq = [ (IK.COMMON_ITEM, 20), (IK.CRAWL_ITEM, 40) , (IK.TREASURE, 40), (IK.EXPLOSIVE, 80) ] , cplaceFreq = [(LABORATORY, 1)] , cdefTile = FILLER_WALL , cdarkCorTile = LAB_TRAIL_LIT -- let lab smoke give off light always , clitCorTile = LAB_TRAIL_LIT , cminStairDist = 25 , cmaxStairsNum = 1 `d` 2 , cstairFreq = [ (DECON_WALLED_LIFT, 50) , (DECON_OPEN_LIFT, 50) , (DECON_TINY_LIFT, 1) ] -- In lone wolf challenge, the player better summoned or dominated -- any helpers by this point. If not, good luck fighting bare-handed. , cstairAllowed = [ (DECON_WALLED_STAIRCASE, 50) , (DECON_OPEN_STAIRCASE, 50) , (DECON_TINY_STAIRCASE, 1) ] , cdesc = "Shattered glassware and the sharp scent of spilt chemicals show that something terrible happened here. The reinforced bulkheads muffle furious roars." -- a fair warning to skip the level or regroup } noise = rogue { cname = "Computing hardware hub" , cfreq = [(CAVE_NOISE, 1)] , cXminSize = 25 , cYminSize = 42 , ccellSize = DiceXY (1 `d` 3 + 7) 8 , cminPlaceSize = DiceXY 7 7 -- often merge vertically , cmaxPlaceSize = DiceXY 8 20 , cdarkOdds = 51 -- Light is deadly, because nowhere to hide and pillars enable spawning -- very close to heroes. , cnightOdds = 0 -- harder variant, but looks cheerful , cauxConnects = 1%10 , cmaxVoid = 1%100 , cdoorChance = 1 -- to prevent openings in solid rooms , chidden = 0 , cactorCoeff = 100 -- the maze requires time to explore; also, small , cactorFreq = [(MONSTER, 100), (ANIMAL, 5), (ROBOT, 25)] , citemNum = 16 `d` 2 -- an incentive to explore the labyrinth , citemFreq = [ (IK.COMMON_ITEM, 40), (IK.CRAWL_ITEM, 40) , (IK.TREASURE, 40), (IK.ANY_SCROLL, 200) ] , cplaceFreq = [(NOISE, 1)] , cpassable = True , clabyrinth = True , cdefTile = NOISE_SET_LIT , cwallTile = OPENABLE_WALL , cfenceApart = True -- ensures no cut-off parts from collapsed , cdarkCorTile = DAMP_FLOOR_DARK , clitCorTile = DAMP_FLOOR_LIT , cmaxStairsNum = 1 , cstairFreq = [ (CLOSED_LIFT, 50), (OPEN_LIFT, 50) , (TINY_LIFT, 1) ] , cstairAllowed = [ (CLOSED_STAIRCASE, 50), (OPEN_STAIRCASE, 50) , (TINY_STAIRCASE, 1) ] , cinitSleep = InitSleepBanned , cdesc = "Several machines still function, processors whirring through routines scheduled by dead men. Some scattered chips can still be read." } power = noise { cname = "Power distribution hub" , cfreq = [(CAVE_POWER, 1)] , cXminSize = 32 , cYminSize = 42 , ccellSize = DiceXY (1 `d` 5 + 9) 9 , cminPlaceSize = DiceXY 7 7 , cmaxPlaceSize = DiceXY 20 20 , cnightOdds = 51 -- easier variant, but looks sinister , citemFreq = [(IK.COMMON_ITEM, 20), (IK.CRAWL_ITEM, 10), (GEM, 80)] -- can't be "valuable" or template items generated , clabyrinth = True , cdefTile = POWER_SET_DARK , cdarkCorTile = OILY_FLOOR_DARK , clitCorTile = OILY_FLOOR_LIT , cmaxStairsNum = 2 -- This determines that the continuous staircase uses stairs, not lifts. , cstairFreq = [ (GATED_CLOSED_STAIRCASE, 50) , (GATED_OPEN_STAIRCASE, 50) , (GATED_TINY_STAIRCASE, 1) ] , cstairAllowed = [ (GATED_CLOSED_LIFT, 50) , (GATED_OPEN_LIFT, 50) , (GATED_TINY_LIFT, 1) ] , cinitSleep = InitSleepBanned , cdesc = "A trickle of energy flows through a hub that could power a city. The air is warm and carries organic stench. Once in a while a young animal scurries across a lit patch of ground, pouncing in low gravity." } empty = rogue { cname = "Construction site" , cfreq = [] -- just a template for some others , ccellSize = DiceXY (1 `d` 5 + 18) 16 , cminPlaceSize = DiceXY 9 9 -- normally don't merge , cmaxPlaceSize = DiceXY 50 20 -- often maximize horizontally , cdarkOdds = 1 `d` 100 + 1 `dL` 100 , cnightOdds = 0 -- always day , cauxConnects = 3%2 , cmaxVoid = 0 -- too few rooms to have void and fog common anyway , cdoorChance = 1 -- to prevent openings in solid rooms , chidden = 0 , cactorCoeff = 50 -- easy to view and plan , cactorFreq = [(MONSTER, 10), (ANIMAL, 5), (ROBOT, 85)] , citemNum = 16 `d` 2 -- lots of free space, but extra loot present , cplaceFreq = [(EMPTY, 1)] , cpassable = True , cdefTile = EMPTY_SET_LIT , cdarkCorTile = FLOOR_ARENA_DARK , clitCorTile = FLOOR_ARENA_LIT , cwallTile = OPENABLE_WALL , cfenceApart = True -- ensures no cut-off border airlocks and tanks , cminStairDist = 30 , cstairFreq = [ (WALLED_LIFT, 20), (CLOSED_LIFT, 80) , (TINY_LIFT, 1) ] , cstairAllowed = [ (WALLED_STAIRCASE, 20), (CLOSED_STAIRCASE, 80) , (TINY_STAIRCASE, 1) ] , cdesc = "Not much to see here yet." } egress = empty { cname = "Shuttle servicing level" , cfreq = [(CAVE_EGRESS, 1)] , ccellSize = DiceXY (1 `d` 2 + 20) 16 , cmaxPlaceSize = DiceXY 25 20 , cdarkOdds = 51 -- all dark to compensate for the always lit shuttles , cplaceFreq = [(EGRESS, 1)] , cdefTile = EGRESS_SET_LIT , cdarkCorTile = TRANSPORT_ROUTE , clitCorTile = TRANSPORT_ROUTE , cfenceTileN = S_BASIC_OUTER_FENCE , cfenceTileE = HABITAT_CONTAINMENT_WALL , cfenceTileS = AIRLOCK_FENCE , cfenceTileW = HABITAT_CONTAINMENT_WALL , cmaxStairsNum = 2 -- too many hinder generation of shuttles , cescapeFreq = [(SPACESHIP_ESCAPE_DOWN, 1)] , cstairFreq = [(WALLED_LIFT, 20), (TINY_LIFT, 1)] , cstairAllowed = [(WALLED_STAIRCASE, 20), (TINY_STAIRCASE, 1)] , cdesc = "Empty husks and strewn entrails of small craft litter the hangar among cranes and welding machines. The distant main fusion thruster array can be seen to the rear of the spaceship through oriels and airlocks of all sizes." -- E and W sides are borders with other level sections, so no oriels. -- The meteor shield towards N is not punctured here, because -- the cargo bay is too thick here, near the axis of the ship. } outermost = empty { cname = "Outermost deck" , cfreq = [(CAVE_OUTERMOST, 100)] , cdarkOdds = 0 -- all rooms lit, because can be huge and few lights yet , cactorCoeff = 5 -- shallower than LH, so fewer immediate actors, so boost , cactorFreq = [ (ANIMAL, 3), (ROBOT, 1) , (IMMOBILE_ROBOT, 90), (IMMOBILE_ANIMAL, 2) , (AQUATIC_ANIMAL, 2) ] -- (AQUATIC_ROBOT, 2) -- The medbot faucets on lvl 1 act like HP resets. Needed to avoid -- cascading failure, if the particular starting conditions were -- very hard. Items are not reset, even if they are bad, which provides -- enough of a continuity. The faucets on lvl 1 are not OP and can't be -- abused, because they spawn less and less often and also HP doesn't -- effectively accumulate over max. , citemFreq = [ (IK.COMMON_ITEM, 50), (IK.CRAWL_ITEM, 50) , (GARDENING_TOOL, 600) ] , cfenceTileN = ORIELS_FENCE , cfenceTileE = HABITAT_CONTAINMENT_WALL , cfenceTileS = EMPTY_AIRLOCK_FENCE , cfenceTileW = HABITAT_CONTAINMENT_WALL , cmaxStairsNum = 2 , cdesc = T.intercalate "\n" [ "This is as far as one can go \"down\". The void outside sucks light through the oriel and airlock glass in the walls and floor of this outermost level. Each minute, the dusky melancholic light of the distant Sun attempts for a few seconds to squeeze in but is repelled by artificial lighting." , "The mucky floor marked by unkempt greenery looks misleadingly straight, its curvature noticeable only across the whole extent of the hull section. Overflowing water basins and series of hanging and stacked tanks double as radiation shields. Hoses writhe on the ground and dangle in thick knots from the ceiling. With proper tools, some of the containers could be opened and working spaces productively employed. There is no junk is space." , "This deck is the main pressurized cargo bay and storage, with the only other docking hub for small craft located among the giant spaceship's upper levels. Somewhere here must be the airlock you docked your shuttle to and stacked your supplies against." ] -- E and W sides are borders with other level sections, so no oriels. } bridge = rogue { cname = "Captain's bridge" , cfreq = [(CAVE_BRIDGE, 1)] , cXminSize = 37 , cYminSize = 30 , ccellSize = DiceXY (2 `d` 2 + 7) (1 `d` 2 + 5) , cminPlaceSize = DiceXY (2 `d` 2 + 5) (1 `d` 2 + 4) -- sometimes merge all , cmaxPlaceSize = DiceXY 16 20 , cdarkOdds = 0 -- all rooms lit, for a gentle start , cauxConnects = 1 -- few rooms, so many corridors , cmaxVoid = 1%4 -- few rooms, so increase the chance of any void , cactorCoeff = 400 -- it's quite deep already, so spawn slowly; -- this is initially the best level for sleeping , cactorFreq = [(ANIMAL, 100)] , citemNum = 16 -- make the initial experience tamer , citemFreq = [(IK.COMMON_ITEM, 100), (GARDENING_TOOL, 800)] , cdefTile = FILLER_WALL , cfenceTileN = HABITAT_CONTAINMENT_WALL -- cave isolated for safety , cfenceTileE = HABITAT_CONTAINMENT_WALL , cfenceTileS = HABITAT_CONTAINMENT_WALL , cfenceTileW = HABITAT_CONTAINMENT_WALL , cmaxStairsNum = 1 , cstairFreq = [ (WELDED_WALLED_LIFT, 50) , (WELDED_OPEN_LIFT, 50) , (WELDED_TINY_LIFT, 1) ] , cstairAllowed = [ (WELDED_WALLED_STAIRCASE, 50) , (WELDED_OPEN_STAIRCASE, 50) , (WELDED_TINY_STAIRCASE, 1) ] , cdesc = "The bridge is gutted out and nonoperational. You saved space on the shuttle by only packing demolition equipment (and booze, long gone, all flasks flung to fend off the annoying vermin) and now you can't even attempt repairs. You are also short on rations and vials of medicine to treat your recent wounds. Only water is plentiful on the ship: gaseous, liquid, frozen. There are animal cries down below and ominous silence up above." } shallowRogue = rogue { cfreq = [(CAVE_SHALLOW_ROGUE, 100)] , cXminSize = 60 , cYminSize = 37 , cactorCoeff = 150 -- more difficult , cactorFreq = filter ((/= MONSTER) . fst) $ cactorFreq rogue , citemNum = 20 -- make the initial experience tamer , citemFreq = [ (IK.COMMON_ITEM, 40), (IK.CRAWL_ITEM, 60) , (GARDENING_TOOL, 700), (IK.ANY_FLASK, 200) ] , cmaxStairsNum = 2 , cskip = [0, 1] -- ban foes camping on either stairs , cdesc = T.intercalate "\n" [ "This close to the outermost deck, residence is not permitted and walls and doors are sturdier to contain a theoretically possible micro-meteorite breach. The entry is not closed off, though, because some passengers can't live without a regular pilgrimage to 'look outside' and the only way to the bottom-most level leads through here. Apparently, gazing at the sharp pin-points of stars and planets through the reinforced oriel glass is incomparable to watching the same through the thin polymer of wall displays." , "Animals appear to share the fascination of outer decks, perhaps attracted by the increased gravity, nearly Earth-like, unlike elsewhere on the ship. However, they dislike many industrial fluids stored on these floors, so flinging random flasks at them works as an effective deterrent. Moreover, if you throw an unidentified flask, you can be sure you won't waste a badly needed nano medicine, because it's never stored in such large containers. Even tiny vials cost a fortune." ] } virus = rogue -- this is a hard level requiring preparation; can be skipped { cname = "Machinarium" , cfreq = [(CAVE_VIRUS, 1)] , cXminSize = 17 , cYminSize = 13 , ccellSize = DiceXY 4 4 , cminPlaceSize = DiceXY 3 3 , cmaxPlaceSize = DiceXY 5 4 , cdarkOdds = 51 -- all rooms dark , cnightOdds = 51 -- always night , cauxConnects = 0 , cmaxVoid = 0 , cdoorChance = 0 -- openings in solid rooms are fine, because rooms tiny , chidden = 0 , cactorCoeff = 4 -- fast spawning , cactorFreq = [(MOBILE_ROBOT, 100)] -- only mobile, for fast action , citemNum = 12 -- avoid random excess given the low area , citemFreq = [(IK.COMMON_ITEM, 70), (IK.CRAWL_ITEM, 30)] , cplaceFreq = [(VIRUS, 1)] , cpassable = True , clabyrinth = True -- don't let aliens explore and farm the robots , cdefTile = VIRUS_SET_DARK , cdarkCorTile = OILY_FLOOR_DARK , clitCorTile = OILY_FLOOR_LIT , cwallTile = OPENABLE_WALL , cfenceTileN = HABITAT_CONTAINMENT_WALL -- small cave , cfenceTileE = HABITAT_CONTAINMENT_WALL , cfenceTileS = HABITAT_CONTAINMENT_WALL , cfenceTileW = HABITAT_CONTAINMENT_WALL , cfenceApart = True -- ensures no cut-off parts from collapsed , cmaxStairsNum = 1 , cstairFreq = [(TINY_LIFT, 1)] , cstairAllowed = [(TINY_STAIRCASE, 1)] , cdesc = "The hall surrounded by automated warehouses is where ship's robots are repaired, decommissioned, stored and recycled. This one has been completely cut off from the vessel's network and even lights are out. And yet, the hot darkness smelling of ozone carries echos of arcing and clanking all around." } -- * "Caves" on various celestial bodies (including, but not limited to, moons, -- with virtually no story-wise limits wrt height and size. -- Here @citemNum@ is very random, for interesting replays; no risk -- of bad rolls accumulating and trashing a long game, particularly -- in symmetric scenarios, where both parties can use extra loot -- equally well. gauntlet = rogue { cname = "Service tunnel" , cfreq = [(CAVE_GAUNTLET, 1)] , cXminSize = 52 -- long tunnel , cYminSize = 8 , ccellSize = DiceXY 6 4 , cminPlaceSize = DiceXY 5 3 , cmaxPlaceSize = DiceXY 6 3 , cdarkOdds = 0 -- all rooms lit, for a gentle start , cnightOdds = 0 , cauxConnects = 0 , cmaxVoid = 0 , cdoorChance = 1%3 -- openings in solid rooms are fine, because rooms tiny , chidden = 0 , cactorCoeff = 4 -- fast spawning , cactorFreq = [(GAUNTLET_ROBOT, 100)] -- no drops; tutorial; avoid stash , citemNum = 0 -- first tutorial mode, no need for a stash , citemFreq = [] -- first tutorial level, no need for a stash , cplaceFreq = [(GAUNTLET, 1)] -- first tutorial mode; keep it simple , cpassable = True , cdefTile = VIRUS_SET_LIT -- first tutorial mode; keep it simple , cwallTile = OPENABLE_WALL , cfenceTileN = HABITAT_CONTAINMENT_WALL , cfenceTileE = HABITAT_CONTAINMENT_WALL , cfenceTileS = HABITAT_CONTAINMENT_WALL , cfenceTileW = HABITAT_CONTAINMENT_WALL , cmaxStairsNum = 0 , cescapeFreq = [(ALARM_ESCAPE_UP, 1)] , cstairFreq = [] , cstairAllowed = [] , cinitSleep = InitSleepBanned -- to make it harder to escape freely , cskip = [0] -- don't start heroes nor opponents on escape , cdesc = T.intercalate "\n" [ "Triton's cryothermal vents that supply energy and resources to the city are spread far apart. That funnels the unregulated sprawl of the sublunar city wide rather than deep and favours tunnels over domes." , "The deepest tunnels, such as this one, serve exclusively as emergency secondary connections between Triton City forges, farms and population centers. They are devoid of amenities and normally unused except by lazy maintenance crews storing and then leaving behind defunct machinery and leftover spare parts. Nobody can be contacted from such a remote corridor, except through a red alarm console, mandatory per every 100m of transport tunnels." ] } raid = rogue { cname = "Triton City sewers" , cfreq = [(CAVE_RAID, 1)] , cXminSize = 60 -- long sewer tunnels , cYminSize = 21 , ccellSize = DiceXY (2 `d` 2 + 7) 6 , cminPlaceSize = DiceXY (2 `d` 2 + 4) 5 -- sometimes merge all , cmaxPlaceSize = DiceXY 16 20 , cdarkOdds = 0 -- all rooms lit, for a gentle start , cmaxVoid = 1%5 , cdoorChance = 1 -- make sure enemies not seen on turn 1 , copenChance = 0 -- make sure enemies not seen on turn 1 , cdefTile = FILLER_WALL , cactorCoeff = 300 -- deep level with no kit, so slow spawning , cactorFreq = [(ANIMAL, 50), (ROBOT, 50)] , citemNum = 20 -- make the initial experience tamer , citemFreq = [ (IK.COMMON_ITEM, 30) , (STARTING_ARMOR, 100), (STARTING_WEAPON, 300) , (WEAK_ARROW, 100), (LIGHT_ATTENUATOR, 50) , (IK.S_CURRENCY, 400), (IK.ANY_SCROLL, 100) ] -- introducing chips in this scenario , cplaceFreq = [(RAID, 1)] , cmaxStairsNum = 0 , cescapeFreq = [(INDOOR_ESCAPE_UP, 1)] , cstairFreq = [] , cstairAllowed = [] , cdesc = "Mold spreads across the walls and scuttling sounds can be heard in the distance." } brawl = rogue -- many random solid tiles, to break LOS, since it's a day -- and this scenario is not focused on ranged combat; -- also, sanctuaries against missiles in shadow under trees { cname = "Woodland biosphere" , cfreq = [(CAVE_BRAWL, 1)] , cXminSize = 60 , cYminSize = 30 , ccellSize = DiceXY (2 `d` 5 + 5) 7 , cminPlaceSize = DiceXY 3 3 -- rarely merge vertically , cmaxPlaceSize = DiceXY 7 5 , cdarkOdds = 51 , cnightOdds = 0 , cdoorChance = 1 , copenChance = 0 , chidden = 0 , cactorFreq = [] , citemNum = 6 `d` 6 , citemFreq = [ (IK.COMMON_ITEM, 50) , (STARTING_WEAPON, 200), (STARTING_ARMOR, 400) , (IK.ANY_SCROLL, 100), (IK.ANY_POTION, 600) ] -- introducing vials in this scenario , cplaceFreq = [(BRAWL, 1)] , cpassable = True , cdefTile = BRAWL_SET_LIT , cdarkCorTile = DIRT_LIT , clitCorTile = DIRT_LIT , cwallTile = OPENABLE_WALL , cmaxStairsNum = 1 , cstairFreq = [(OUTDOOR_TINY_STAIRCASE, 1)] , cstairAllowed = [] , cskip = [] -- start heroes on stairs, since they are created first , cdesc = "Shadows pool under the trees and leaves crunch underfoot." } brawlAlt = brawl { cfreq = [(CAVE_BRAWL_ALT, 1)] , cmaxVoid = 1%100 -- to ensure enough trees , cdefTile = HUNT_SET_LIT -- alt , cdarkCorTile = S_FROZEN_PATH -- alt , clitCorTile = S_FROZEN_PATH , cskip = [0] -- ban foes camping on stairs , cdesc = "With the Sun so distant, biospheres are stacked vertically rather than horizontally, sharing drainage, not lighting." } shootout = rogue -- a scenario with strong missiles; -- few solid tiles, but only translucent tiles or walkable -- opaque tiles, to make scouting and sniping more interesting -- and to avoid obstructing view too much, since this -- scenario is about ranged combat at long range { cname = "Hydroponic farm" -- still a neutral, official wording , cfreq = [(CAVE_SHOOTOUT, 1)] , ccellSize = DiceXY (1 `d` 2 + 5) 6 , cminPlaceSize = DiceXY 3 3 -- rarely merge vertically , cmaxPlaceSize = DiceXY 5 5 , cdarkOdds = 0 -- all lit, not to duplicate the @hunt@ ranged tactics , cnightOdds = 0 , cauxConnects = 1%10 , cdoorChance = 1 , copenChance = 0 , chidden = 0 , cactorFreq = [] , citemNum = 6 `d` 16 -- less items in inventory, more to be picked up, -- to reward explorer and aggressor and punish camper; -- very different experience depending on the roll, -- but it's symmetric, so it's fine , citemFreq = [ (IK.COMMON_ITEM, 30), (GARDENING_TOOL, 500) , (ANY_ARROW, 400), (HARPOON, 200), (IK.EXPLOSIVE, 300) ] -- Many consumable buffs are needed in symmetric maps -- so that aggressor prepares them in advance and camper -- needs to waste initial turns to buff for the defence. , cplaceFreq = [(SHOOTOUT, 1)] , cpassable = True , cdefTile = SHOOTOUT_SET_LIT , cdarkCorTile = DIRT_LIT , clitCorTile = DIRT_LIT , cwallTile = OPENABLE_WALL , cmaxStairsNum = 0 , cstairFreq = [] , cstairAllowed = [] , cdesc = "Once so carefully curated, the planting beds are now overgrown and choked with weeds. The recently imposed high taxes make the traditional ways of life in space unsustainable." -- also explains the gangs elsewhere and the motivation of adventurers to take risks (in addition to male hormones) } hunt = rogue -- a scenario with strong missiles for ranged and shade for melee; -- the human is likely to focus on melee, not having overwatch { cname = "Swamp biosphere" , cfreq = [(CAVE_HUNT, 1)] , ccellSize = DiceXY (1 `d` 2 + 5) 6 , cminPlaceSize = DiceXY 3 3 -- rarely merge vertically , cmaxPlaceSize = DiceXY 5 5 , cdarkOdds = 51 , cnightOdds = 0 , cauxConnects = 1%10 , cdoorChance = 1 , copenChance = 0 , chidden = 0 , cactorCoeff = 400 -- spawn slowly , cactorFreq = [(INSECT, 100)] , citemNum = 6 `d` 10 , citemFreq = [(IK.COMMON_ITEM, 30), (ANY_ARROW, 60), (HARPOON, 30)] , cplaceFreq = [(BRAWL, 50), (SHOOTOUT, 100)] , cpassable = True , cdefTile = HUNT_SET_LIT -- much more water than in shootoutSetLit , cdarkCorTile = DIRT_LIT , clitCorTile = DIRT_LIT , cwallTile = OPENABLE_WALL , cmaxStairsNum = 0 , cstairFreq = [] , cstairAllowed = [] , cdesc = "Mangrove trees and murky water, inspired by a habitat now eradicated from Earth. A rather deadly habitat." } flight = rogue -- a scenario with weak missiles, because heroes don't depend -- on them; dark, so solid obstacles are to hide from missiles, -- not view; obstacles are not lit, to frustrate the AI; -- lots of small lights to cross, to have some risks { cname = "Red Collar Bros den" -- tension rises; non-official name , cfreq = [(CAVE_FLIGHT, 1)] , ccellSize = DiceXY (1 `d` 3 + 6) 7 , cminPlaceSize = DiceXY 5 4 -- rarely merge , cmaxPlaceSize = DiceXY 9 9 -- bias towards larger lamp areas , cdarkOdds = 0 , cnightOdds = 51 -- always night , cauxConnects = 2 -- many lit trails, so easy to aim , cmaxVoid = 1%100 , chidden = 0 , cactorFreq = [] , citemNum = 8 `d` 8 , citemFreq = [ (IK.COMMON_ITEM, 30), (STARTING_ARMOR, 100) , (LIGHT_ATTENUATOR, 300), (GEM, 400) , (WEAK_ARROW, 400), (HARPOON, 200), (IK.EXPLOSIVE, 200) ] , cplaceFreq = [(FLIGHT, 1)] , cpassable = True , cdefTile = FLIGHT_SET_DARK , cdarkCorTile = SAFE_TRAIL_LIT -- let trails give off light , clitCorTile = SAFE_TRAIL_LIT , cwallTile = OPENABLE_WALL , cescapeFreq = [(OUTDOOR_ESCAPE_DOWN, 1)] , cmaxStairsNum = 0 , cstairFreq = [] , cstairAllowed = [] , cskip = [0] -- don't start heroes nor opponents on escape , cdesc = "Graffiti scrawls across the walls and the heavy scents of stimulants hang in the air." } zoo = rogue -- few lights and many solids, to help the less numerous heroes { cname = "Municipal zoo in flames" -- non-official adjective , cfreq = [(CAVE_ZOO, 1)] , ccellSize = DiceXY (1 `d` 4 + 7) 8 , cminPlaceSize = DiceXY 4 4 -- don't merge , cmaxPlaceSize = DiceXY 14 7 , cdarkOdds = 0 , cnightOdds = 51 -- always night , cauxConnects = 1%4 , cmaxVoid = 1%20 , cdoorChance = 7%10 , copenChance = 9%10 , chidden = 0 , cactorFreq = [] , citemNum = 10 `d` 8 , citemFreq = [ (IK.COMMON_ITEM, 100), (LIGHT_ATTENUATOR, 1000) , (STARTING_ARMOR, 500), (STARTING_WEAPON, 1000) ] , cplaceFreq = [(ZOO, 1)] , cpassable = True , cdefTile = ZOO_SET_DARK , cdarkCorTile = SAFE_TRAIL_LIT -- let trails give off light , clitCorTile = SAFE_TRAIL_LIT , cwallTile = OPENABLE_WALL , cmaxStairsNum = 0 , cstairFreq = [] , cstairAllowed = [] , cdesc = "Leaping flames illuminate the cages; not all are empty." } ambush = rogue -- a scenario with strong missiles; -- dark, so solid obstacles are to hide from missiles, -- not view, and they are all lit, because stopped missiles -- are frustrating, while a few LOS-only obstacles are not lit; -- few small lights to cross, giving a chance to snipe; -- crucial difference wrt shootout and hunt is that trajectories -- of missiles are usually not seen, so enemy can't be guessed; -- camping doesn't pay off, because enemies can sneak and only -- active scouting, throwing flares and shooting discovers them -- and the level is big enough for all that { cname = "Ravaged spaceport" -- non-official adjective , cfreq = [(CAVE_AMBUSH, 1)] , ccellSize = DiceXY 11 6 , cminPlaceSize = DiceXY 9 10 -- merge vertically , cmaxPlaceSize = DiceXY 40 30 -- allow hangars and shuttles , cdarkOdds = 51 -- all dark to spread loot evenly , cnightOdds = 51 -- always night , cauxConnects = 1%10 -- few lit trails, so hard to aim , chidden = 0 , cactorFreq = [] , citemNum = 10 `d` 10 , citemFreq = [ (IK.COMMON_ITEM, 30), (MERCENARY_AMMO, 200) , (HARPOON, 300), (IK.EXPLOSIVE, 50) ] , cplaceFreq = [(AMBUSH, 1)] , cpassable = True , cdefTile = AMBUSH_SET_DARK , cdarkCorTile = TRAIL_LIT -- let trails give off light , clitCorTile = TRAIL_LIT , cwallTile = OPENABLE_WALL , cmaxStairsNum = 0 , cstairFreq = [] , cstairAllowed = [] , cdesc = "Scarred walls and ransacked lockers show the total breakdown of order." -- seems related to the abandoned farm; perhaps distantly to the existence of the gangs; more closely to the mystery of the lost and found space cruiser and various parties interested in it } -- * Other caves; testing, Easter egg, future work battle = rogue -- few lights and many solids, to help the less numerous heroes { cname = "Old industrial plant" , cfreq = [(CAVE_BATTLE, 1)] , ccellSize = DiceXY (5 `d` 3 + 11) 7 , cminPlaceSize = DiceXY 4 4 , cmaxPlaceSize = DiceXY 9 7 , cdarkOdds = 0 , cnightOdds = 51 -- always night , cauxConnects = 1%4 , cmaxVoid = 1%20 , cdoorChance = 2%10 , copenChance = 9%10 , chidden = 0 , cactorFreq = [] , citemNum = 6 `d` 8 , citemFreq = [(IK.COMMON_ITEM, 100), (LIGHT_ATTENUATOR, 200)] , cplaceFreq = [(BATTLE, 50), (ROGUE, 50)] , cpassable = True , cdefTile = BATTLE_SET_DARK , cdarkCorTile = SAFE_TRAIL_LIT -- let trails give off light , clitCorTile = SAFE_TRAIL_LIT , cwallTile = OPENABLE_WALL , cfenceApart = True -- ensures no cut-off parts from collapsed , cmaxStairsNum = 0 , cstairFreq = [] , cstairAllowed = [] , cdesc = "Huge machines stand silent and powerless in the dark." } safari1 = brawl { cname = "Hunam habitat" , cfreq = [(CAVE_SAFARI_1, 1)] , cminPlaceSize = DiceXY 5 3 , cstairFreq = [ (OUTDOOR_WALLED_STAIRCASE, 20) , (OUTDOOR_CLOSED_STAIRCASE, 80) , (OUTDOOR_TINY_STAIRCASE, 1) ] , cskip = [0] , cdesc = "\"DLC 1. Hunams scavenge in a forest in their usual disgusting way.\"" } safari2 = flight -- lamps instead of trees, but ok, it's only a simulation { cname = "Deep into the jungle" , cfreq = [(CAVE_SAFARI_2, 1)] , cmaxStairsNum = 1 , cescapeFreq = [] , cstairFreq = [ (OUTDOOR_WALLED_STAIRCASE, 20) , (OUTDOOR_CLOSED_STAIRCASE, 80) , (OUTDOOR_TINY_STAIRCASE, 1) ] , cskip = [0] , cdesc = "\"DLC 2. In the dark pure heart of the jungle noble animals roam freely.\"" } safari3 = zoo -- glass rooms, but ok, it's only a simulation { cname = "Jungle in flames" , cfreq = [(CAVE_SAFARI_3, 1)] , cminPlaceSize = DiceXY 5 4 , cescapeFreq = [(OUTDOOR_ESCAPE_DOWN, 1)] , cmaxStairsNum = 1 , cstairFreq = [ (OUTDOOR_WALLED_STAIRCASE, 20) , (OUTDOOR_CLOSED_STAIRCASE, 80) , (OUTDOOR_TINY_STAIRCASE, 1) ] , cdesc = "\"DLC 3. Jealous hunams set jungle on fire and flee.\"" } Allure-0.11.0.0/GameDefinition/Content/FactionKind.hs0000644000000000000000000004612107346545000020371 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Definitions of kinds of factions present in a game, both human -- and computer-controlled. module Content.FactionKind ( -- * Group name patterns pattern EXPLORER_REPRESENTATIVE, pattern EXPLORER_SHORT, pattern EXPLORER_NO_ESCAPE, pattern EXPLORER_MEDIUM, pattern EXPLORER_TRAPPED, pattern EXPLORER_AUTOMATED, pattern EXPLORER_AUTOMATED_TRAPPED, pattern EXPLORER_CAPTIVE, pattern EXPLORER_PACIFIST, pattern COMPETITOR_REPRESENTATIVE, pattern COMPETITOR_SHORT, pattern COMPETITOR_NO_ESCAPE, pattern CIVILIAN_REPRESENTATIVE, pattern CONVICT_REPRESENTATIVE, pattern MONSTER_REPRESENTATIVE, pattern MONSTER_ANTI, pattern MONSTER_ANTI_CAPTIVE, pattern MONSTER_ANTI_PACIFIST, pattern MONSTER_TOURIST, pattern MONSTER_TOURIST_PASSIVE, pattern MONSTER_CAPTIVE, pattern MONSTER_CAPTIVE_NARRATING, pattern ANIMAL_REPRESENTATIVE, pattern ANIMAL_MAGNIFICENT, pattern ANIMAL_EXQUISITE, pattern ANIMAL_CAPTIVE, pattern ANIMAL_NARRATING, pattern ANIMAL_MAGNIFICENT_NARRATING, pattern ANIMAL_CAPTIVE_NARRATING, pattern HORROR_REPRESENTATIVE, pattern HORROR_CAPTIVE, pattern HORROR_PACIFIST , pattern EXPLORER_EXTERMINATOR, pattern ROBOT_REPRESENTATIVE, pattern ROBOT_CAPTIVE, pattern ROBOT_NARRATING, pattern ROBOT_VIRUS, pattern ROBOT_GAUNTLET, pattern OFF_WORLD_REPRESENTATIVE , pattern REPRESENTATIVE , pattern ANIMAL_OR_ROBOT_NARRATING , groupNamesSingleton, groupNames , -- * Content content #ifdef EXPOSE_INTERNAL , hiHeroExterminator #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import Game.LambdaHack.Content.FactionKind import qualified Game.LambdaHack.Content.ItemKind as IK import Game.LambdaHack.Definition.Ability import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.DefsInternal import Content.ItemKindActor import Content.ItemKindOrgan -- * Group name patterns groupNamesSingleton :: [GroupName FactionKind] groupNamesSingleton = [EXPLORER_REPRESENTATIVE, EXPLORER_SHORT, EXPLORER_NO_ESCAPE, EXPLORER_MEDIUM, EXPLORER_TRAPPED, EXPLORER_AUTOMATED, EXPLORER_AUTOMATED_TRAPPED, EXPLORER_CAPTIVE, EXPLORER_PACIFIST, COMPETITOR_REPRESENTATIVE, COMPETITOR_SHORT, COMPETITOR_NO_ESCAPE, CIVILIAN_REPRESENTATIVE, CONVICT_REPRESENTATIVE, MONSTER_REPRESENTATIVE, MONSTER_ANTI, MONSTER_ANTI_CAPTIVE, MONSTER_ANTI_PACIFIST, MONSTER_TOURIST, MONSTER_TOURIST_PASSIVE, MONSTER_CAPTIVE, MONSTER_CAPTIVE_NARRATING, ANIMAL_REPRESENTATIVE, ANIMAL_MAGNIFICENT, ANIMAL_EXQUISITE, ANIMAL_CAPTIVE, ANIMAL_NARRATING, ANIMAL_MAGNIFICENT_NARRATING, ANIMAL_CAPTIVE_NARRATING, HORROR_REPRESENTATIVE, HORROR_CAPTIVE, HORROR_PACIFIST] ++ [EXPLORER_EXTERMINATOR, ROBOT_REPRESENTATIVE, ROBOT_CAPTIVE, ROBOT_NARRATING, ROBOT_VIRUS, ROBOT_GAUNTLET, OFF_WORLD_REPRESENTATIVE] pattern EXPLORER_REPRESENTATIVE, EXPLORER_SHORT, EXPLORER_NO_ESCAPE, EXPLORER_MEDIUM, EXPLORER_TRAPPED, EXPLORER_AUTOMATED, EXPLORER_AUTOMATED_TRAPPED, EXPLORER_CAPTIVE, EXPLORER_PACIFIST, COMPETITOR_REPRESENTATIVE, COMPETITOR_SHORT, COMPETITOR_NO_ESCAPE, CIVILIAN_REPRESENTATIVE, CONVICT_REPRESENTATIVE, MONSTER_REPRESENTATIVE, MONSTER_ANTI, MONSTER_ANTI_CAPTIVE, MONSTER_ANTI_PACIFIST, MONSTER_TOURIST, MONSTER_TOURIST_PASSIVE, MONSTER_CAPTIVE, MONSTER_CAPTIVE_NARRATING, ANIMAL_REPRESENTATIVE, ANIMAL_MAGNIFICENT, ANIMAL_EXQUISITE, ANIMAL_CAPTIVE, ANIMAL_NARRATING, ANIMAL_MAGNIFICENT_NARRATING, ANIMAL_CAPTIVE_NARRATING, HORROR_REPRESENTATIVE, HORROR_CAPTIVE, HORROR_PACIFIST :: GroupName FactionKind pattern EXPLORER_EXTERMINATOR, ROBOT_REPRESENTATIVE, ROBOT_CAPTIVE, ROBOT_NARRATING, ROBOT_VIRUS, ROBOT_GAUNTLET, OFF_WORLD_REPRESENTATIVE :: GroupName FactionKind groupNames :: [GroupName FactionKind] groupNames = [REPRESENTATIVE, ANIMAL_OR_ROBOT_NARRATING] -- This pattern was supposed to be used in faction lore to distinguish -- the faction kinds to show. Instead all factions from the current game -- are shown. Perhaps in the future we'll also show encountered actions -- from previous games and then this will be useful to limit the number. pattern REPRESENTATIVE :: GroupName FactionKind pattern ANIMAL_OR_ROBOT_NARRATING :: GroupName FactionKind pattern REPRESENTATIVE = GroupName "representative" pattern EXPLORER_REPRESENTATIVE = GroupName "explorer" pattern EXPLORER_SHORT = GroupName "explorer short" pattern EXPLORER_NO_ESCAPE = GroupName "explorer no escape" pattern EXPLORER_MEDIUM = GroupName "explorer medium" pattern EXPLORER_TRAPPED = GroupName "explorer trapped" pattern EXPLORER_AUTOMATED = GroupName "explorer automated" pattern EXPLORER_AUTOMATED_TRAPPED = GroupName "explorer automated trapped" pattern EXPLORER_CAPTIVE = GroupName "explorer captive" pattern EXPLORER_PACIFIST = GroupName "explorer pacifist" pattern COMPETITOR_REPRESENTATIVE = GroupName "competitor" pattern COMPETITOR_SHORT = GroupName "competitor short" pattern COMPETITOR_NO_ESCAPE = GroupName "competitor no escape" pattern CIVILIAN_REPRESENTATIVE = GroupName "civilian" pattern CONVICT_REPRESENTATIVE = GroupName "convict" pattern MONSTER_REPRESENTATIVE = GroupName "monster" pattern MONSTER_ANTI = GroupName "monster anti" pattern MONSTER_ANTI_CAPTIVE = GroupName "monster anti captive" pattern MONSTER_ANTI_PACIFIST = GroupName "monster anti pacifist" pattern MONSTER_TOURIST = GroupName "monster tourist" pattern MONSTER_TOURIST_PASSIVE = GroupName "monster tourist passive" pattern MONSTER_CAPTIVE = GroupName "monster captive" pattern MONSTER_CAPTIVE_NARRATING = GroupName "monster captive narrating" pattern ANIMAL_REPRESENTATIVE = GroupName "animal" pattern ANIMAL_MAGNIFICENT = GroupName "animal magnificent" pattern ANIMAL_EXQUISITE = GroupName "animal exquisite" pattern ANIMAL_CAPTIVE = GroupName "animal captive" pattern ANIMAL_NARRATING = GroupName "animal narrating" pattern ANIMAL_MAGNIFICENT_NARRATING = GroupName "animal magnificent narrating" pattern ANIMAL_CAPTIVE_NARRATING = GroupName "animal captive narrating" pattern HORROR_REPRESENTATIVE = GroupName "horror" pattern HORROR_CAPTIVE = GroupName "horror captive" pattern HORROR_PACIFIST = GroupName "horror pacifist" -- ** Allure-specific pattern ANIMAL_OR_ROBOT_NARRATING = GroupName "animal or robot narrating" pattern EXPLORER_EXTERMINATOR = GroupName "explorer exterminator" pattern ROBOT_REPRESENTATIVE = GroupName "robot" pattern ROBOT_CAPTIVE = GroupName "robot captive" pattern ROBOT_NARRATING = GroupName "robot narrating" pattern ROBOT_VIRUS = GroupName "robot replicant" pattern ROBOT_GAUNTLET = GroupName "robot virus-infested" pattern OFF_WORLD_REPRESENTATIVE = GroupName "off-world mercenary" -- * Teams teamCompetitor, teamCivilian, teamConvict, teamMonster, teamAnimal, teamHorror, teamRobot, teamOffWorld, teamOther :: TeamContinuity teamCompetitor = TeamContinuity 2 teamCivilian = TeamContinuity 3 teamConvict = TeamContinuity 4 teamMonster = TeamContinuity 5 teamAnimal = TeamContinuity 6 teamHorror = TeamContinuity 7 teamRobot = TeamContinuity 8 teamOffWorld = TeamContinuity 9 teamOther = TeamContinuity 10 -- * Content content :: [FactionKind] content = [factExplorer, factExplorerShort, factExplorerNoEscape, factExplorerMedium, factExplorerTrapped, factExplorerAutomated, factExplorerAutomatedTrapped, factExplorerCaptive, factExplorerPacifist, factCompetitor, factCompetitorShort, factCompetitorNoEscape, factCivilian, factConvict, factMonster, factMonsterAnti, factMonsterAntiCaptive, factMonsterAntiPacifist, factMonsterTourist, factMonsterTouristPassive, factMonsterCaptive, factMonsterCaptiveNarrating, factAnimal, factAnimalMagnificent, factAnimalExquisite, factAnimalCaptive, factAnimalNarrating, factAnimalMagnificentNarrating, factAnimalCaptiveNarrating, factHorror, factHorrorCaptive, factHorrorPacifist] ++ [factExplorerExterminator, factRobot, factRobotCaptive, factRobotNarrating, factRobotVirus, factRobotGauntlet, factOffWorld] factExplorer, factExplorerShort, factExplorerNoEscape, factExplorerMedium, factExplorerTrapped, factExplorerAutomated, factExplorerAutomatedTrapped, factExplorerCaptive, factExplorerPacifist, factCompetitor, factCompetitorShort, factCompetitorNoEscape, factCivilian, factConvict, factMonster, factMonsterAnti, factMonsterAntiCaptive, factMonsterAntiPacifist, factMonsterTourist, factMonsterTouristPassive, factMonsterCaptive, factMonsterCaptiveNarrating, factAnimal, factAnimalMagnificent, factAnimalExquisite, factAnimalCaptive, factAnimalNarrating, factAnimalMagnificentNarrating, factAnimalCaptiveNarrating, factHorror, factHorrorCaptive, factHorrorPacifist :: FactionKind factExplorerExterminator, factRobot, factRobotCaptive, factRobotNarrating, factRobotVirus, factRobotGauntlet, factOffWorld :: FactionKind -- * Content -- ** teamExplorer factExplorer = FactionKind { fname = "Spacefarer" , ffreq = [(EXPLORER_REPRESENTATIVE, 1), (REPRESENTATIVE, 1)] , fteam = teamExplorer , fgroups = [(HERO, 100)] -- don't spam the escapists, etc., in description , fskillsOther = meleeAdjacent , fcanEscape = True , fneverEmpty = True , fhiCondPoly = hiHeroLong , fhasGender = True , finitDoctrine = TExplore , fspawnsFast = False , fhasPointman = True , fhasUI = True , finitUnderAI = False , fenemyTeams = [teamCompetitor, teamMonster, teamAnimal, teamRobot, teamHorror] , falliedTeams = [] } factExplorerShort = factExplorer { ffreq = [(EXPLORER_SHORT, 1)] , fhiCondPoly = hiHeroShort } factExplorerNoEscape = factExplorer { ffreq = [(EXPLORER_NO_ESCAPE, 1)] , fcanEscape = False , fhiCondPoly = hiHeroMedium } factExplorerMedium = factExplorer { ffreq = [(EXPLORER_MEDIUM, 1)] , fhiCondPoly = hiHeroMedium } factExplorerTrapped = factExplorer { ffreq = [(EXPLORER_TRAPPED, 1)] , fcanEscape = False , fhiCondPoly = hiHeroLong } factExplorerAutomated = factExplorer { ffreq = [(EXPLORER_AUTOMATED, 1)] , fhasUI = False , finitUnderAI = True } factExplorerAutomatedTrapped = factExplorerAutomated { ffreq = [(EXPLORER_AUTOMATED_TRAPPED, 1)] , fcanEscape = False , fhiCondPoly = hiHeroLong } factExplorerCaptive = factExplorer { ffreq = [(EXPLORER_CAPTIVE, 1)] , fneverEmpty = True -- already there } factExplorerPacifist = factExplorerCaptive { ffreq = [(EXPLORER_PACIFIST, 1)] , fenemyTeams = [] , falliedTeams = [] } -- ** teamCompetitor, symmetric opponents of teamExplorer factCompetitor = factExplorer { fname = "Red Collar Bro" , ffreq = [(COMPETITOR_REPRESENTATIVE, 1), (REPRESENTATIVE, 1)] , fteam = teamCompetitor , fhasUI = False , finitUnderAI = True , fenemyTeams = [teamExplorer, teamMonster, teamAnimal, teamRobot, teamHorror] , falliedTeams = [] } factCompetitorShort = factCompetitor { ffreq = [(COMPETITOR_SHORT, 1)] , fhiCondPoly = hiHeroShort } factCompetitorNoEscape = factCompetitor { ffreq = [(COMPETITOR_NO_ESCAPE, 1)] , fcanEscape = False , fhiCondPoly = hiHeroMedium } -- ** teamCivilian factCivilian = FactionKind { fname = "Civilian" , ffreq = [(CIVILIAN_REPRESENTATIVE, 1), (REPRESENTATIVE, 1)] , fteam = teamCivilian , fgroups = [(HERO, 100), (CIVILIAN, 100)] -- symmetric vs player , fskillsOther = zeroSkills -- not coordinated by any leadership , fcanEscape = False , fneverEmpty = True , fhiCondPoly = hiHeroMedium , fhasGender = True , finitDoctrine = TPatrol , fspawnsFast = False , fhasPointman = False -- unorganized , fhasUI = False , finitUnderAI = True , fenemyTeams = [teamMonster, teamAnimal, teamRobot, teamHorror] , falliedTeams = [] } -- ** teamConvict, different demographics factConvict = factCivilian { fname = "Hunam Convict" , ffreq = [(CONVICT_REPRESENTATIVE, 1), (REPRESENTATIVE, 1)] , fteam = teamConvict , fhasPointman = True -- convicts organize better , finitUnderAI = True , fenemyTeams = [teamMonster, teamAnimal, teamRobot, teamHorror] , falliedTeams = [] } -- ** teamMonster factMonster = FactionKind { fname = "Alien Hierarchy" , ffreq = [(MONSTER_REPRESENTATIVE, 1), (REPRESENTATIVE, 1)] , fteam = teamMonster , fgroups = [ (MONSTER, 100) , (MOBILE_MONSTER, 1), (AQUATIC_MONSTER, 1) ] , fskillsOther = zeroSkills , fcanEscape = False , fneverEmpty = False , fhiCondPoly = hiDweller , fhasGender = False , finitDoctrine = TExplore , fspawnsFast = True , fhasPointman = True , fhasUI = False , finitUnderAI = True , fenemyTeams = [teamExplorer, teamCompetitor, teamCivilian, teamConvict] , falliedTeams = [teamAnimal, teamRobot] } -- This has continuity @teamMonster@, despite being playable. factMonsterAnti = factMonster { ffreq = [(MONSTER_ANTI, 1)] , fhasUI = True , finitUnderAI = False } factMonsterAntiCaptive = factMonsterAnti { ffreq = [(MONSTER_ANTI_CAPTIVE, 1)] , fneverEmpty = True } factMonsterAntiPacifist = factMonsterAntiCaptive { ffreq = [(MONSTER_ANTI_PACIFIST, 1)] , fenemyTeams = [] , falliedTeams = [] } -- More flavour and special backstory, but the same team. factMonsterTourist = factMonsterAnti { fname = "Alien Tourist Office" , ffreq = [(MONSTER_TOURIST, 1)] , fcanEscape = True , fneverEmpty = True -- no spawning , fhiCondPoly = hiHeroMedium , finitDoctrine = TFollow -- follow-the-guide, as tourists do , fspawnsFast = False -- on a trip, so no spawning , finitUnderAI = False , fenemyTeams = [teamAnimal, teamExplorer, teamCompetitor, teamCivilian, teamConvict] , falliedTeams = [teamRobot] } factMonsterTouristPassive = factMonsterTourist { ffreq = [(MONSTER_TOURIST_PASSIVE, 1)] , fhasUI = False , finitUnderAI = True } factMonsterCaptive = factMonster { ffreq = [(MONSTER_CAPTIVE, 1)] , fneverEmpty = True } factMonsterCaptiveNarrating = factMonsterAntiCaptive { ffreq = [(MONSTER_CAPTIVE_NARRATING, 1)] , fhasUI = True } -- ** teamAnimal factAnimal = FactionKind { fname = "Animal Kingdom" , ffreq = [(ANIMAL_REPRESENTATIVE, 1), (REPRESENTATIVE, 1)] , fteam = teamAnimal , fgroups = [ (ANIMAL, 100), (INSECT, 100), (AQUATIC_ANIMAL, 100) -- only the distinct enough ones , (MOBILE_ANIMAL, 1), (IMMOBILE_ANIMAL, 1), (SCAVENGER, 1) ] , fskillsOther = zeroSkills , fcanEscape = False , fneverEmpty = False , fhiCondPoly = hiDweller , fhasGender = False , finitDoctrine = TRoam -- can't pick up, so no point exploring , fspawnsFast = True , fhasPointman = False , fhasUI = False , finitUnderAI = True , fenemyTeams = [teamExplorer, teamCompetitor, teamCivilian, teamConvict] , falliedTeams = [teamMonster, teamRobot] } -- These two differ from outside, but share information and boasting -- about them tends to be general, too. factAnimalMagnificent = factAnimal { fname = "Animal Magnificent Specimen Variety" , ffreq = [(ANIMAL_MAGNIFICENT, 1)] , fneverEmpty = True , fenemyTeams = [teamMonster, teamExplorer, teamCompetitor, teamCivilian, teamConvict] , falliedTeams = [] } factAnimalExquisite = factAnimal { fname = "Animal Exquisite Herds and Packs Galore" , ffreq = [(ANIMAL_EXQUISITE, 1)] , fteam = teamOther -- in the same mode as @factAnimalMagnificent@, so borrow -- identity from horrors to avoid a clash , fneverEmpty = True , fenemyTeams = [teamMonster, teamExplorer, teamCompetitor, teamCivilian, teamConvict] , falliedTeams = [] } factAnimalCaptive = factAnimal { ffreq = [(ANIMAL_CAPTIVE, 1)] , fneverEmpty = True } factAnimalNarrating = factAnimal { ffreq = [(ANIMAL_NARRATING, 1), (ANIMAL_OR_ROBOT_NARRATING, 70)] , fhasUI = True } factAnimalMagnificentNarrating = factAnimalMagnificent { ffreq = [(ANIMAL_MAGNIFICENT_NARRATING, 1)] , fhasPointman = True , fhasUI = True , finitUnderAI = False } factAnimalCaptiveNarrating = factAnimalCaptive { ffreq = [(ANIMAL_CAPTIVE_NARRATING, 1)] , fhasUI = True } -- ** teamHorror, not much of a continuity intended, but can't be ignored -- | A special faction, for summoned actors that don't belong to any -- of the main factions of a given game. E.g., animals summoned during -- a brawl game between two hero factions land in the horror faction. -- In every game, either all factions for which summoning items exist -- should be present or a horror faction should be added to host them. factHorror = FactionKind { fname = "Horror Den" , ffreq = [(HORROR_REPRESENTATIVE, 1), (REPRESENTATIVE, 1)] , fteam = teamHorror , fgroups = [(IK.HORROR, 100)] , fskillsOther = zeroSkills , fcanEscape = False , fneverEmpty = False , fhiCondPoly = [] , fhasGender = False , finitDoctrine = TPatrol -- disoriented , fspawnsFast = False , fhasPointman = False , fhasUI = False , finitUnderAI = True , fenemyTeams = [teamExplorer, teamCompetitor, teamCivilian, teamConvict] , falliedTeams = [] } factHorrorCaptive = factHorror { ffreq = [(HORROR_CAPTIVE, 1)] , fneverEmpty = True } factHorrorPacifist = factHorrorCaptive { ffreq = [(HORROR_PACIFIST, 1)] , fenemyTeams = [] , falliedTeams = [] } -- * Allure-specific factExplorerExterminator = factExplorer { ffreq = [(EXPLORER_EXTERMINATOR, 1)] , fhiCondPoly = hiHeroExterminator } hiHeroExterminator :: HiCondPoly hiHeroExterminator = hiHeroShort ++ [([(HiConst, 200)], [Conquer])] -- bonus for extermination over escape -- ** teamRobot factRobot = FactionKind { fname = "Robot Anarchy" , ffreq = [(ROBOT_REPRESENTATIVE, 1), (REPRESENTATIVE, 1)] , fteam = teamRobot , fgroups = [ (ROBOT, 100), (MECHANICAL_CONTRAPTION, 100) , (MOBILE_ROBOT, 1), (IMMOBILE_ROBOT, 1) , (CONSTRUCTION_ROBOT, 1) ] , fskillsOther = zeroSkills , fcanEscape = False , fneverEmpty = False , fhiCondPoly = hiDweller , fhasGender = False , finitDoctrine = TRoam -- TODO:TFollow -- coordinated via net, follow alien leader , fspawnsFast = True , fhasPointman = False , fhasUI = False , finitUnderAI = True , fenemyTeams = [teamExplorer, teamCompetitor, teamCivilian, teamConvict] , falliedTeams = [teamMonster, teamAnimal] } factRobotCaptive = factRobot { ffreq = [(ROBOT_CAPTIVE, 1)] , fneverEmpty = True } factRobotNarrating = factRobot { ffreq = [(ROBOT_NARRATING, 1), (ANIMAL_OR_ROBOT_NARRATING, 30)] , fhasUI = True } factRobotVirus = factRobot { fname = "Replicant Infestation" , ffreq = [(ROBOT_VIRUS, 1)] , fteam = teamOther -- not the same as other robots , fgroups = [(MOBILE_ROBOT, 100)] -- help assign proper actors to the faction , fneverEmpty = True -- faction dissolved when all killed, despite spawning , falliedTeams = [] -- cut off, weird } factRobotGauntlet = factRobotVirus { ffreq = [(ROBOT_GAUNTLET, 1)] , fgroups = fgroups factRobotVirus ++ [(GAUNTLET_ROBOT, 1)] -- keep the faction description the same, despite different composition } -- ** teamOffWorld factOffWorld = factCompetitor { fname = "Gray Off-World Mercenary" , ffreq = [(OFF_WORLD_REPRESENTATIVE, 1), (REPRESENTATIVE, 1)] , fteam = teamOffWorld , fgroups = [(MERCENARY_HERO, 100)] -- summoned heroes all go to the player , fcanEscape = False , fhiCondPoly = hiHeroMedium , fenemyTeams = [teamExplorer, teamMonster, teamAnimal, teamRobot, teamHorror] , falliedTeams = [] } Allure-0.11.0.0/GameDefinition/Content/ItemKind.hs0000644000000000000000000040461607346545000017713 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Definitions of basic items. module Content.ItemKind ( -- * Group name patterns pattern HARPOON, pattern ARMOR_LOOSE, pattern CLOTHING_MISC , pattern COOKED_PLANT, pattern LIQUID_NITROGEN, pattern GARDENING_TOOL , groupNamesSingleton, groupNames , -- * Content content, items, otherItemContent ) where import Prelude () import Game.LambdaHack.Core.Prelude import Game.LambdaHack.Content.ItemKind import Game.LambdaHack.Content.RuleKind import Game.LambdaHack.Core.Dice import Game.LambdaHack.Definition.Ability import Game.LambdaHack.Definition.Color import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.DefsInternal import Game.LambdaHack.Definition.Flavour import Content.ItemKindActor import Content.ItemKindBlast import Content.ItemKindEmbed import Content.ItemKindOrgan import Content.ItemKindTemporary import Content.RuleKind -- * Group name patterns groupNamesSingleton :: [GroupName ItemKind] groupNamesSingleton = [S_FRAGRANCE, S_SINGLE_SPARK, S_SPARK] ++ [FLASK_UNKNOWN, POTION_UNKNOWN, EDIBLE_PLANT_UNKNOWN, SCROLL_UNKNOWN, NECKLACE_UNKNOWN, RING_UNKNOWN, HAMMER_UNKNOWN, GEM_UNKNOWN, CURRENCY_UNKNOWN] ++ [S_RAG_TANGLE, S_GRASS_STITCHER, S_LADIES_FORK, S_SPADE, S_HOE] ++ embedsGNSingleton ++ actorsGNSingleton ++ organsGNSingleton ++ blastsGNSingleton ++ temporariesGNSingleton pattern FLASK_UNKNOWN, POTION_UNKNOWN, EDIBLE_PLANT_UNKNOWN, SCROLL_UNKNOWN, NECKLACE_UNKNOWN, RING_UNKNOWN, HAMMER_UNKNOWN, GEM_UNKNOWN, CURRENCY_UNKNOWN :: GroupName ItemKind pattern S_RAG_TANGLE, S_GRASS_STITCHER, S_LADIES_FORK, S_SPADE, S_HOE :: GroupName ItemKind groupNames :: [GroupName ItemKind] groupNames = [CRAWL_ITEM, TREASURE, ANY_SCROLL, ANY_GLASS, ANY_POTION, ANY_FLASK, EXPLOSIVE, ANY_JEWELRY, VALUABLE, UNREPORTED_INVENTORY, AQUATIC] ++ [HARPOON, ARMOR_LOOSE, CLOTHING_MISC] ++ [COOKED_PLANT, LIQUID_NITROGEN, GARDENING_TOOL, TOOL_ONLY] ++ embedsGN ++ actorsGN ++ organsGN ++ blastsGN pattern HARPOON, ARMOR_LOOSE, CLOTHING_MISC :: GroupName ItemKind pattern COOKED_PLANT, LIQUID_NITROGEN, GARDENING_TOOL, TOOL_ONLY :: GroupName ItemKind -- The @UNKNOWN@ patterns don't need to be exported. Used internally. -- They also represent singleton groups. pattern FLASK_UNKNOWN = GroupName "flask unknown" pattern POTION_UNKNOWN = GroupName "potion unknown" pattern EDIBLE_PLANT_UNKNOWN = GroupName "edible plant unknown" pattern SCROLL_UNKNOWN = GroupName "scroll unknown" pattern NECKLACE_UNKNOWN = GroupName "necklace unknown" pattern RING_UNKNOWN = GroupName "ring unknown" pattern HAMMER_UNKNOWN = GroupName "hammer unknown" pattern GEM_UNKNOWN = GroupName "gem unknown" pattern CURRENCY_UNKNOWN = GroupName "currency unknown" pattern HARPOON = GroupName "harpoon" pattern ARMOR_LOOSE = GroupName "loose armor" pattern CLOTHING_MISC = GroupName "miscellaneous clothing" -- ** Allure-specific -- In the Content section, Allure-specific definitions are interspersed -- among generic definitions to make managing related definitions easier. pattern COOKED_PLANT = GroupName "cooked plant" pattern LIQUID_NITROGEN = GroupName "liquid nitrogen" pattern GARDENING_TOOL = GroupName "gardening tool" pattern TOOL_ONLY = GroupName "tool only" pattern S_RAG_TANGLE = GroupName "rag tangle" pattern S_GRASS_STITCHER = GroupName "grass stitcher" pattern S_LADIES_FORK = GroupName "ladies' fork" pattern S_HOE = GroupName "hoe" pattern S_SPADE = GroupName "spade" -- * Content content :: [ItemKind] content = items ++ otherItemContent otherItemContent :: [ItemKind] otherItemContent = embeds ++ actors ++ organs ++ blasts ++ temporaries items :: [ItemKind] items = [sandstoneRock, steelScrap, needle, dart, spike, spike2, slingStone, slingBullet, needleSleep, paralizingProj, harpoon, harpoon2, harpoon3, net, fragmentationBomb, concussionBomb, flashBomb, firecrackerBomb, flaskEmpty, flaskTemplate, flask1, flask2, flask3, flask4, flask5, flask6, flask7, flask8, flask9, flask10, flask11, flask12, flask13, flask14, flask15, flask16, flask17, potionTemplate, potion1, potion2, potion3, potion4, potion5, potion6, potion7, potion8, potion9, potion10, potion11, potion12, potion13, potion14, potion15, potion16, scrollTemplate, scroll1, scroll2, scroll3, scroll4, scroll5, scroll6, scroll7, scroll8, scroll9, scroll10, scroll11, scroll12, scroll13, scroll14, scroll15, scroll16, scrollAd1, rawMeatChunk, roastedMeatChunk, ediblePlantTemplate, ediblePlant1, ediblePlant2, ediblePlant3, ediblePlant4, ediblePlant5, ediblePlant6, ediblePlant7, ediblePlant8, cookedPlantTemplate, cookedPlant1, cookedPlant2, cookedPlant3, cookedPlant4, cookedPlant5, cookedPlant6, cookedPlant7, cookedPlant8, light1, lightDoused1, light2, lightDoused2, light3, blanket, chisel, hacksaw, adjustableSpanner, steelFile, honingSteel, whetstone, diagonalPliers, snips, loppers, boltCutter, solderingIron, duckTape, thickCord, gorget, necklaceTemplate, necklace1, necklace3, necklace4, necklace5, necklace6, necklace7, necklace8, necklace9, necklace10, motionScanner, imageItensifier, sightSharpening, ringTemplate, ring1, ring2, ring3, ring4, ring5, ring6, ring7, ring8, ring9, ring10, armorLeather, armorLeather2, armorMail, meleeEnhancement, spacesuit, spacesuitTorn, gloveFencing, gloveGauntlet, gloveJousting, hatUshanka, capReinforced, helmArmored, heavyBoot, ragTangle, buckler, shield, shield2, shield3, blowtorch, laserSharpener, crowbar, catsPaw, shortClub, longClub, hammerTemplate, hammer1, hammer2, hammer3, hammer4, hammer5, hammerParalyze, hammerSpark, knife, daggerDischarge, dagger, sword, swordImpress, swordNullify, swordNullifySharp, halberd, oxTongue, halberdPushActor, halberdPushActorSharp, fireAxe, pollaxe, militaryKnife, militaryBaton, cattleProd, grassStitcher, ladiesFork, hoe, spade, treePruner, cleaningPole, staff, pipe, longPole, gemTemplate, gem1, gem2, gem3, gem4, gem5, currencyTemplate, currency, jumpingPole, constructionHooter, wasteContainer, spotlight, seeingItem] sandstoneRock, steelScrap, needle, dart, spike, spike2, slingStone, slingBullet, needleSleep, paralizingProj, harpoon, harpoon2, harpoon3, net, fragmentationBomb, concussionBomb, flashBomb, firecrackerBomb, flaskEmpty, flaskTemplate, flask1, flask2, flask3, flask4, flask5, flask6, flask7, flask8, flask9, flask10, flask11, flask12, flask13, flask14, flask15, flask16, flask17, potionTemplate, potion1, potion2, potion3, potion4, potion5, potion6, potion7, potion8, potion9, potion10, potion11, potion12, potion13, potion14, potion15, potion16, scrollTemplate, scroll1, scroll2, scroll3, scroll4, scroll5, scroll6, scroll7, scroll8, scroll9, scroll10, scroll11, scroll12, scroll13, scroll14, scroll15, scroll16, scrollAd1, rawMeatChunk, roastedMeatChunk, ediblePlantTemplate, ediblePlant1, ediblePlant2, ediblePlant3, ediblePlant4, ediblePlant5, ediblePlant6, ediblePlant7, ediblePlant8, cookedPlantTemplate, cookedPlant1, cookedPlant2, cookedPlant3, cookedPlant4, cookedPlant5, cookedPlant6, cookedPlant7, cookedPlant8, light1, lightDoused1, light2, lightDoused2, light3, blanket, chisel, hacksaw, adjustableSpanner, steelFile, honingSteel, whetstone, diagonalPliers, snips, loppers, boltCutter, solderingIron, duckTape, thickCord, gorget, necklaceTemplate, necklace1, necklace3, necklace4, necklace5, necklace6, necklace7, necklace8, necklace9, necklace10, motionScanner, imageItensifier, sightSharpening, ringTemplate, ring1, ring2, ring3, ring4, ring5, ring6, ring7, ring8, ring9, ring10, armorLeather, armorLeather2, armorMail, meleeEnhancement, spacesuit, spacesuitTorn, gloveFencing, gloveGauntlet, gloveJousting, hatUshanka, capReinforced, helmArmored, heavyBoot, ragTangle, buckler, shield, shield2, shield3, blowtorch, laserSharpener, crowbar, catsPaw, shortClub, longClub, hammerTemplate, hammer1, hammer2, hammer3, hammer4, hammer5, hammerParalyze, hammerSpark, knife, daggerDischarge, dagger, sword, swordImpress, swordNullify, swordNullifySharp, halberd, oxTongue, halberdPushActor, halberdPushActorSharp, fireAxe, pollaxe, militaryKnife, militaryBaton, cattleProd, grassStitcher, ladiesFork, hoe, spade, treePruner, cleaningPole, staff, pipe, longPole, gemTemplate, gem1, gem2, gem3, gem4, gem5, currencyTemplate, currency, jumpingPole, constructionHooter, wasteContainer, spotlight, seeingItem :: ItemKind -- Keep the dice rolls and sides in aspects small so that not too many -- distinct items are generated (for display in item lore and for narrative -- impact ("oh, I found the more powerful of the two variants of the item!", -- instead of "hmm, I found one of the countless variants, a decent one"). -- In particular, for unique items, unless they inherit aspects from -- a standard item, permit only a couple possible variants. -- This is especially important if an item kind has multiple random aspects. -- Instead multiply dice results, e.g., (1 `d` 3) * 5 instead of 1 `d` 15. -- -- Beware of non-periodic non-weapon durable items with beneficial effects -- and low timeout -- AI will starve applying such an item incessantly. -- * Item group symbols, from Angband and variants symbolProjectile, _symbolLauncher, symbolLight, symbolTool, symbolSpecial, symbolGold, symbolNecklace, symbolRing, symbolPotion, symbolFlask, symbolScroll, symbolTorsoArmor, symbolMiscArmor, symbolClothes, symbolShield, symbolPolearm, symbolEdged, symbolHafted, symbolWand, _symbolStaff, symbolFood :: ContentSymbol ItemKind symbolProjectile = rsymbolProjectile $ ritemSymbols standardRules _symbolLauncher = toContentSymbol '}' symbolLight = rsymbolLight $ ritemSymbols standardRules symbolTool = rsymbolTool $ ritemSymbols standardRules symbolSpecial = rsymbolSpecial $ ritemSymbols standardRules symbolGold = rsymbolGold $ ritemSymbols standardRules symbolNecklace = rsymbolNecklace $ ritemSymbols standardRules symbolRing = rsymbolRing $ ritemSymbols standardRules symbolPotion = rsymbolPotion $ ritemSymbols standardRules symbolFlask = rsymbolFlask $ ritemSymbols standardRules symbolScroll = rsymbolScroll $ ritemSymbols standardRules symbolTorsoArmor = rsymbolTorsoArmor $ ritemSymbols standardRules symbolMiscArmor = rsymbolMiscArmor $ ritemSymbols standardRules symbolClothes = rsymbolClothes $ ritemSymbols standardRules symbolShield = rsymbolShield $ ritemSymbols standardRules symbolPolearm = rsymbolPolearm $ ritemSymbols standardRules symbolEdged = rsymbolEdged $ ritemSymbols standardRules symbolHafted = rsymbolHafted $ ritemSymbols standardRules symbolWand = rsymbolWand $ ritemSymbols standardRules _symbolStaff = toContentSymbol '_' symbolFood = rsymbolFood $ ritemSymbols standardRules -- ** Thrown weapons sandstoneRock = ItemKind { isymbol = symbolProjectile , iname = "ceramic foam splinter" , ifreq = [ (S_SANDSTONE_ROCK, 1) , (UNREPORTED_INVENTORY, 1) ] -- too weak to spam , iflavour = zipPlain [Green] , icount = 1 + 1 `d` 2 -- > 1, to let AI ignore sole pieces , irarity = [(1, 1)] , iverbHit = "swat" , iweight = 300 , idamage = 1 `d` 1 , iaspects = [ AddSkill SkHurtMelee $ -16 * 5 , SetFlag Fragile , toVelocity 70 ] -- not dense, irregular , ieffects = [] , idesc = "A light, irregular lump of ceramic foam used in construction." , ikit = [] } steelScrap = sandstoneRock { iname = "steel scrap" , ifreq = [ (STEEL_SCRAP, 1) , (UNREPORTED_INVENTORY, 1) ] -- too weak to spam , iflavour = zipPlain [Cyan] , iverbHit = "grate" , idamage = 2 `d` 1 , iweight = 700 , idesc = " A lump of steel scrap that can be easily bent around and pounded into a wood pole." } needle = ItemKind { isymbol = symbolProjectile , iname = "needle" , ifreq = [ (NEEDLE, 1), (COMMON_ITEM, 1) -- marked as common to ensure can be polymorphed , (UNREPORTED_INVENTORY, 1) ] -- too weak to spam , iflavour = zipPlain [Blue] , icount = 1 + 8 `d` 3 , irarity = [(1, 1)] , iverbHit = "prick" , iweight = 3 , idamage = 1 `d` 1 , iaspects = [ AddSkill SkHurtMelee $ -10 * 5 , ToThrow $ ThrowMod 60 100 5 -- piercing; good shape , SetFlag Fragile ] -- breaks easily despite being piercing , ieffects = [] , idesc = "A long sturdy hypodermic needle ending in a dried out micro-syringe that is easy to break off. It's too thin to cause great harm, but it passes through flesh easily." , ikit = [] } dart = ItemKind { isymbol = symbolProjectile , iname = "billiard ball" , ifreq = [(COMMON_ITEM, 100), (ANY_ARROW, 50), (WEAK_ARROW, 50)] , iflavour = zipPlain [White] , icount = 1 + 1 `d` 2 + 4 `dL` 5 , irarity = [(1, 25)] , iverbHit = "strike" , iweight = 170 , idamage = 1 `d` 1 , iaspects = [AddSkill SkHurtMelee $ (-15 + 1 `d` 2 + 1 `dL` 3) * 5] -- only good against leather , ieffects = [] , idesc = "Ideal shape, size and weight for throwing." , ikit = [] } spike = ItemKind { isymbol = symbolProjectile , iname = "steak knife" , ifreq = [(COMMON_ITEM, 100), (ANY_ARROW, 50), (WEAK_ARROW, 50)] , iflavour = zipPlain [BrCyan] , icount = 1 + 1 `d` 2 + 3 `dL` 5 , irarity = [(1, 15), (10, 10)] , iverbHit = "nick" , iweight = 100 , idamage = 2 `d` 1 , iaspects = [ AddSkill SkHurtMelee $ (-10 + 1 `d` 2 + 1 `dL` 3) * 5 -- heavy vs armor , SetFlag MinorEffects , toVelocity 70 ] -- hitting with tip costs speed , ieffects = [ Explode S_SINGLE_SPARK -- when hitting enemy , OnSmash (Explode S_SINGLE_SPARK) ] -- at wall hit -- this results in a wordy item synopsis, but it's OK, the spark really -- is useful in some situations, not just a flavour , idesc = "Not durable nor particularly well balanced, but with a laser-sharpened titanium alloy tip and blade." , ikit = [] } spike2 = spike { iname = "heavy steak knife" , ifreq = [(COMMON_ITEM, 3), (ANY_ARROW, 1), (WEAK_ARROW, 1)] , iflavour = zipPlain [Cyan] , icount = 1 + 5 `dL` 5 , iverbHit = "penetrate" , iweight = 150 , idamage = 4 `d` 1 -- not useful for melee, because hurt skill too low , iaspects = [ AddSkill SkHurtMelee $ (-10 + 1 `d` 2 + 1 `dL` 3) * 5 , SetFlag MinorEffects , Odds (10 * 1 `dL` 10) [] [toVelocity 70] ] -- at deep levels sometimes even don't limit velocity , idesc = "Old, slightly discoloured, probably from a genuine steel. A heavy and surprisingly well balanced prop from a posh restaurant. It won't survive any rough treatment, though." -- the theme of pre-modern things being more solid and intimidating } slingStone = ItemKind { isymbol = symbolProjectile , iname = "steel hex nut" , ifreq = [(COMMON_ITEM, 5), (ANY_ARROW, 100)] , iflavour = zipPlain [Blue] , icount = 1 + 3 `dL` 4 , irarity = [(8, 25)] , iverbHit = "clobber" , iweight = 200 , idamage = 1 `d` 1 , iaspects = [ AddSkill SkHurtMelee $ (-10 + 1 `d` 2 + 1 `dL` 3) * 5 -- heavy, to bludgeon through armor , SetFlag MinorEffects , toVelocity 150 ] , ieffects = [ Explode S_SINGLE_SPARK -- when hitting enemy , OnSmash (Explode S_SINGLE_SPARK) ] -- at wall hit , idesc = "A large hexagonal fastening nut; due to its angular shape, securely lodging in the pouch of a makeshift string and cloth sling." , ikit = [] } slingBullet = ItemKind { isymbol = symbolProjectile , iname = "bearing ball" , ifreq = [(COMMON_ITEM, 5), (ANY_ARROW, 100), (MERCENARY_AMMO, 25)] , iflavour = zipPlain [BrBlue] , icount = 1 + 6 `dL` 4 , irarity = [(8, 20)] , iverbHit = "slug" , iweight = 28 , idamage = 1 `d` 1 , iaspects = [ AddSkill SkHurtMelee $ (-17 + 1 `d` 2 + 1 `dL` 3) * 5 -- not too good against armor , ToThrow $ ThrowMod 200 100 2 -- piercing , SetFlag Fragile ] -- otherwise would rarely break and the player would have -- unlimited resource and would have to pick up constantly , ieffects = [] , idesc = "Small but heavy bearing ball. Thanks to its size and shape, it doesn't snag when released from the makeshift sling's pouch. Minimal friction enables it to pierce through flesh when fast enough initially. Really hard to find once thrown." -- we lie, it doesn't slow down in our model; but it stops piercing alright , ikit = [] } -- ** Exotic thrown weapons needleSleep = ItemKind { isymbol = symbolProjectile , iname = "tranquillizer dart" , ifreq = [ (TRANQUILIZER_DART, 1), (COMMON_ITEM, 1) , (MERCENARY_AMMO, 25) ] -- marked as common to ensure can be polymorphed , iflavour = zipPlain [BrBlue] , icount = 1 `dL` 3 , irarity = [(1, 1)] , iverbHit = "prick" , iweight = 10 , idamage = 1 `d` 1 , iaspects = [ AddSkill SkHurtMelee $ -10 * 5 , SetFlag Fragile , toVelocity 60 ] -- syringe blocks piercing; slender fins , ieffects = [PutToSleep] , idesc = "A long hypodermic needle ending in a micro-syringe with residues of the sleeping agent." , ikit = [] } -- Identified, because shape (and name) says it all. Detailed aspects id by use. -- This is an extremely large value for @Paralyze@. Normally for such values -- we should instead use condition that disables (almost) all stats, -- except @SkWait@, so that the player can switch leader and not be -- helpless nor experience instadeath (unless his party is 1-person -- or the actor is isolated, but that's usually player's fault). paralizingProj = ItemKind { isymbol = symbolProjectile , iname = "can" , ifreq = [ (COMMON_ITEM, 100), (CAN_OF_STICKY_FOAM, 1) , (MERCENARY_AMMO, 25), (BONDING_TOOL, 1) ] , iflavour = zipPlain [Magenta] , icount = 1 `dL` 4 , irarity = [(5, 5), (10, 20)] , iverbHit = "glue" , iweight = 1000 , idamage = 1 `d` 1 , iaspects = [ ELabel "of sticky foam" , AddSkill SkHurtMelee $ -14 * 5 , SetFlag Lobable, SetFlag Fragile , toVelocity 70 ] -- unwieldy , ieffects = [Paralyze 15, OnSmash (Explode S_GLUE) ] , idesc = "A can of liquid, fast-setting construction foam. Often used as a glue." , ikit = [] } harpoon = ItemKind { isymbol = symbolProjectile , iname = "harpoon" , ifreq = [(COMMON_ITEM, 40), (HARPOON, 100), (S_HARPOON_CARGO, 1)] , iflavour = zipPlain [Brown] , icount = 1 -- durable, so one piece lasts long , irarity = [(1, 17)] , iverbHit = "hook" , iweight = 1500 -- high damage and reusable, but one shot less via pulling , idamage = 5 `d` 1 , iaspects = [ Timeout 7 , AddSkill SkHurtMelee $ (-4 + 1 `d` 3) * 5 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponBig ] -- AI wields for fun despite stats , ieffects = [PullActor (ThrowMod 200 50 1)] -- 1 step, fast , idesc = "A cargo-hook with a high-tension cord that makes the entangled victim easy to unbalance with a strong pull." , ikit = [] } harpoon2 = harpoon { iname = "sharp harpoon" , ifreq = [(COMMON_ITEM, 1), (HARPOON, 2), (S_HARPOON_SHARP, 1)] , irarity = [(10, 6)] , idamage = 8 `d` 1 , idesc = "A cord ending in a sharpened cargo-hook that, in addition to entangling the victim, gains purchase biting into the body." } harpoon3 = harpoon { iname = "The Whaling Harpoon" , ifreq = [(TREASURE, 15), (MUSEAL, 50)] , iflavour = zipFancy [Red] , irarity = [(8, 5)] , idamage = 21 `d` 1 , iaspects = SetFlag Unique : delete (SetFlag Durable) (iaspects harpoon) , ieffects = Yell -- evoke a cry from pain; brutal : ieffects harpoon , idesc = "A display piece harking back to the Earth's oceanic tourism heyday. The age has made the edge thinner and sharper, but brittle and splintering, so it won't last beyond a single hit. The cruel, barbed head lodges in its victim so painfully that the weakest tug of the rope sends the victim flying." } net = ItemKind { isymbol = symbolProjectile , iname = "net" , ifreq = [(COMMON_ITEM, 100), (MERCENARY_AMMO, 25)] , iflavour = zipPlain [BrGreen] , icount = 1 `dL` 3 , irarity = [(5, 7), (9, 9)] , iverbHit = "entangle" , iweight = 1000 , idamage = 2 `d` 1 , iaspects = [AddSkill SkHurtMelee $ -14 * 5] , ieffects = [ toOrganBad S_SLOWED (3 + 1 `d` 3) , DropItem maxBound 1 CEqp ARMOR_LOOSE -- only one of each kind is dropped, because no rubbish -- in this group and so no risk of exploit , SendFlying (ThrowMod 100 50 1) ] -- 1 step; painful , idesc = "A large synthetic fibre net with weights affixed along the edges. Entangles armor and restricts movement." , ikit = [] } -- ** Explosives, with the only effect being @Explode@ fragmentationBomb = ItemKind { isymbol = symbolProjectile , iname = "hand bomb" -- improvised bomb filled with iron pellets, nuts, cut nails; -- deflagration, not detonation, so large mass and hard container -- required not to burn harmlessly; improvised short fuze; -- can't be more powerful or would fracture the spaceship's hull , ifreq = [(COMMON_ITEM, 100), (EXPLOSIVE, 300)] , iflavour = zipPlain [Red] , icount = 1 `dL` 5 -- many, because not very intricate , irarity = [(5, 10), (10, 5)] , iverbHit = "thud" , iweight = 3000 -- low velocity due to weight , idamage = 0 -- heavy and hard, but let's not confuse with blast damage , iaspects = [SetFlag Lobable, SetFlag Fragile] , ieffects = [ Explode S_FOCUSED_FRAGMENTATION , OnSmash (Explode S_VIOLENT_FRAGMENTATION) ] , idesc = "Shards of brittle metal packed around an explosive core." , ikit = [] } concussionBomb = fragmentationBomb { iname = "canister" -- slightly stabilized liquid explosive in a soft container, hence -- no fragmentation, but huge shock wave despite small size and lack -- of strong container to build up pressure; indoors help the shock wave; -- unstable enough that no fuze required (or simple electric fuse?); -- that's the most potent explosive (a detonating one) to be found -- and only in small quantities, due to depressurization hazard , iflavour = zipPlain [Magenta] , iverbHit = "bonk" , iweight = 400 , iaspects = [ SetFlag Lobable, SetFlag Fragile , toVelocity 70 ] -- flappy and so slow , ieffects = [ Explode S_FOCUSED_CONCUSSION , OnSmash (Explode S_VIOLENT_CONCUSSION) ] , idesc = "Avoid sudden movements." } -- Not flashbang, because powerful bang without fragmentation is harder -- to manufacture (requires an oxidizer and steel canister with holes). -- The bang would also paralyze and/or lower the movement skill -- (out of balance due to ear trauma). flashBomb = fragmentationBomb { iname = "powder tube" -- filled with magnesium flash powder , iflavour = zipPlain [BrYellow] -- avoid @BrWhite@; looks wrong in dark , iverbHit = "flash" , iweight = 400 , iaspects = [ SetFlag Lobable, SetFlag Fragile , toVelocity 70 ] -- bad shape for throwing , ieffects = [Explode S_FOCUSED_FLASH, OnSmash (Explode S_VIOLENT_FLASH)] , idesc = "For dramatic entrances and urgent exits." } firecrackerBomb = fragmentationBomb { iname = "roll" -- not fireworks, as they require outdoors , iflavour = zipPlain [BrMagenta] , irarity = [(1, 5), (5, 8)] -- a toy, if harmful , iverbHit = "crack" -- a pun, matches the verb from "ItemKindBlast" , iweight = 1000 , iaspects = [SetFlag Lobable, SetFlag Fragile] , ieffects = [Explode S_FIRECRACKER, OnSmash (Explode S_FIRECRACKER)] , idesc = "String and paper, concealing a deadly surprise." } -- ** Exploding consumables. -- Not identified, because they are perfect for the id-by-use fun, -- due to effects. They are fragile and upon hitting the ground explode -- for effects roughly corresponding to their normal effects. -- Whether to hit with them or explode them close to the target -- is intended to be an interesting tactical decision. -- Flasks are intended to be thrown. They are often not natural: maths, magic, -- distillery. In fact, they cover all temporary conditions, except those -- for stats resistance and regeneration. They never heal, directly -- nor indirectly (regen), so may be thrown without the risk of wasting -- precious HP. -- -- There is no flask nor condition that only does Calm or max Calm depletion, -- because Calm reduced often via combat, etc. flaskEmpty = flaskTemplate { iname = "empty flask" , ifreq = [(COMMON_ITEM, 100), (S_EMPTY_FLASK, 1)] , iflavour = zipGlassPlain [White] , icount = 1 , irarity = [(1, 8)] , iverbHit = "bang" , iweight = 250 , iaspects = SetFlag MetaGame -- weight gives it away after seen once : iaspects flaskTemplate , idesc = "The only redeeming quality of empty flasks is that they can be filled with any liquid." } flaskTemplate = ItemKind { isymbol = symbolFlask , iname = "flask" , ifreq = [(FLASK_UNKNOWN, 1)] , iflavour = zipGlassPlain darkCol ++ zipGlassFancy darkCol ++ zipLiquid darkCol , icount = 1 `d` 2 + 1 `dL` 3 , irarity = [(1, 5), (10, 3)] , iverbHit = "splash" , iweight = 500 , idamage = 0 , iaspects = [ PresentAs FLASK_UNKNOWN, SetFlag Lobable, SetFlag Fragile , toVelocity 60 ] -- oily, rather bad grip , ieffects = [] , idesc = "A flask of oily liquid of a suspect color. Something seems to be moving inside. Double dose causes twice longer effect. Triple dose is not advisable, since the active substance is never without unhealthy side-effects and often dissolved in large volumes of alcohol." , ikit = [] } flask1 = flaskTemplate { ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100) ] , iaspects = ELabel "of strength brew" : iaspects flaskTemplate , ieffects = [ toOrganGood S_STRENGTHENED (20 + 1 `d` 5) , OnSmash (Explode S_DENSE_SHOWER) ] } flask2 = flaskTemplate { ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100) ] , iaspects = ELabel "of weakness brew" : iaspects flaskTemplate , ieffects = [ toOrganBad S_WEAKENED (20 + 1 `d` 5) , OnSmash (Explode S_SPARSE_SHOWER) ] } flask3 = flaskTemplate { ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100), (OIL_SOURCE, 1) ] , iaspects = ELabel "of melee protective balm" : iaspects flaskTemplate , ieffects = [ toOrganGood S_PROTECTED_FROM_MELEE (20 + 1 `d` 5) , OnSmash (Explode S_MELEE_PROTECTIVE_BALM) ] , idesc = "A flask of wrestling balm that adheres to the body, but turns into slick oil when hit. Double dose causes twice longer effect." } flask4 = flaskTemplate { ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100), (OIL_SOURCE, 1) ] , iaspects = ELabel "of ranged protective balm" : iaspects flaskTemplate , ieffects = [ toOrganGood S_PROTECTED_FROM_RANGED (20 + 1 `d` 5) , OnSmash (Explode S_RANGE_PROTECTIVE_BALM) ] , idesc = "A flask of durable body and fabric ointment. Its nanostructure hardens under stress. Double dose causes twice longer effect." } flask5 = flaskTemplate { ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100) ] , iaspects = ELabel "of fluorescent paint" : iaspects flaskTemplate , ieffects = [ toOrganBad S_PAINTED (20 + 1 `d` 5) , OnSmash (Explode S_PAINT_DROPLET) ] } flask6 = flaskTemplate { ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100) ] , irarity = [(1, 1)] -- not every playthrough needs one , iaspects = ELabel "of resolution spirit" : iaspects flaskTemplate , ieffects = [ toOrganGood S_RESOLUTE (100 + 1 `d` 20) -- long, for scouting , RefillCalm 100 -- not to make it a drawback, via @calmEnough@ , OnSmash (Explode S_RESOLUTION_DUST) ] } flask7 = flaskTemplate { ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100) ] , icount = 1 `d` 2 -- too powerful en masse , iaspects = ELabel "of haste brew" : iaspects flaskTemplate , ieffects = [ toOrganGood S_HASTED (20 + 1 `d` 5) , OnSmash (Explode S_HASTE_SPRAY) ] } flask8 = flaskTemplate { ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100) ] , iaspects = ELabel "of eye drops" : iaspects flaskTemplate , ieffects = [ toOrganGood S_FAR_SIGHTED (40 + 1 `d` 10) , OnSmash (Explode S_EYE_DROP) ] } flask9 = flaskTemplate { ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100), (FIRE_FIGHTING_ITEM, 1) ] , irarity = [(10, 2)] -- not very useful right now , iaspects = ELabel "of smelly concoction" : iaspects flaskTemplate , ieffects = [ toOrganGood S_KEEN_SMELLING (40 + 1 `d` 10) , Detect DetectActor 10 -- make it at least slightly useful , OnSmash (Explode S_SMELLY_DROPLET) ] } flask10 = flaskTemplate { ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100) ] , irarity = [(10, 2)] -- not very useful right now , iaspects = ELabel "of cat tears" : iaspects flaskTemplate , ieffects = [ toOrganGood S_SHINY_EYED (40 + 1 `d` 10) , OnSmash (Explode S_EYE_SHINE) ] } flask11 = flaskTemplate { iname = "bottle" , ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100), (ALCOHOL, 100), (FIRE_FIGHTING_ITEM, 2) ] , icount = 1 `d` 2 + 1 `d` 3 , iaspects = ELabel "of whiskey" : iaspects flaskTemplate , ieffects = [ toOrganGood S_DRUNK (20 + 1 `d` 5) , Burn 10, RefillHP 10, Yell , OnSmash (Explode S_WHISKEY_SPRAY) ] } flask12 = flaskTemplate { ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100), (WATER_SOURCE, 1) ] , iaspects = ELabel "of bait and switch" : iaspects flaskTemplate , ieffects = [ Summon MOBILE_ANIMAL 1 -- won't work if no Calm; fun exploit , Teleport 7 -- escape sometimes worth the summon , OnSmash (Summon MOBILE_ANIMAL 1) , OnSmash Impress -- mildly useful when thrown , OnSmash (Explode S_WASTE) ] } flask13 = flaskTemplate { ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100) ] , iaspects = ELabel "of poison" : iaspects flaskTemplate , ieffects = [ toOrganNoTimer S_POISONED, toOrganNoTimer S_POISONED -- x2 , OnSmash (Explode S_POISON_CLOUD) ] } flask14 = flaskTemplate { ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100) ] , iaspects = ELabel "of calamity mixture" : iaspects flaskTemplate , ieffects = [ toOrganNoTimer S_POISONED , toOrganBad S_WEAKENED (20 + 1 `d` 5) , toOrganBad S_DEFENSELESS (20 + 1 `d` 5) , OnSmash (Explode S_GLASS_HAIL) ] -- enough glass to cause that } flask15 = flaskTemplate { iname = "cartridge" , ifreq = [ (COMMON_ITEM, 100), (ANY_FLASK, 100), (EXPLOSIVE, 100) , (ANY_GLASS, 100), (LIQUID_NITROGEN, 1), (COLD_SOURCE, 1) , (FIRE_FIGHTING_ITEM, 40) ] , irarity = [(1, 3)] -- scavenged from walls , iaspects = ELabel "of liquid nitrogen" : iaspects flaskTemplate , ieffects = [ Burn 1 -- sensory ambiguity between hot and cold , toOrganBad S_SLOWED (3 + 1 `d` 3) , OnSmash (Explode S_FOCUSED_SLOWNESS_MIST) ] } flask16 = flaskTemplate -- diluted perfume; almost same effects { ifreq = [ (COMMON_ITEM, 100), (S_ROSE_WATER_FLASK, 1) , (ANY_FLASK, 100), (EXPLOSIVE, 100), (ANY_GLASS, 100) ] , icount = 1 , irarity = [(1, 3)] -- mostly obtained through crafting , iaspects = ELabel "of rose water" : iaspects flaskTemplate , ieffects = [ Impress, toOrganGood S_ROSE_SMELLING (100 + 1 `d` 20) , OnSmash ApplyPerfume, OnSmash (Explode S_FRAGRANCE) ] } flask17 = flaskTemplate { iname = "galon" -- TODO: in the future perhaps have different sizes of flasks; -- for now, we freely go from flask to galon and back , ifreq = [ (COMMON_ITEM, 100), (S_WATER_FLASK, 1) , (ANY_FLASK, 100), (ANY_GLASS, 100), (WATER_SOURCE, 1) , (FIRE_FIGHTING_ITEM, 2) ] , icount = 1 , irarity = [(1, 1)] -- mostly obtained through crafting , iaspects = ELabel "of water" : iaspects flaskTemplate } -- Vials are often not intended to be thrown. They are usually natural, -- including natural stat boosts. They also include the only healing -- consumables in the game, apart of stimpacks and, to a limited extent, fruits. -- They appear deeper than most flasks. Various configurations of effects. -- A different class of effects is on scrolls and mechanical items. -- Some are shared. potionTemplate = ItemKind { isymbol = symbolPotion , iname = "vial" , ifreq = [(POTION_UNKNOWN, 1)] , iflavour = zipLiquid brightCol ++ zipPlain brightCol ++ zipFancy brightCol , icount = 1 `dL` 3 , irarity = [(1, 10), (10, 6)] , iverbHit = "splash" , iweight = 200 , idamage = 0 , iaspects = [ PresentAs POTION_UNKNOWN, SetFlag Lobable, SetFlag Fragile , toVelocity 50 ] -- oily, small momentum due to small size , ieffects = [] , idesc = "A vial of bright, frothing concoction. The best medicine that nature has to offer for wounds, ailments and mood swings." , ikit = [] } potion1 = potionTemplate { ifreq = [ (COMMON_ITEM, 100), (S_PERFUME_POTION, 1) , (ANY_POTION, 100), (ANY_GLASS, 100), (PERFUME, 1) ] , icount = 3 `dL` 1 -- very useful, despite appearances; -- AI heroes can't craft and so die horribly without it , iaspects = ELabel "of perfume" : iaspects potionTemplate , ieffects = [ Impress, toOrganGood S_ROSE_SMELLING (50 + 1 `d` 10) , OnSmash ApplyPerfume, OnSmash (Explode S_FRAGRANCE) ] } potion2 = potionTemplate { iname = "the Vial" , ifreq = [(CRAWL_ITEM, 100), (ANY_GLASS, 50)] , icount = 1 , irarity = [(5, 6), (10, 2)] , iaspects = [SetFlag Unique, ELabel "of Attraction", SetFlag MetaGame] ++ iaspects potionTemplate , ieffects = [ Dominate , toOrganGood S_HASTED (20 + 1 `d` 5) , Recharge 20 999 , OnSmash (Explode S_PHEROMONE) , OnSmash (Explode S_HASTE_SPRAY) ] , idesc = "The liquid fizzes with energy." } potion3 = potionTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_POTION, 100), (ANY_GLASS, 100)] , ieffects = [ RefillHP 5, DropItem 1 maxBound COrgan S_POISONED , OnSmash (Explode S_HEALING_MIST) ] } potion4 = potionTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_POTION, 100), (ANY_GLASS, 100)] , irarity = [(1, 5), (10, 10)] , ieffects = [ RefillHP 10 , DropItem maxBound maxBound COrgan CONDITION , OnSmash (Explode S_HEALING_MIST_2) ] } potion5 = potionTemplate { iname = "ampoule" -- filled with semi-stabilized high explosive liquid , ifreq = [(COMMON_ITEM, 100), (ANY_POTION, 100), (ANY_GLASS, 100)] , icount = 3 `dL` 1 , ieffects = [ DropItem 1 maxBound COrgan CONDITION , OnSmash (Explode S_VIOLENT_CONCUSSION) ] -- not fragmentation nor glass hail, because not enough glass } potion6 = potionTemplate -- needs to be common to show at least a portion of effects { ifreq = [(COMMON_ITEM, 100), (ANY_POTION, 100), (ANY_GLASS, 100)] , icount = 3 `dL` 1 -- always as many as possible on this level -- without giving away potion identity , irarity = [(1, 12)] , ieffects = [ OneOf [ RefillHP 10, RefillHP 5, Burn 5 , DropItem 1 maxBound COrgan S_POISONED , toOrganGood S_STRENGTHENED (20 + 1 `d` 5) ] , OnSmash (OneOf [ Explode S_DENSE_SHOWER , Explode S_SPARSE_SHOWER , Explode S_MELEE_PROTECTIVE_BALM , Explode S_RANGE_PROTECTIVE_BALM , Explode S_DEFENSELESSNESS_RUNOUT ]) ] } potion7 = potionTemplate -- needs to be common to show at least a portion of effects { ifreq = [(COMMON_ITEM, 100), (ANY_POTION, 100), (ANY_GLASS, 100)] , icount = 3 `dL` 1 , irarity = [(10, 12)] , ieffects = [ Impress , OneOf [ RefillHP 20, RefillHP 10, Burn 10 , DropItem 1 maxBound COrgan S_POISONED , toOrganGood S_HASTED (20 + 1 `d` 5) , toOrganBad S_IMPATIENT (2 + 1 `d` 2) ] , OnSmash (OneOf [ Explode S_HEALING_MIST_2 , Explode S_WOUNDING_MIST , Explode S_DISTRESSING_ODOR , Explode $ blastNoStatOf S_IMPATIENT , Explode S_HASTE_SPRAY , Explode S_VIOLENT_SLOWNESS_MIST , Explode S_FRAGRANCE , Explode S_VIOLENT_FLASH ]) ] } potion8 = potionTemplate { iname = "the Vial" , ifreq = [(CRAWL_ITEM, 100), (ANY_GLASS, 50)] , icount = 1 , irarity = [(10, 5)] , iaspects = [SetFlag Unique, ELabel "of Love", SetFlag MetaGame] ++ iaspects potionTemplate , ieffects = [ RefillHP 60, RefillCalm (-60) , toOrganGood S_ROSE_SMELLING (80 + 1 `d` 20) , OnSmash (Explode S_HEALING_MIST_2) , OnSmash (Explode S_DISTRESSING_ODOR) ] , idesc = "Perplexing swirls of intense, compelling colour." } potion9 = potionTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_POTION, 100), (ANY_GLASS, 100)] , irarity = [(10, 5)] , iaspects = ELabel "of grenadier focus" : iaspects potionTemplate , ieffects = [ toOrganGood S_MORE_PROJECTING (40 + 1 `d` 10) , toOrganBad S_PACIFIED (5 + 1 `d` 3) -- the malus has to be weak, or would be too good -- when thrown at foes , OnSmash (Explode $ blastBonusStatOf S_MORE_PROJECTING) , OnSmash (Explode $ blastNoStatOf S_PACIFIED) ] , idesc = "Thick, sluggish fluid with violently-bursting bubbles." } potion10 = potionTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_POTION, 100), (ANY_GLASS, 100)] , irarity = [(10, 8)] , iaspects = ELabel "of frenzy" : iaspects potionTemplate , ieffects = [ Yell , toOrganGood S_STRENGTHENED (20 + 1 `d` 5) , toOrganBad S_RETAINING (5 + 1 `d` 3) , toOrganBad S_FRENZIED (40 + 1 `d` 10) , OnSmash (Explode S_DENSE_SHOWER) , OnSmash (Explode $ blastNoStatOf S_RETAINING) -- more , OnSmash (Explode $ blastNoStatOf S_RETAINING) ] -- explosion } potion11 = potionTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_POTION, 100), (ANY_GLASS, 100)] , irarity = [(10, 8)] , iaspects = ELabel "of panic" : iaspects potionTemplate , ieffects = [ RefillCalm (-60) , toOrganGood S_HASTED (20 + 1 `d` 5) , toOrganBad S_WEAKENED (20 + 1 `d` 5) , toOrganBad S_WITHHOLDING (10 + 1 `d` 5) , OnSmash (Explode S_HASTE_SPRAY) , OnSmash (Explode S_SPARSE_SHOWER) , OnSmash (Explode $ blastNoStatOf S_WITHHOLDING) ] } potion12 = potionTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_POTION, 100), (ANY_GLASS, 100)] , irarity = [(10, 8)] , iaspects = ELabel "of quicksilver" : iaspects potionTemplate , ieffects = [ toOrganGood S_HASTED (20 + 1 `d` 5) , Discharge 3 40 , toOrganBad S_IMMOBILE (5 + 1 `d` 5) , OnSmash (Explode S_HASTE_SPRAY) , OnSmash (Explode S_IRON_FILING) , OnSmash (Explode $ blastNoStatOf S_IMMOBILE) ] } potion13 = potionTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_POTION, 100), (ANY_GLASS, 100)] , irarity = [(10, 7)] , iaspects = ELabel "of slow resistance" : iaspects potionTemplate , ieffects = [ toOrganNoTimer S_SLOW_RESISTANT , OnSmash (Explode S_ANTI_SLOW_MIST) ] } potion14 = potionTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_POTION, 100), (ANY_GLASS, 100)] , irarity = [(10, 7)] , iaspects = ELabel "of poison resistance" : iaspects potionTemplate , ieffects = [ toOrganNoTimer S_POISON_RESISTANT , OnSmash (Explode S_ANTIDOTE_MIST) ] } -- The player has full control over throwing the vial at his party, -- so he can milk the explosion, so it has to be much weaker, so a weak -- healing effect is enough. OTOH, throwing a harmful flask at many enemies -- at once is not easy to arrange, so these explosions can stay powerful. potion15 = potionTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_POTION, 100), (ANY_GLASS, 100)] , icount = 1 `dL` 5 , irarity = [(1, 2), (10, 12)] , iaspects = ELabel "of regeneration" : iaspects potionTemplate , ieffects = [ toOrganGood S_ROSE_SMELLING (80 + 1 `d` 20) , toOrganNoTimer S_REGENERATING , toOrganNoTimer S_REGENERATING -- x2 , OnSmash (Explode S_YOUTH_SPRINKLE) ] } potion16 = potionTemplate { ifreq = [(CRAWL_ITEM, 100), (ANY_POTION, 50), (ANY_GLASS, 100)] , icount = 1 `dL` 2 , irarity = [(1, 1), (10, 6)] , iaspects = ELabel "of melee deflection" : iaspects potionTemplate , ieffects = [ toOrganGood S_MELEE_DEFLECTING 2 , OnSmash (Explode S_HASTE_SPRAY) ] -- choice of haste instead, e.g., against ranged enemies } -- ** Non-exploding consumables, not specifically designed for throwing -- Readable or otherwise communicating consumables require high apply skill -- to be consumed. scrollTemplate = ItemKind { isymbol = symbolScroll , iname = "chip" , ifreq = [(SCROLL_UNKNOWN, 1)] , iflavour = zipFancy stdCol ++ zipPlain stdCol , icount = 1 `dL` 3 , irarity = [(1, 12), (10, 6)] , iverbHit = "thump" , iweight = 20 , idamage = 0 , iaspects = [ PresentAs SCROLL_UNKNOWN , toVelocity 30 ] -- too small , ieffects = [] , idesc = "A generic, disposable chip, capable of a one-time holo-display. Some of these also contain a one-time password authorizing a particular spaceship's infrastructure transition. Nobody knows how the infrastructure might respond after so many years." , ikit = [] } scroll1 = scrollTemplate { iname = "the Chip" , ifreq = [(CRAWL_ITEM, 100), (ANY_SCROLL, 75)] , icount = 1 , irarity = [(5, 10), (10, 7)] -- mixed blessing so found early for a unique , iaspects = [SetFlag Unique, ELabel "of Reckless Beacon"] ++ iaspects scrollTemplate , ieffects = [Summon HERO 1, Summon MOBILE_ANIMAL (2 + 1 `d` 2)] , idesc = "This industrial, wide-spectrum alarm broadcaster, if over-amped for a single powerful blast, should be able to cut through the interference and reach any lost crew members, giving them enough positional information to locate us." } scroll2 = scrollTemplate { ifreq = [(CRAWL_ITEM, 100), (ANY_SCROLL, 100)] , irarity = [(3, 7)] , ieffects = [Ascend True] } scroll3 = scrollTemplate -- needs to be common to show at least a portion of effects { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , icount = 3 `dL` 1 , irarity = [(1, 15)] , ieffects = [OneOf [ Paralyze 10, InsertMove 30, Recharge 5 999 , Detect DetectEmbed 20, Detect DetectHidden 20 ]] } scroll4 = scrollTemplate -- needs to be common to show at least a portion of effects { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , icount = 3 `dL` 1 , irarity = [(10, 15)] , ieffects = [ Impress , OneOf [ Teleport 20, Ascend False, Ascend True , OneOf [Summon HERO 1, Summon MOBILE_ANIMAL $ 1 `d` 2] -- gaining a hero particularly uncommon , Detect DetectLoot 20 -- the most useful of detections , CreateItem Nothing CGround COMMON_ITEM timerNone ] ] } scroll5 = scrollTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , irarity = [(1, 6)] -- powerful, but low counts at the depths it appears on , ieffects = [InsertMove $ 20 + 1 `dL` 20] } scroll6 = scrollTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , ieffects = [PullActor (ThrowMod 800 75 1)] -- 6 steps, 1.5 turns } scroll7 = scrollTemplate { iname = "the Chip" , ifreq = [(CRAWL_ITEM, 100), (ANY_SCROLL, 75)] , icount = 1 , irarity = [(10, 5)] , iaspects = [SetFlag Unique, ELabel "of Skeleton Key"] ++ iaspects scrollTemplate , ieffects = [Summon HERO 1] , idesc = "This is a security lock chip that opens all doors in the area, including the hatch to a nearby closet, resounding from the blows of, as it turns out, one of our lost crew members." } scroll8 = scrollTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , irarity = [(10, 12)] -- powerful, even if not ideal; scares newbies , ieffects = [Detect DetectAll 20] } scroll9 = scrollTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , iaspects = ELabel "of cue interpretation" : iaspects scrollTemplate , ieffects = [Detect DetectActor 20] } scroll10 = scrollTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , iaspects = ELabel "of logistics tracking" : iaspects scrollTemplate , ieffects = [Detect DetectStash 100] } scroll11 = scrollTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , ieffects = [Discharge 3 40] } scroll12 = scrollTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , irarity = [(10, 14)] , ieffects = [Recharge 20 999] } scroll13 = scrollTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , icount = 3 `dL` 1 , irarity = [(1, 18)] -- uncommon deep down, where all is known , iaspects = ELabel "of scientific explanation" : iaspects scrollTemplate , ieffects = [Identify `AndEffect` RefillCalm 10] , idesc = "The most pressing existential concerns are met with a deeply satisfying scientific answer." } scroll14 = scrollTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , irarity = [(10, 20)] -- at gameover a crucial item may be missing , iaspects = ELabel "of molecular reconfiguration" : iaspects scrollTemplate , ieffects = [PolyItem `AndEffect` Explode S_FIRECRACKER] } scroll15 = scrollTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , irarity = [(8, 22)] , iaspects = ELabel "of surface reconfiguration" : iaspects scrollTemplate , ieffects = [RerollItem] } scroll16 = scrollTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , irarity = [(8, 18)] , iaspects = ELabel "of molecular duplication" : iaspects scrollTemplate , ieffects = [DupItem] } scrollAd1 = scrollTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_SCROLL, 100)] , irarity = [(1, 3)] , iaspects = ELabel "of tourist guide" : iaspects scrollTemplate , ieffects = [ Impress -- mostly flavour, but this is useful , toOrganGood S_RESOLUTE (100 + 1 `d` 20) -- a drawback (at least initially) due to @calmEnough@ , Explode S_RHINO_HOLOGRAM , Detect DetectLoot 5 ] -- short so useless most of the time , idesc = "Biodegradable self-powered mini-projector displaying holographic ads and shopping hints." } -- Foods require only minimal apply skill to consume. Many animals can eat them. rawMeatChunk = ItemKind { isymbol = symbolFood , iname = "raw meat chunk" , ifreq = [ (RAW_MEAT_CHUNK, 100), (COMMON_ITEM, 1) , (UNREPORTED_INVENTORY, 1) ] -- no "fondles a trinket" , iflavour = zipPlain [Red] , icount = 1 , irarity = [(1, 1)] , iverbHit = "slap" , iweight = 1000 , idamage = 0 , iaspects = [toVelocity 50] , ieffects = [DropItem maxBound 1 COrgan S_HUNGRY] , idesc = "A scrap of edible animal meat. Not very tasty nor nourishing. Cooking would make it more palatable." , ikit = [] } roastedMeatChunk = rawMeatChunk { iname = "roasted meat chunk" , ifreq = [ (ROASTED_MEAT_CHUNK, 100), (COOKED_FOOD, 60) , (COMMON_ITEM, 1) ] , iflavour = zipPlain [Brown] , ieffects = [DropItem maxBound 3 COrgan S_HUNGRY] , idesc = "Delicious and filling chunk of meat. The thermal processing released flavour and made it easier to digest." } ediblePlantTemplate = ItemKind { isymbol = symbolFood , iname = "edible plant" , ifreq = [(EDIBLE_PLANT_UNKNOWN, 1)] , iflavour = zipFancy stdCol , icount = 1 `dL` 5 , irarity = [(1, 3), (10, 2)] -- weak, apart of hunger removal , iverbHit = "thump" , iweight = 300 , idamage = 0 , iaspects = [ PresentAs EDIBLE_PLANT_UNKNOWN , toVelocity 30 ] -- low density, often falling apart , ieffects = [] , idesc = "Withered but fragrant bits of a colorful plant. Taste tolerably. Doesn't break down that easily in its raw form, without cooking. Only eating may reveal the full effects." , ikit = [] } ediblePlant1 = ediblePlantTemplate { iname = "enhanced berry" , ifreq = [(S_ENCHANCED_BERRY, 1), (COMMON_ITEM, 100), (EDIBLE_PLANT, 100)] , ieffects = [ RefillHP 1, toOrganBad S_IMMOBILE (5 + 1 `d` 5) , DropItem maxBound 1 COrgan S_HUNGRY ] } ediblePlant2 = ediblePlantTemplate { iname = "frayed fungus" , ifreq = [(S_FRAYED_FUNGUS, 1), (COMMON_ITEM, 100), (EDIBLE_PLANT, 100)] , ieffects = [toOrganNoTimer S_POISONED] } ediblePlant3 = ediblePlantTemplate { iname = "thick leaf" , ifreq = [(S_THIC_LEAF, 1), (COMMON_ITEM, 100), (EDIBLE_PLANT, 100)] , ieffects = [ DropItem 1 maxBound COrgan S_POISONED , DropItem maxBound 2 COrgan S_HUNGRY ] } ediblePlant4 = ediblePlantTemplate { iname = "reconfigured fruit" , ifreq = [ (S_RECONFIGURED_FRUIT, 1), (COMMON_ITEM, 100) , (EDIBLE_PLANT, 100) ] , ieffects = [ toOrganBad S_BLIND (10 + 1 `d` 10) , DropItem maxBound 3 COrgan S_HUNGRY ] } ediblePlant5 = ediblePlantTemplate { iname = "fragrant herb" , ifreq = [(S_FRAGRANT_HERB, 1), (COMMON_ITEM, 100), (EDIBLE_PLANT, 100)] , icount = 1 `dL` 9 , irarity = [(1, 3)] -- powerful; many copies , iaspects = ELabel "of lethargy" : iaspects ediblePlantTemplate , ieffects = [ toOrganBad S_SLOWED (20 + 1 `d` 5) , toOrganNoTimer S_REGENERATING , toOrganNoTimer S_REGENERATING -- x2 , RefillCalm 5 ] -- too many effects to also add hunger removal } ediblePlant6 = ediblePlantTemplate { iname = "dull flower" , ifreq = [ (S_DULL_FLOWER, 1), (COMMON_ITEM, 100), (EDIBLE_PLANT, 100) , (PERFUME, 1) ] , ieffects = [ PutToSleep , DropItem maxBound 1 COrgan S_HUNGRY ] } ediblePlant7 = ediblePlantTemplate { iname = "spicy bark" , ifreq = [(S_SPICY_BARK, 1), (COMMON_ITEM, 100), (EDIBLE_PLANT, 100)] , ieffects = [ InsertMove 20, toOrganBad S_FRENZIED (40 + 1 `d` 10) , DropItem maxBound 1 COrgan S_HUNGRY ] } ediblePlant8 = ediblePlantTemplate { iname = "pumpkin" , ifreq = [(S_PUMPKIN, 1), (COMMON_ITEM, 100), (EDIBLE_PLANT, 100)] , irarity = [(1, 2), (10, 4)] -- solves the hunger problem, but not too soon , iweight = 3000 , idamage = 1 `d` 1 , ieffects = [DropItem maxBound 1 COrgan S_HUNGRY] } cookedPlantTemplate = ediblePlantTemplate -- not secret { iname = "cooked plant" , ifreq = [] , iflavour = zipPlain stdCol , irarity = [(1, 1)] , iaspects = [toVelocity 30] -- low density, often falling apart , idesc = "Withered but fragrant bits of a colorful plant. Taste blandly, but break down easily, releasing all nutrients. Only eating may reveal the full effects." } cookedPlant1 = cookedPlantTemplate { iname = "cooked berry" , ifreq = [(S_COOKED_BERRY, 1), (COMMON_ITEM, 1), (COOKED_PLANT, 100)] , ieffects = [ RefillHP 1, toOrganBad S_IMMOBILE (5 + 1 `d` 5) , DropItem maxBound 2 COrgan S_HUNGRY ] } cookedPlant2 = cookedPlantTemplate { iname = "cooked fungus" , ifreq = [(S_COOKED_FUNGUS, 1), (COMMON_ITEM, 1), (COOKED_PLANT, 100)] , ieffects = ieffects ediblePlant2 } cookedPlant3 = cookedPlantTemplate { iname = "cooked leaf" , ifreq = [ (S_COOKED_LEAF, 1) , (COMMON_ITEM, 1), (COOKED_PLANT, 100), (COOKED_FOOD, 10) ] , ieffects = [ DropItem 1 maxBound COrgan S_POISONED , DropItem maxBound 3 COrgan S_HUNGRY ] } cookedPlant4 = cookedPlantTemplate { iname = "cooked fruit" , ifreq = [ (S_COOKED_FRUIT, 1) , (COMMON_ITEM, 1), (COOKED_PLANT, 100) ] , ieffects = [ toOrganBad S_BLIND (10 + 1 `d` 10) , DropItem maxBound 4 COrgan S_HUNGRY ] } cookedPlant5 = cookedPlantTemplate { iname = "cooked herb" , ifreq = [ (S_COOKED_HERB, 1) , (COMMON_ITEM, 1), (COOKED_PLANT, 100) ] , icount = 1 `dL` 9 , iaspects = ELabel "of lethargy" : iaspects cookedPlantTemplate , ieffects = ieffects ediblePlant5 } cookedPlant6 = cookedPlantTemplate { iname = "cooked flower" , ifreq = [ (S_COOKED_FLOWER, 1) , (COMMON_ITEM, 1), (COOKED_PLANT, 100), (COOKED_FOOD, 10) ] , ieffects = [ PutToSleep , DropItem maxBound 2 COrgan S_HUNGRY ] } cookedPlant7 = cookedPlantTemplate { iname = "cooked bark" , ifreq = [ (S_COOKED_BARK, 1) , (COMMON_ITEM, 1), (COOKED_PLANT, 100), (COOKED_FOOD, 10) ] , ieffects = [ InsertMove 20, toOrganBad S_FRENZIED (40 + 1 `d` 10) , DropItem maxBound 2 COrgan S_HUNGRY ] } cookedPlant8 = cookedPlantTemplate { iname = "cooked pumpkin" , ifreq = [ (S_COOKED_PUMPKIN, 1) , (COMMON_ITEM, 1), (COOKED_PLANT, 100), (COOKED_FOOD, 10) ] , iweight = 3000 , idamage = 1 `d` 1 , ieffects = [DropItem maxBound 5 COrgan S_HUNGRY] } -- ** Lights and related torchMsg :: Effect torchMsg = VerbMsgFail "feel the torch fracture" "." torchDestruct :: Effect torchDestruct = OnUser $ OneOf $ DestroyItem 1 1 CEqp S_WOODEN_TORCH `AndEffect` CreateItem Nothing CStash S_RAG_TANGLE timerNone -- staff broken, cord not usable (if a cord was used for crafting); -- otherwise rag + staff would produce a cord (bonding tool) : DestroyItem 1 1 CEqp S_WOODEN_TORCH `AndEffect` CreateItem Nothing CStash S_DOUSED_WOODEN_TORCH timerNone : replicate 6 torchMsg -- twice more durable than gardening tools light1 = ItemKind { isymbol = symbolLight , iname = "torch" , ifreq = [ (COMMON_ITEM, 50), (LIGHT_ATTENUATOR, 70), (WEAK_ARROW, 300) , (FIRE_SOURCE, 1), (S_WOODEN_TORCH, 1) ] , iflavour = zipPlain [Brown] , icount = 1 , irarity = [(3 * 10/16, 15), (4 * 10/16, 1)] -- crafted, so rare; later taken from aliens , iverbHit = "scorch" , iweight = 1000 , idamage = 1 `d` 1 -- strong missile, but betrays the flinger , iaspects = [ AddSkill SkShine 3 -- no malus, to lessen micromanagement , SetFlag Durable, SetFlag Lobable, SetFlag Meleeable , EqpSlot EqpSlotShine ] -- partially durable; reusable flare; -- the staff culled when crafting, so no velocity malus , ieffects = [Burn 2, torchDestruct] -- no timeout, but destructs , idesc = "A puttering torch improvised with rags on a staff, soaked in any lubricant or oil or resin or tar that could be scavenged in a hurry." , ikit = [] } lightDoused1 = light1 { iname = "doused torch" , ifreq = [(S_DOUSED_WOODEN_TORCH, 1) ] , iverbHit = "prod" , iaspects = [SetFlag Lobable] -- not durable, so not OP missile , ieffects = [] , idesc = "A yet unlit torch improvised with rags on a staff, soaked in any lubricant or oil or resin or tar that could be scavenged in a hurry." } light2 = ItemKind { isymbol = symbolLight , iname = "oil lamp" , ifreq = [ (COMMON_ITEM, 50), (LIGHT_ATTENUATOR, 70) , (S_OIL_LAMP, 1) ] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(5, 2)] , iverbHit = "burn" , iweight = 1600 , idamage = 1 `d` 1 , iaspects = [ AddSkill SkShine 3 , SetFlag Lobable, SetFlag Fragile, SetFlag Equipable , EqpSlot EqpSlotShine ] , ieffects = [ Explode S_FOCUSED_BURNING_OIL_2 , OnSmash (Explode S_VIOLENT_BURNING_OIL_2) ] , idesc = "A tiny restaurant table glass lamp filled with plant oil feeding a slender wick. Or a functional equivalent thereof." , ikit = [] } lightDoused2 = light2 { iname = "doused oil lamp" , ifreq = [(S_DOUSED_OIL_LAMP, 1)] , iverbHit = "bonk" , iaspects = [SetFlag Lobable, SetFlag Fragile] , ieffects = [] , idesc = "An unlit restaurant table glass lamp filled with plant oil feeding a slender wick. Or a makeshift caricature thereof." } light3 = ItemKind { isymbol = symbolLight , iname = "brass lantern" , ifreq = [(COMMON_ITEM, 100), (MUSEAL, 100), (LIGHT_ATTENUATOR, 5)] , iflavour = zipPlain [Red] , icount = 1 , irarity = [(6, 1), (10, 4)] , iverbHit = "burn" , iweight = 3000 , idamage = 2 `d` 1 , iaspects = [ AddSkill SkShine 4 , SetFlag Lobable, SetFlag Fragile, SetFlag Equipable , EqpSlot EqpSlotShine ] , ieffects = [ Explode S_FOCUSED_BURNING_OIL_4 , OnSmash (Explode S_VIOLENT_BURNING_OIL_4) ] , idesc = "Very old, very bright and very heavy lantern made of hand-polished brass." , ikit = [] } blanket = ItemKind { isymbol = symbolLight , iname = "mineral fibre blanket" , ifreq = [ (COMMON_ITEM, 100), (LIGHT_ATTENUATOR, 20), (THICK_CLOTH, 1) , (FIREPROOF_CLOTH, 1), (FIRE_FIGHTING_ITEM, 100) , (SHARPENING_TOOL, 1) ] , iflavour = zipPlain [Magenta] , icount = 1 , irarity = [(1, 1)] -- scavenged from walls , iverbHit = "swoosh" , iweight = 1000 , idamage = 0 , iaspects = [ AddSkill SkShine (-10) , AddSkill SkArmorMelee 3, AddSkill SkMaxCalm 5 , SetFlag Lobable, SetFlag Equipable , EqpSlot EqpSlotArmorMelee ] -- not Fragile; reusable douse implement; -- douses torch, lamp and lantern in one action, -- both in equipment and when thrown at the floor , ieffects = [] , idesc = "Flame-retardant synthetic fibres. The strong cloth polishes metals really well when soaked, aiding in the final stages of blade sharpening." , ikit = [] } -- ** Tools used for terrain transformation and crafting, not for wearing chisel = ItemKind -- ignored by AI, but that's fine, others suffice { isymbol = symbolTool , iname = "chisel" , ifreq = [(CRAWL_ITEM, 10), (BREACHING_TOOL, 1), (TOOL_ONLY, 1)] , iflavour = zipPlain [Cyan] , icount = 1 , irarity = [(1, 110)] , iverbHit = "dismantle" , iweight = 500 , idamage = 0 -- not a missile to avoid wasting, before a workshop found , iaspects = [] -- lost after one use; a consumable , ieffects = [] , idesc = "It is a breaching tool that can be used for crafting and terrain modification. There are no junk items in space." -- TODO: https://en.wikipedia.org/wiki/Chisel -- also say light and cheap, but not durable; one time use , ikit = [(SHARPENING_TOOL, CGround), (WIRECUTTING_TOOL, CGround)] } hacksaw = chisel { iname = "hacksaw" , idesc = "It is a breaching tool that can be used for crafting and terrain modification. There are no junk items in space." -- TODO: https://en.wikipedia.org/wiki/Hacksaw } adjustableSpanner = chisel { iname = "adjustable spanner" , idesc = "It is a breaching tool that can be used for crafting and terrain modification. There are no junk items in space." -- TODO: https://en.wikipedia.org/wiki/Adjustable_spanner , ikit = [ (SHARPENING_TOOL, CGround), (WIRECUTTING_TOOL, CGround) , (BONDING_TOOL, CGround) ] } steelFile = chisel { iname = "steel file" , ifreq = [ (CRAWL_ITEM, 20), (BREACHING_TOOL, 1), (SHARPENING_TOOL, 1) , (TOOL_ONLY, 1) ] , iflavour = zipPlain [Red] -- double purpose, saves one tool sometimes , iverbHit = "grate" , idesc = "It is a breaching and sharpening tool that can be used for crafting and terrain modification. There are no junk items in space." -- TODO: https://en.wikipedia.org/wiki/File_(tool) , ikit = [] } honingSteel = chisel { iname = "honing steel" , ifreq = [(CRAWL_ITEM, 10), (SHARPENING_TOOL, 1), (TOOL_ONLY, 1)] , iflavour = zipFancy [Blue] , iverbHit = "hone" , idesc = "Originally used for realigning and sharpening dulled edges of kitchen knives in the local restaurants. Now it turns utensils into weapons." , ikit = [(WIRECUTTING_TOOL, CGround), (BONDING_TOOL, CGround)] } whetstone = honingSteel { iname = "whetstone" , iverbHit = "rub" , idesc = "A portable sharpening stone that can transforms a dull piece of scrap into a keen and true blade." } diagonalPliers = chisel { iname = "pair" , ifreq = [(CRAWL_ITEM, 10), (WIRECUTTING_TOOL, 1), (TOOL_ONLY, 1)] , iflavour = zipPlain [Brown] , iverbHit = "cut" , iaspects = [ELabel "of diagonal pliers"] , idesc = "It is a wirecutting tool that can be used for crafting and terrain modification. There are no junk items in space." -- TODO: https://en.wikipedia.org/wiki/Diagonal_pliers , ikit = [(BREACHING_TOOL, CGround)] } snips = diagonalPliers { iname = "pair" , iaspects = [ELabel "of snips"] , idesc = "It is a wirecutting tool that can be used for crafting and terrain modification. There are no junk items in space." -- TODO: https://en.wikipedia.org/wiki/Snips } loppers = diagonalPliers { iname = "pair" , iaspects = [ELabel "of loppers"] , idesc = "It is a wirecutting tool that can be used for crafting and terrain modification. There are no junk items in space." -- TODO: https://en.wikipedia.org/wiki/Loppers , ikit = [(BREACHING_TOOL, CGround), (SHARPENING_TOOL, CGround)] } boltCutter = loppers { iname = "bolt cutter" , iaspects = [] , idesc = "It is a wirecutting tool that can be used for crafting and terrain modification. There are no junk items in space." -- TODO: https://en.wikipedia.org/wiki/Bolt_cutter } solderingIron = chisel { iname = "soldering iron" , ifreq = [(CRAWL_ITEM, 5), (BONDING_TOOL, 20), (TOOL_ONLY, 1)] , iflavour = zipPlain [White] , iverbHit = "soldier" , idesc = "It is a bonding tool that can be used for crafting and terrain modification. There are no junk items in space." -- TODO: wikipedia , ikit = [] } duckTape = solderingIron { iname = "duck tape" , ifreq = [(CRAWL_ITEM, 3), (BONDING_TOOL, 40), (TOOL_ONLY, 1)] , icount = 1 `d` 4 , iverbHit = "catch" , idesc = "It is a bonding tool that can be used for crafting and terrain modification. There are no junk items in space." -- TODO: https://en.wikipedia.org/wiki/Duct_tape } thickCord = solderingIron { iname = "thick cord" , ifreq = [ (CRAWL_ITEM, 7), (BONDING_TOOL, 30) , (CLOTH_RAG, 1), (THICK_CLOTH, 1), (TOOL_ONLY, 1) ] , iverbHit = "tie" , idesc = "It is a bonding tool and it soaks fluids." -- TODO } -- ** Periodic jewelry -- This looks like a necklace, but is not periodic. Instead, it auto-activates -- when under melee attack. gorget = necklaceTemplate { iname = "Old Gorget" , ifreq = [(TREASURE, 50), (MUSEAL, 100)] , iflavour = zipFancy [BrCyan] -- looks exactly the same as one of necklaces, -- but it's OK, it's an artifact , iaspects = [ SetFlag Unique , Timeout $ 7 - 1 `dL` 4 -- the dL dice need to be in negative positions -- for negative stats, such as @Timeout@, so that -- the @RerollItem@ effect makes the item better, not worse , AddSkill SkArmorMelee 3, AddSkill SkHearing 3 , SetFlag UnderMelee, SetFlag Durable ] ++ delete (SetFlag Periodic) iaspects_necklaceTemplate , ieffects = [RefillCalm 15] , idesc = "Worn, cold, large brass medallion on a chain. Unlikely to offer much protection as an armor piece, but when courage is hardest to sustain, the old engraving reassures its wearer." } -- Morally these are the aspects, but we also need to add a fake @Timeout@, -- to let clients know that the not identified item is periodic jewelry. iaspects_necklaceTemplate :: [Aspect] iaspects_necklaceTemplate = [ PresentAs NECKLACE_UNKNOWN , SetFlag Periodic, SetFlag Precious, SetFlag Equipable , toVelocity 50 ] -- not dense enough -- Not identified, because id by use, e.g., via periodic activations. Fun. necklaceTemplate = ItemKind { isymbol = symbolNecklace , iname = "necklace" , ifreq = [(NECKLACE_UNKNOWN, 1)] , iflavour = zipFancy stdCol ++ zipPlain brightCol , icount = 1 , irarity = [(4, 3), (10, 4)] , iverbHit = "whip" , iweight = 100 , idamage = 0 , iaspects = Timeout 1000000 -- fake, needed to display "charging"; the timeout itself -- won't be displayed thanks to periodic; as a side-effect, -- it can't be activated until identified, which is better -- than letting the player try to activate before the real -- cooldown is over and waste turn : iaspects_necklaceTemplate , ieffects = [] , idesc = "Tingling, rattling chain of flat encrusted links. Eccentric millionaires are known to hide their highly personalized body augmentation packs in bulky jewelry pieces such as these." , ikit = [] } necklace1 = necklaceTemplate { iname = "the Necklace" , ifreq = [(CRAWL_ITEM, 50), (ANY_JEWELRY, 25)] , irarity = [(3 * 10/16, 0), (4 * 10/16, 1), (10, 5)] -- prevents camping on lvl 3 , iaspects = [ SetFlag Unique, ELabel "of Spur Life" , Timeout $ (4 - 1 `dL` 3) * 10 -- priceless, so worth the long wait and the malus , AddSkill SkArmorMelee (-30) , SetFlag Durable ] ++ iaspects_necklaceTemplate , ieffects = [ RefillCalm (-5) , When (TriggeredBy ActivationPeriodic) $ RefillHP 1 ] , idesc = "This awkward chain, when worn on bare skin, frequently emits mild but highly annoying electric shocks, which apparently stimulate tissue regeneration even in distant parts of the body. A part of the surprising effectiveness of this unique artifact may stem from the desperation of the patients to be quickly healed enough to take it off." } -- no necklace2 of Live Bait, wasteContainer too similar necklace3 = necklaceTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_JEWELRY, 100)] , iaspects = [ ELabel "of fearful listening" , Timeout 40 -- has to be larger than Calm drain or item not removable; -- equal is not enough if enemies drained Calm already , AddSkill SkHearing 6 ] ++ iaspects_necklaceTemplate , ieffects = [ Detect DetectActor 20 -- can be applied; destroys the item , When (TriggeredBy ActivationPeriodic) $ RefillCalm (-30) ] } necklace4 = necklaceTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_JEWELRY, 100)] , iaspects = [ ELabel "of escape" , Timeout $ (7 - 1 `dL` 5) * 10 ] ++ iaspects_necklaceTemplate , ieffects = [ Teleport $ 14 + 3 `d` 3 -- can be applied; destroys the item , Detect DetectExit 20 , Yell ] -- drawback when used for quick exploring , idesc = "A supple chain that slips through your fingers." } necklace5 = necklaceTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_JEWELRY, 100)] , iaspects = [ ELabel "of greed" , Timeout (8 + 1 `d` 3) ] ++ iaspects_necklaceTemplate , ieffects = [ Detect DetectStash 100 , toOrganBad S_PARSIMONIOUS (5 + 1 `d` 3) -- hard to flee , When (TriggeredBy ActivationPeriodic) $ Teleport 40 ] -- risky } necklace6 = necklaceTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_JEWELRY, 100)] , iaspects = Timeout ((3 + 1 `d` 3 - 1 `dL` 3) * 2) : iaspects_necklaceTemplate -- OP if Durable; free blink , ieffects = [Teleport $ 3 `d` 2] } necklace7 = necklaceTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_JEWELRY, 100)] , iaspects = Timeout ((1 `d` 3) * 2) : iaspects_necklaceTemplate , ieffects = [PushActor (ThrowMod 100 50 1)] -- 1 step, slow -- the @50@ is only for the case of very light actor, etc. } necklace8 = necklaceTemplate { iname = "the Necklace" , ifreq = [(CRAWL_ITEM, 50), (ANY_JEWELRY, 50)] , irarity = [(10, 5)] -- powerful and determines tactics for one actor , iaspects = [ SetFlag Unique, ELabel "of Overdrive" , Timeout 10 , AddSkill SkMaxHP 10 -- good effects vanish when taken off , AddSkill SkSpeed 10 , SetFlag Durable ] ++ iaspects_necklaceTemplate , ieffects = [ RefillCalm (-2) -- don't spam , Discharge 5 80 ] -- discharged again soon after it ends -- Lasting effect lessens temptation to frequently take off -- when engaging in melee, which would lead to micromanagement. -- Quite OOP if worn with the right set of other items, anyway. , idesc = "This whirring augmentation pack stimulates its host beyond any medically advisable or, surely, even legally admissible levels. It can be only speculated what kind of activity it was designed for, but clearly the steady handling of melee weapons was not one of them." } necklace9 = necklaceTemplate { iname = "coil" , ifreq = [ (COMMON_ITEM, 20) -- crafted, so can be rare , (S_REFRIGERATION_COIL, 1), (ANY_JEWELRY, 100) , (COLD_SOURCE, 1) ] , iaspects = ELabel "of superconducting refrigeration" : Timeout ((3 + 1 `d` 3) * 10) -- high timeout to prevent spam obscuring messages -- when other actors act and annoying bumping into -- projectiles caused by own necklace when walking : delete (SetFlag Precious) iaspects_necklaceTemplate , ieffects = [Explode S_CURRENT_DISCHARGE] } necklace10 = necklaceTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_JEWELRY, 100), (PERFUME, 1)] , iaspects = Timeout ((3 + 1 `d` 3) * 10) -- high timeout to prevent spam obscuring messages -- when other actors act and annoying bumping into -- projectiles caused by own necklace when walking : iaspects_necklaceTemplate , ieffects = [Explode S_FRAGRANCE] } motionScanner = necklaceTemplate { iname = "handheld sonar" , ifreq = [(COMMON_ITEM, 100), (ADD_NOCTO_1, 20)] , irarity = [(5, 3)] , iverbHit = "ping" , iweight = 300 -- almost gives it away , iaspects = [ Timeout $ 4 + 1 `dL` 6 -- positive dL dice, since the periodic effect is detrimental , AddSkill SkNocto 1 , AddSkill SkArmorMelee $ (-4 + 1 `dL` 3) * 5 , EqpSlot EqpSlotMiscBonus ] ++ iaspects_necklaceTemplate , ieffects = [Explode S_PING_PLASH] , idesc = "Portable underwater echolocator overdriven to scan dark corridors at the cost of emitting occasional loud pings and flashes. Having to track the display hanging from the neck strap is distracting, as well." } -- ** Non-periodic jewelry imageItensifier = ItemKind { isymbol = symbolRing , iname = "noctovisor" , ifreq = [(TREASURE, 100), (ADD_NOCTO_1, 80), (MUSEAL, 100)] , iflavour = zipFancy [BrGreen] , icount = 1 , irarity = [(5, 2)] , iverbHit = "rattle" , iweight = 700 , idamage = 0 , iaspects = [ AddSkill SkNocto 1 , AddSkill SkArmorMelee $ (-6 + 1 `dL` 3) * 5 , SetFlag Precious, SetFlag Equipable , EqpSlot EqpSlotMiscBonus ] , ieffects = [] , idesc = "Sturdy antique night vision goggles of unknown origin." , ikit = [] } sightSharpening = ringTemplate -- small and round, so mistaken for a ring { iname = "Autozoom Contact Lens" , ifreq = [(TREASURE, 100), (ADD_SIGHT, 1)] -- it's has to be very rare, because it's powerful and not unique, -- and also because it looks exactly as one of necklaces, so it would -- be misleading when seen on the map , irarity = [(7, 1), (10, 10)] -- low @ifreq@ , iweight = 50 -- heavier that it looks, due to glass , iaspects = [ AddSkill SkSight $ 1 + 1 `dL` 2 , AddSkill SkHurtMelee $ (1 `d` 3) * 3 , EqpSlot EqpSlotSight ] ++ iaspects ringTemplate , idesc = "Zooms on any movement, distant or close. Requires some getting used to. Never needs to be taken off." } -- Don't add standard effects to rings, because they go in and out -- of eqp and so activating them would require UI tedium: looking for -- them in eqp and stash or even activating a wrong item by mistake. -- -- By general mechanisms, due to not having effects that could identify -- them by observing the effect, rings are identified on pickup. -- That's unlike necklaces, which provide the fun of id-by-use, because they -- have effects and when the effects are triggered, they get identified. ringTemplate = ItemKind { isymbol = symbolRing , iname = "ring" , ifreq = [(RING_UNKNOWN, 1)] , iflavour = zipPlain stdCol ++ zipFancy darkCol , icount = 1 , irarity = [(8, 7)] , iverbHit = "knock" , iweight = 15 , idamage = 0 , iaspects = [PresentAs RING_UNKNOWN, SetFlag Precious, SetFlag Equipable] , ieffects = [] , idesc = "A sturdy ring with a softly shining eye. If it contains a body booster unit, beware of the side-effects." , ikit = [] } ring1 = ringTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_JEWELRY, 100)] , irarity = [(5, 4)] , iaspects = [ AddSkill SkSpeed $ 1 `dL` 2 , AddSkill SkMaxHP (-20) , EqpSlot EqpSlotSpeed ] ++ iaspects ringTemplate } ring2 = ringTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_JEWELRY, 100)] , irarity = [(8, 4)] , iaspects = [ AddSkill SkSpeed $ 1 + 1 `dL` 3 , AddSkill SkArmorMelee (-40) , EqpSlot EqpSlotSpeed ] ++ iaspects ringTemplate } ring3 = ringTemplate { iname = "the Ring" , ifreq = [(CRAWL_ITEM, 50), (ANY_JEWELRY, 20)] , irarity = [(10, 7)] , iaspects = [ SetFlag Unique, ELabel "of Rush" , AddSkill SkSpeed $ (1 + 1 `dL` 2) * 2 , AddSkill SkMaxHP (-20) , AddSkill SkArmorMelee (-20) , SetFlag Durable, EqpSlot EqpSlotSpeed ] ++ iaspects ringTemplate , idesc = "The creator of this dangerous artifact didn't find time to document its operation. And now it's too late." } ring4 = ringTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_JEWELRY, 100)] , irarity = [(5, 5)] , iaspects = [ AddSkill SkHurtMelee $ (2 + 1 `d` 3 + (1 `dL` 2) * 2 ) * 3 , AddSkill SkMaxHP (-10) , EqpSlot EqpSlotHurtMelee ] ++ iaspects ringTemplate } ring5 = ringTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_JEWELRY, 100)] , iaspects = [ AddSkill SkHurtMelee $ (4 + 1 `d` 3 + (1 `dL` 2) * 2 ) * 3 , AddSkill SkArmorMelee (-20) , EqpSlot EqpSlotHurtMelee ] ++ iaspects ringTemplate } ring6 = ringTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_JEWELRY, 100)] , irarity = [(6, 10)] -- needed, e.g, to buff dominated minions , iaspects = [ AddSkill SkMaxHP $ 5 + (1 `d` 2 + 1 `dL` 2) * 5 , AddSkill SkMaxCalm $ -30 + (1 `dL` 3) * 5 , EqpSlot EqpSlotMaxHP ] ++ iaspects ringTemplate } ring7 = ringTemplate { ifreq = [(COMMON_ITEM, 100), (ANY_JEWELRY, 100), (MUSEAL, 100)] , irarity = [(5, 1), (10, 7)] -- needed after other items drop Calm , iaspects = [ AddSkill SkMaxCalm $ 30 + (1 `dL` 4) * 5 , AddSkill SkHearing 6 , EqpSlot EqpSlotMiscBonus ] ++ iaspects ringTemplate , idesc = "Cold, solid to the touch, perfectly round, engraved with solemn, strangely comforting, worn out words." } ring8 = ringTemplate -- weak skill per eqp slot, so can be without drawbacks { ifreq = [(COMMON_ITEM, 100), (ANY_JEWELRY, 100), (MUSEAL, 50)] , irarity = [(3, 3)] , iaspects = [ AddSkill SkShine 1 , EqpSlot EqpSlotShine ] ++ iaspects ringTemplate , idesc = "A sturdy ring with a large, shining stone." } ring9 = ringTemplate { ifreq = [(COMMON_ITEM, 10), (RING_OF_OPPORTUNITY_SNIPER, 1)] , iaspects = [ ELabel "of opportunity sniper" , AddSkill SkProject 8 , EqpSlot EqpSlotProject ] ++ iaspects ringTemplate , idesc = "This mil-grade communication equipment feeds the aggregated enemy position information to the wearer, even when he is not the pointman of the team and so the team is not intentionally spotting for him. With proper training this permits ranged attacks, even indirect fire, without neglecting the simultaneous squad doctrine obligation of covering the approach of the pointman." } ring10 = ringTemplate { iname = "the Ring" , ifreq = [(TREASURE, 50), (ANY_JEWELRY, 50)] , irarity = [(10, 4)] , iaspects = [ SetFlag Unique, ELabel "of Overwatch" , AddSkill SkProject 8 -- TODO: 11, but let player control -- potion throwing; see capReinforced , AddSkill SkMaxHP (-20) , SetFlag Durable, EqpSlot EqpSlotProject ] ++ iaspects ringTemplate , idesc = "This exceptional medical contraption constantly transforms and re-injects minuscule amounts of blood serum, synthesizing powerful drugs that greatly enhance spacial awareness and focus, at the cost of weakening bodily resilience and recovery. With this boost, indirect fire becomes possible, even for a non-pointman team member." } -- ** Armor armorLeather = ItemKind { isymbol = symbolTorsoArmor , iname = "spacesuit jacket" , ifreq = [ (COMMON_ITEM, 100), (S_SPACESUIT_JACKET, 1) , (SPACESUIT_PART, 1), (ARMOR_LOOSE, 1), (STARTING_ARMOR, 100) ] , iflavour = zipFancy [Blue] , icount = 1 , irarity = [(1, 7), (10, 3)] , iverbHit = "thud" , iweight = 7000 , idamage = 0 , iaspects = [ AddSkill SkHurtMelee (-2) , AddSkill SkArmorMelee $ (2 + 1 `dL` 2) * 5 , AddSkill SkArmorRanged $ (1 + 1 `dL` 2) * 3 , SetFlag Durable, SetFlag Equipable , EqpSlot EqpSlotArmorMelee ] , ieffects = [] , idesc = "A hard-shell torso segment of a disposed off spacesuit. Well ventilated through the air tank outlets." , ikit = [] } armorLeather2 = armorLeather -- for now, purely flavour, for better messages { isymbol = symbolMiscArmor , iname = "pair" , ifreq = [ (COMMON_ITEM, 100), (S_SPACESUIT_TROUSERS, 1) , (SPACESUIT_PART, 1), (STARTING_ARMOR, 100) ] -- no ARMOR_LOOSE; harder to take off than a jacket , irarity = [(3, 5), (10, 4)] , iaspects = ELabel "of spacesuit trousers" : iaspects armorLeather , idesc = "Segmented trousers for open space work, with the hermetically sealed boots cut off. Surprisingly flexible and airy, yet micro-meteorite-proof." } armorMail = armorLeather { iname = "bulletproof vest" , ifreq = [ (COMMON_ITEM, 100), (ARMOR_LOOSE, 1), (ARMOR_RANGED, 1) , (S_BULLTEPROOF_VEST, 1), (STARTING_ARMOR, 50) ] , iflavour = zipPlain [Cyan] , irarity = [(4, 3), (7, 12), (10, 3)] , iweight = 12000 , idamage = 0 , iaspects = [ AddSkill SkHurtMelee (-5) , AddSkill SkArmorMelee $ (2 + 1 `dL` 2) * 5 , AddSkill SkArmorRanged $ (3 + 1 `dL` 3) * 3 , AddSkill SkOdor 2 , SetFlag Durable, SetFlag Equipable , EqpSlot EqpSlotArmorRanged ] , ieffects = [] , idesc = "A civilian bulletproof vest. Discourages foes from attacking your torso, making it harder for them to land a blow. Really hard to wash due to thickness." } meleeEnhancement = ItemKind { isymbol = symbolTorsoArmor , iname = "barebones exoskeleton" , ifreq = [(COMMON_ITEM, 100)] , iflavour = zipFancy [Blue] , icount = 1 , irarity = [(10, 10)] -- many, but very varied quality , iverbHit = "zip" , iweight = 1000 , idamage = 0 , iaspects = [ AddSkill SkHurtMelee $ (2 + 1 `dL` 8) * 3 , AddSkill SkArmorMelee 3 , SetFlag Durable, SetFlag Equipable , EqpSlot EqpSlotHurtMelee ] , ieffects = [] , idesc = "A minimal frame from carbon fibre, designed to prevent injuries when lifting and operating heavy construction equipment. Cheap, light, disposable." , ikit = [] } spacesuit = ItemKind { isymbol = symbolTorsoArmor , iname = "spacesuit" , ifreq = [(S_SPACESUIT, 1)] , iflavour = zipFancy [BrWhite] , icount = 1 , irarity = [(10, 10)] , iverbHit = "hug" , iweight = 250000 -- including the fake gravity mass from two boots , idamage = 0 , iaspects = [ AddSkill SkHurtMelee (-30) -- restricted arm movement , AddSkill SkSight (-2) , AddSkill SkHearing (-3), AddSkill SkSmell (-99) , AddSkill SkArmorMelee $ (8 + 1 `dL` 2) * 10 -- ~ 95 , AddSkill SkArmorRanged $ (1 `dL` 3) * 12 -- ~ 25.5 -- both armors are sums of the full set, averaged; -- the main advantage is taking only one slot , SetFlag Durable, SetFlag Equipable , EqpSlot EqpSlotArmorMelee ] , ieffects = [] , idesc = "A heavy spacesuit, with micro-suction machinery build into its boots, but requiring an external air tank for space walking. It heavily restricts arm movement, but not stride, regardless of gravity or lack thereof." , ikit = [] } spacesuitTorn = spacesuit { iname = "torn spacesuit" , ifreq = [(CRAWL_ITEM, 100), (S_SPACESUIT_TORN, 1)] , icount = 1 `d` 3 , irarity = [(1, 17), (8 * 10/16, 10)] , iverbHit = "entangle" , iweight = 10000 , iaspects = [ AddSkill SkHurtMelee (-30) , AddSkill SkSight (-2) -- obstructed despite the tears , AddSkill SkArmorMelee $ (1 + 1 `d` 3) * 10 -- shallow, no `dL` , AddSkill SkArmorRanged $ (1 `d` 2) * 6 , SetFlag Durable, SetFlag Equipable , EqpSlot EqpSlotArmorMelee ] , idesc = "A badly torn spacesuit, barely offering any protection any more but still heavily restricting arm movement. Perhaps two decent wearable pieces could be salvaged by extracting, matching and patching components on a suitable workbench using scissors of some kind." , ikit = [(BONDING_TOOL, CGround)] } gloveFencing = ItemKind { isymbol = symbolMiscArmor , iname = "construction glove" , ifreq = [ (COMMON_ITEM, 100), (ARMOR_MISC, 1), (ARMOR_RANGED, 2) , (STARTING_ARMOR, 50) ] , iflavour = zipPlain [BrGreen] , icount = 1 , irarity = [(6, 9), (10, 5)] , iverbHit = "flap" , iweight = 100 , idamage = 2 `d` 1 , iaspects = [ AddSkill SkHurtMelee $ (2 + 1 `d` 2 + 1 `dL` 2) * 3 , AddSkill SkArmorRanged $ (1 `dL` 2) * 3 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotHurtMelee , toVelocity 40 ] -- flaps and flutters , ieffects = [] , idesc = "A flexible construction glove from rough leather ensuring a good grip. Also, quite effective in averting or even catching slow projectiles." , ikit = [] } gloveGauntlet = gloveFencing { iname = "spacesuit glove" , ifreq = [ (COMMON_ITEM, 100), (S_SPACESUIT_GLOVE, 1) , (SPACESUIT_PART, 2), (ARMOR_MISC, 1), (STARTING_ARMOR, 50) ] , iflavour = zipFancy [White] , irarity = [(1, 10), (5 * 10/16, 10), (6 * 10/16, 1)] , iverbHit = "mow" , iweight = 500 , idamage = 3 `d` 1 , iaspects = [ AddSkill SkArmorMelee $ (1 `d` 3) * 5 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponFast -- no timeout, so worth wielding , toVelocity 40 ] -- flaps and flutters , idesc = "A piece of a hull maintenance spacesuit, padded, reinforced with carbon fibre, with extruding titan manipulators." } gloveJousting = gloveFencing { iname = "Welding Handgear" , ifreq = [(COMMON_ITEM, 100), (ARMOR_MISC, 1)] , iflavour = zipFancy [BrRed] , irarity = [(1, 6), (10, 3)] , iverbHit = "ram" , iweight = 3000 , idamage = 5 `d` 1 , iaspects = [ SetFlag Unique , Timeout 5 , AddSkill SkHurtMelee $ (-5 + 1 `dL` 3) * 5 , AddSkill SkArmorMelee $ (2 + 1 `d` 2 + 1 `dL` 3) * 5 , AddSkill SkArmorRanged $ (1 + 1 `dL` 3) * 3 -- very random on purpose and can even be good on occasion -- or when ItemRerolled enough times , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponFast -- hope to replace with better soon , toVelocity 60 ] -- flaps and flutters , idesc = "Rigid, bulky handgear embedding a defunct welding equipment, complete with an affixed small shield and a darkened visor. Awe-inspiring." } hatUshanka = ItemKind { isymbol = symbolMiscArmor , iname = "ushanka hat" , ifreq = [ (COMMON_ITEM, 100), (ARMOR_MISC, 1), (CLOTHING_MISC, 1) , (STARTING_ARMOR, 50) ] , iflavour = zipPlain [Brown] , icount = 1 , irarity = [(3, 9), (10, 4)] , iverbHit = "tickle" , iweight = 500 , idamage = 0 , iaspects = [ Timeout $ (2 + 1 `d` 2) * 3 , AddSkill SkArmorMelee 5, AddSkill SkHearing (-6) , SetFlag Periodic, SetFlag Durable, SetFlag Equipable , EqpSlot EqpSlotArmorMelee , toVelocity 50 ] -- flaps and flutters , ieffects = [RefillCalm 1] , idesc = "Soft and warm fur. It keeps your ears warm." , ikit = [] } capReinforced = ItemKind { isymbol = symbolMiscArmor , iname = "construction cap" , ifreq = [(COMMON_ITEM, 100), (ARMOR_MISC, 1), (STARTING_ARMOR, 50)] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(6, 9), (10, 3)] , iverbHit = "cut" , iweight = 1000 , idamage = 0 , iaspects = [ AddSkill SkArmorMelee $ (1 `d` 3) * 5 , AddSkill SkProject 1 -- the brim shields against blinding by light sources, etc.; -- beware of stacking and causing auto-fling of vials , SetFlag Durable, SetFlag Equipable , EqpSlot EqpSlotProject ] , ieffects = [] , idesc = "A hard plastic shell that might soften a blow." , ikit = [] } helmArmored = ItemKind { isymbol = symbolMiscArmor , iname = "spacesuit helmet" , ifreq = [ (COMMON_ITEM, 100), (S_SPACESUIT_HELMET, 1) , (SPACESUIT_PART, 1), (ARMOR_MISC, 1), (ARMOR_RANGED, 1) , (STARTING_ARMOR, 50) ] , iflavour = zipFancy [BrBlue] , icount = 1 , irarity = [(1, 11), (4 * 10/16, 11), (5 * 10/16, 1)] , iverbHit = "headbutt" , iweight = 2000 , idamage = 4 `d` 1 , iaspects = [ Timeout 4 , AddSkill SkArmorMelee $ (1 `dL` 3) * 5 , AddSkill SkArmorRanged $ (2 + 1 `dL` 2) * 3 -- headshot , AddSkill SkSight (-2) , AddSkill SkHearing (-3), AddSkill SkSmell (-5) , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotArmorRanged , toVelocity 50 ] -- unwieldy , ieffects = [] , idesc = "Blocks out everything, including your senses." , ikit = [] } heavyBoot = ItemKind { isymbol = symbolMiscArmor , iname = "spacesuit boot" , ifreq = [ (COMMON_ITEM, 100), (S_SPACESUIT_BOOT, 1) , (SPACESUIT_PART, 2), (ARMOR_MISC, 1) ] -- no STARTING_ARMOR, because the malus tricky for newbies , iflavour = zipFancy [Magenta] , icount = 1 , irarity = [(1, 12), (3 * 10/16, 12), (4 * 10/16, 1)] , iverbHit = "sock" , iweight = 100000 -- including the fake gravity mass , idamage = 6 `d` 1 , iaspects = [ Timeout 7 , AddSkill SkHurtMelee (-10) , AddSkill SkArmorMelee $ (1 + 1 `dL` 3) * 5 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponFast -- hope to replace with better soon , toVelocity 500 ] -- the fake mass not counted for throwing , ieffects = [] , idesc = "An armored boot, cut-off from a spacesuit. The in-built micro-suction machinery for maintaining traction in the absence of gravity gives stability equivalent to an extra 100kg of mass. Kicks get abrupt acceleration millimeters short of the target." , ikit = [] } ragTangle = sandstoneRock { isymbol = symbolClothes , iname = "tangle" , ifreq = [ (COMMON_ITEM, 10), (CLOTH_RAG, 1), (THICK_CLOTH, 1) , (S_RAG_TANGLE, 1), (UNREPORTED_INVENTORY, 1) ] , iflavour = zipPlain [Brown] , icount = 1 , irarity = [(1, 10)] -- crafted, so rare , iverbHit = "touch" , iweight = 200 , idamage = 0 , iaspects = [ ELabel "of rags" , SetFlag Fragile, AddSkill SkArmorMelee 2 , SetFlag Equipable, EqpSlot EqpSlotArmorMelee ] , idesc = "Fashionable --- sometimes. Useful for survival crafting, for example as a wick of a makeshift oil lamp --- always." } -- The biggest power of bucklers and shields is the ranged deflection. -- There is a risk of micro-management, when the player takes off -- a buckler or shield just after it activated at ranged attack, -- regaining the speed for the probably upcoming melee fight. -- This has the drawback that, while the shield recharges in stash, -- it looses the charge when equipped again and if it's activated -- from the stash, the player suffers its full piercing damage. -- OTOH, if the player has maximized armor, he only suffers 5% -- of the pierced damage of the shield. But to gain such high armor -- usually requires keeping a shield equipped. -- And the speed loss can't be avoided when exploring -- and an extra slowdown comes from unequipping and equipping again -- after melee, so it starts to be a meaningful and situational -- trade-off and not a meaningless micro-management. If players -- suffer from micro-management anyway, the recharging effect can be -- limited to hitting in melee only (@ActivationMeleeable@). -- The push effect is applied to self outside melee, so even less problematic. buckler = ItemKind { isymbol = symbolShield , iname = "buckler" , ifreq = [(COMMON_ITEM, 100), (ARMOR_LOOSE, 1)] , iflavour = zipPlain [Blue] , icount = 1 , irarity = [(4, 7)] , iverbHit = "bash" , iweight = 2000 , idamage = 2 `d` 1 , iaspects = [ Timeout $ (5 + 1 `d` 2 - 1 `dL` 2) * 2 , AddSkill SkArmorMelee 40 , AddSkill SkSpeed (-1) -- the main price to pay , SetFlag UnderRanged, SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotArmorMelee , toVelocity 50 ] -- unwieldy to throw , ieffects = [ IfThenElse (TriggeredBy ActivationUnderRanged) (NopEffect `OrEffect` toOrganGood S_RANGED_DEFLECTING 1) -- this is particularly useful when exploring -- and getting ambushed; @OrEffect@ is only to help AI -- understand it won't be applied to foes, -- but prevent it from assigning too much value -- and so attacking with buckler too early (OnUser (Recharge 4 20)) ] -- this is useful during a fight , idesc = "An arm protection made from an outer airlock panel. Not too small to deflect projectiles occasionally. Almost harmless when used offensively, but can fend foes off to make room for other weapons." , ikit = [] } -- In melee, the shield's biggest power is pushing enemies, -- which however reduces to 1 extra damage point if no clear space behind enemy. -- So they require keen tactical management. -- Note that AI will pick them up but never wear and will use them at most -- as a way to push itself. Despite being @Meleeable@, they will not be used -- as weapons either. This is OK, using shields smartly is totally beyond AI. shield = buckler { iname = "shield" , ifreq = [(COMMON_ITEM, 85), (ARMOR_LOOSE, 1)] , irarity = [(7, 5)] -- the stronger variants add to total probability , iflavour = zipPlain [Green] , iweight = 4000 , idamage = 3 `d` 1 , iaspects = [ Timeout $ (7 + 1 `d` 2 - 1 `dL` 2) * 2 , AddSkill SkArmorMelee 60 , AddSkill SkSpeed (-1) -- the main price to pay , AddSkill SkHurtMelee (-25) , SetFlag UnderRanged, SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotArmorMelee , toVelocity 50 ] -- unwieldy to throw , ieffects = [ IfThenElse (TriggeredBy ActivationUnderRanged) (OnUser (toOrganGood S_RANGED_DEFLECTING 1)) -- this is particularly useful when exploring -- and getting ambushed; @OnUser@ is only to help AI -- understand it won't be applied to foes (PushActor (ThrowMod 200 50 1)) ] -- 1 step, fast -- this is useful during a fight , idesc = "An unwieldy rectangle made of anti-meteorite ceramic sheet. Absorbs a percentage of melee damage, both dealt and sustained. Large enough to shield against projectiles for as long as there is strength to keep it poised. Requires particularly keen positional awareness when used as a weapon." } shield2 = shield { ifreq = [(COMMON_ITEM, 20), (MUSEAL, 100), (S_SHIELD_BLUNT, 1)] , iweight = 6000 , idamage = 4 `d` 1 , ieffects = [ IfThenElse (TriggeredBy ActivationUnderRanged) (OnUser (toOrganGood S_RANGED_DEFLECTING 1)) (PushActor (ThrowMod 400 50 1)) ] -- 2 steps, fast , idesc = "A relic of long-past wars, heavy and with a central spike, which is however misaligned and dull." } shield3 = shield2 { ifreq = [(COMMON_ITEM, 1), (MUSEAL, 3), (S_SHIELD_SHARP, 1)] , idamage = 7 `d` 1 , idesc = "A relic of long-past wars, heavy and with a sharp central spike." } -- ** Weapons -- Generally, weapons on long poles have highest damage and defence, -- but longest timeout. Weapons with handles are middling. Weapons -- without area weakest, but lowest timeout and highest global melee bonus. -- Weapons of a given group tend to share the weakest representative's -- characteristics, even when upgraded. Sharpening of weapons usually -- just increases their damage. -- For some weapons the main damage is not edged nor piercing, -- but wounding trough impact or burns. A portion of such weapons -- also double as tools for terrain transformation or crafting. blowtorch = ItemKind { isymbol = symbolTool , iname = "blowtorch" -- not unique, but almost never generated on floor , ifreq = [ (BLOWTORCH, 1), (VALUABLE, 20) -- make AI afraid to hog , (CRAWL_ITEM, 1) -- @PolyItem@ doesn't work on it , (BREACHING_TOOL, 1), (FIRE_SOURCE, 1) ] -- infinite use, but harmful , iflavour = zipPlain [BrRed] , icount = 1 , irarity = [(1, 1)] , iverbHit = "scorch" , iweight = 2000 , idamage = 0 , iaspects = [ Timeout 4 , AddSkill SkAlter 2 , AddSkill SkWait (-2) -- patience thin in the heat; prevents sleep, to let -- AI use @SkAlter@ to get to level 4 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotAlter , toVelocity 0 ] -- @Burn@ not effective when thrown , ieffects = [ Burn 3 -- ensure heroes wear initially, so they reach lvl 4 , Impress ] -- is used for melee in precedence to fists, but not to cleavers; -- so if player wants to hit with it, it's enough to pack other gear; -- is also the low bar for self-inflicted damage from durable breaching -- tool and fire source use so that other tool-weapons need only -- do that many non-armor affected damage to dissuade the player -- from using them without careful thought , idesc = "A sturdy old-fashioned portable blowtorch for fine cutting or welding of metals. Unfocused and inaccurate, but does not require access codes to high current power outlets. If you can patiently suffer the heat, it can be used as a clumsy breaching tool for stuck, locked and welded containers and doors." -- for some reason I don't feel like being more obvious here about the use for the welded staircase; maybe that's because the torch can be used long after the first puzzle of the game is forgotten and so the in-you-face hints should be on items and actors that get forgotten together with the puzzle , ikit = [] } laserSharpener = ItemKind { isymbol = symbolTool , iname = "Laser Sharpener" , ifreq = [(CRAWL_ITEM, 50), (SHARPENING_TOOL, 1)] , iflavour = zipFancy [BrBlue] , icount = 1 , irarity = [(5, 25)] -- comes bundled with other tools , iverbHit = "paint" , iweight = 2000 , idamage = 0 , iaspects = [ SetFlag Unique, Timeout 5 , SetFlag Durable, SetFlag Meleeable, EqpSlot EqpSlotWeaponBig , toVelocity 0 ] -- @Burn@ not effective when thrown , ieffects = [Burn 4] -- really harmful when used as a sharpener; intended , idesc = "Laser ablation is the safest and most accurate of sharpening method. Misaligned optics with broken shielding, however, change the situation dramatically, enabling stray laser pulses to escape at unpredictable angles." -- hence short range and so melee weapon; TODO: long range weapon with instant projectiles and no risk of hull breach , ikit = [] } crowbar = ItemKind { isymbol = symbolTool , iname = "crowbar" , ifreq = [ (COMMON_ITEM, 100), (BREACHING_TOOL, 1), (S_CROWBAR, 1) , (STARTING_WEAPON, 30) ] , iflavour = zipPlain [BrCyan] , icount = 1 , iweight = 1000 , irarity = [(1, 5), (3 * 10/16, 5), (4 * 10/16, 1)] , iverbHit = "gouge" , idamage = 2 `d` 1 , iaspects = [ Timeout $ 2 + 1 `d` 3 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponFast , toVelocity 0 ] -- totally unbalanced , ieffects = [RefillHP (-3)] -- @RefillHP@ to avoid a no-brainer of durable tool use; -- (idamage ignored to avoid the exploit of tool use in armor) , idesc = "This is a heavy and pointy piece of steel that can be employed as an improvised melee weapon. It is also usable as a breaching tool, though rather injurious." -- TODO: https://en.wikipedia.org/wiki/Crowbar_(tool) , ikit = [] } catsPaw = ItemKind { isymbol = symbolTool , iname = "cat's paw" , ifreq = [ (COMMON_ITEM, 100), (BREACHING_TOOL, 1) , (STARTING_WEAPON, 15) ] , iflavour = zipPlain [Cyan] , icount = 1 , iweight = 500 , irarity = [(1, 12), (3 * 10/16, 12), (4 * 10/16, 1)] , iverbHit = "paw" , idamage = 1 `d` 1 , iaspects = [ Timeout $ 1 + 1 `d` 2 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponFast , toVelocity 0 ] -- totally unbalanced , ieffects = [RefillHP (-2)] -- @RefillHP@ to avoid a no-brainer of durable tool use; -- also quite attractive as a ranged weapon , idesc = "This is a sturdy and pointy piece of steel that can be employed as an improvised melee weapon. It is also usable as a breaching tool, though not a particularly safe one." -- TODO: https://en.wikipedia.org/wiki/Cat%27s_paw_(nail_puller) , ikit = [] } shortClub = ItemKind { isymbol = symbolHafted , iname = "short club" , ifreq = [(S_SHORT_CLUB, 1), (STARTING_WEAPON, 700)] , iflavour = zipPlain [BrBlue] , icount = 1 , irarity = [(1, 1)] -- only crafted , iverbHit = "club" , iweight = 2500 , idamage = 2 `d` 1 , iaspects = [ SetFlag Durable, SetFlag Meleeable, EqpSlot EqpSlotWeaponFast , toVelocity 60 ] , ieffects = [RefillHP (-1)] , idesc = "Simplicity." , ikit = [] } longClub = shortClub { iname = "long club" , ifreq = [(S_LONG_CLUB, 1), (STARTING_WEAPON, 500)] , iflavour = zipPlain [Magenta] , iweight = 3500 , idamage = 3 `d` 1 -- from two scraps , iaspects = [ Timeout $ 2 + 1 `d` 2 , SetFlag Durable, SetFlag Meleeable, EqpSlot EqpSlotWeaponFast , toVelocity 0 ] -- totally unbalanced , ieffects = [RefillHP (-2)] , idesc = "Simplicity, long version." } hammerTemplate = ItemKind -- properly hafted *and* glued to handle/pole { isymbol = symbolHafted , iname = "sledgehammer" -- "demolition hammer" is Br. Eng. for jackhammer , ifreq = [(HAMMER_UNKNOWN, 1)] -- not @BREACHING_TOOL@, because it trigger traps -- and destroys treasure, instead of opening; generally -- a very aggressive weapon, bad for defense even when long , iflavour = zipFancy [BrMagenta] -- avoid "pink" , icount = 1 , irarity = [(1, 2), (3, 2), (7, 25), (9, 1)] -- not too common up to lvl 3, where one is guaranteed -- and deep down, when crafting done already , iverbHit = "club" , iweight = 4000 , idamage = 0 -- all damage independent of melee skill; this also helps -- not to lie about damage of unidentified items , iaspects = [ PresentAs HAMMER_UNKNOWN , SetFlag Durable, SetFlag Meleeable, EqpSlot EqpSlotWeaponBig , toVelocity 0 ] -- totally unbalanced , ieffects = [] , idesc = "One of many kinds of hammers employed in construction work. The usual ones with blunt heads don't cause grave wounds, but enough weight on a long handle can shake and bruise even most armored foes. However, larger hammers require more time to recover after a swing." -- replaced with one of the descriptions below at identification time , ikit = [] } hammer1 = hammerTemplate -- 1m handle, blunt { ifreq = [ (COMMON_ITEM, 100) , (STARTING_WEAPON, 50), (STARTING_HAMMER, 80) , (S_SHORT_BLUNT_HAMMER, 1) ] , iaspects = Timeout 6 : iaspects hammerTemplate , ieffects = [RefillHP (-5)] -- weak, but meant to be sharpened ASAP , idesc = "One of many kinds of hammers employed in construction work. This is the usual one, with a blunt head and a short handle that, with a vice, may be pushed out and replaced with a longer pole." } hammer2 = hammerTemplate -- 0.75m handle, sharp { ifreq = [ (COMMON_ITEM, 10) , (STARTING_WEAPON, 5), (STARTING_HAMMER, 5) , (BONDING_TOOL, 1) ] , irarity = [(1, 4), (3, 4), (7, 40)] -- common early, since not a guaranteed drop; -- common also late, because not crafted , iverbHit = "puncture" , idamage = 3 `d` 1 , iaspects = [Timeout 3, EqpSlot EqpSlotWeaponFast] ++ (iaspects hammerTemplate \\ [EqpSlot EqpSlotWeaponBig]) , ieffects = [RefillHP (-3)] , idesc = "Upon closer inspection, this hammer, or pick, turns out particularly well balanced. The profiled handle seamlessly joins the head, which focuses the blow at a sharp point, compensating for the tool's modest size. This makes it capable of permanently smashing objects together, though any fumble results in hands smashed as well." } hammer3 = hammerTemplate -- 2m pole, blunt { ifreq = [ (COMMON_ITEM, 4), (STARTING_WEAPON, 2) , (S_LONG_BLUNT_HAMMER, 1) ] , iweight = 6000 -- pole weight almost gives it away , iaspects = [ Timeout 12 , AddSkill SkHurtMelee $ (-6 + 1 `d` 4) * 3 ] -- the malus not so important, hence easy to get the best ++ iaspects hammerTemplate , ieffects = [RefillHP (-8)] , idesc = "This maul sports a particularly long pole that increases the momentum of the blunt head's swing, at the cost of long recovery." } hammer4 = hammer1 -- 1m handle, sharp { ifreq = [ (COMMON_ITEM, 4), (STARTING_WEAPON, 2) , (S_SHORT_SHARP_HAMMER, 1) ] , iverbHit = "cleave" , idamage = 3 `d` 1 , idesc = "This hammer's head has it's protruding edges sharpened. Otherwise, it's pretty ordinary, with a short handle." } hammer5 = hammer3 -- 2m pole, sharp { ifreq = [(COMMON_ITEM, 1), (S_LONG_SHARP_HAMMER, 1)] , iverbHit = "cleave" , idamage = 3 `d` 1 , idesc = "This maul features a head with the edge of the narrow end sharpened for cutting. Such long-hafted hammers require more time to recover after a swing, but the momentum alone can shake and bruise even armored foes that can't be harmed by sharp edges." } hammerParalyze = hammerTemplate { iname = "The Concussion Hammer" , ifreq = [(TREASURE, 40), (STARTING_HAMMER, 5)] , irarity = [(5, 1), (8, 6)] , idamage = 3 `d` 1 , iaspects = [ SetFlag Unique , Timeout 10 ] -- 2m, but light head and pole ++ iaspects hammerTemplate , ieffects = [RefillHP (-8), Paralyze 10] , idesc = "This exquisite demolition hammer with a titanium head and exceptionally long synthetic handle leaves no wall and no body standing." } hammerSpark = hammerTemplate -- the only hammer with significantly heavier head { iname = "The Grand Smithhammer" , ifreq = [(TREASURE, 40), (BONDING_TOOL, 1), (MUSEAL, 100)] , irarity = [(5, 1), (8, 6)] , iweight = 5000 , iaspects = [ SetFlag Unique , SetFlag MetaGame -- weight and shape/damage gives it away , Timeout 8 -- 1.5m handle and heavy, but unique , AddSkill SkHurtMelee $ (-20 + 1 `dL` 10) * 5 ] -- 50--95 ++ iaspects hammerTemplate , ieffects = [ Explode S_SPARK -- we can't use a focused explosion, because it would harm -- the hammer wielder as well, unlike this one; it's already -- risky, since it may alert other factions; can reveal -- other enemies rarely, though , RefillHP (-15) ] -- hammer tanks prefer consistent damage -- over 1-shot kills, so this is not OP , idesc = "High carbon steel of this heavy old hammer doesn't yield even to the newest alloys and produces fountains of sparks in defiance. Whatever it forge-welds together, stays together. Don't try to use it without training, however." } -- The standard melee weapons do most of their damage as kinetic edged -- or piercing, affected by armor and hurt skill. knife = ItemKind { isymbol = symbolEdged , iname = "cleaver" , ifreq = [(COMMON_ITEM, 100), (STARTING_WEAPON, 100), (S_CLEAVER, 1)] , iflavour = zipPlain [BrCyan] , icount = 1 , irarity = [(1, 5), (3, 5), (5, 35), (9, 1)] -- useful initially and for crafting mid-game , iverbHit = "cut" , iweight = 1000 , idamage = 5 `d` 1 , iaspects = [ Timeout 3 , AddSkill SkHurtMelee $ (1 `d` 2 + 1 `dL` 3) * 3 -- very common, so don't make too random nor too good , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponFast , toVelocity 40 ] -- ensuring it hits with the tip costs speed , ieffects = [] , idesc = "A heavy professional kitchen blade. Will do fine cutting any kind of meat, bone and an occasional metal can. Does not penetrate deeply, but is quick to move and hard to block. Especially useful in conjunction with a larger weapon." , ikit = [] } daggerDischarge = knife { iname = "The Double Dagger" , ifreq = [(TREASURE, 40), (MUSEAL, 100)] , irarity = [(1, 3), (10, 2)] , iaspects = SetFlag Unique : iaspects knife , ieffects = [Discharge 1 50, Yell] -- powerful and low timeout, but noisy -- and no effect if no weapons charged , idesc = "An antique double dagger that a focused fencer can use to catch and twist away an opponent's blade." } dagger = knife { iname = "dagger" , ifreq = [(COMMON_ITEM, 4), (S_DAGGER, 1), (STARTING_WEAPON, 4)] , iverbHit = "open" , irarity = [(7, 20)] -- like hammer, not knife, to prevent excess , idamage = 7 `d` 1 , idesc = "A double-edged knife with a sharp tip that penetrates the smallest defence gaps, making it especially useful in conjunction with a larger but less nimble weapon." } sword = ItemKind -- dead end, but can be crafted with just one file tool { isymbol = symbolPolearm , iname = "sharpened pipe" , ifreq = [ (COMMON_ITEM, 4), (STARTING_WEAPON, 30) , (S_SHARPENED_PIPE, 1) ] , iflavour = zipFancy [BrCyan] , icount = 1 , irarity = [(3, 1), (6, 15)] , iverbHit = "stab" , iweight = 2000 , idamage = 10 `d` 1 -- with high melee bonus, better than a good hammer , iaspects = [ Timeout 7 -- unique in that there's no randomness , EqpSlot EqpSlotWeaponBig , SetFlag Durable, SetFlag Meleeable , toVelocity 40 ] -- ensuring it hits with the tip costs speed , ieffects = [] , idesc = "A makeshift weapon of simple design, but great potential." , ikit = [] } swordImpress = sword { isymbol = symbolEdged , iname = "The Master's Sword" , ifreq = [(TREASURE, 40), (MUSEAL, 100)] , irarity = [(5, 1), (8, 6)] , iverbHit = "slash" , iaspects = SetFlag Unique : iaspects sword , ieffects = [Impress] , idesc = "A particularly well-balanced museum piece. It has a history and in the right hands lends itself to impressive shows of fencing skill." } swordNullify = sword { isymbol = symbolEdged , iname = "The Blunt Rapier" , ifreq = [(TREASURE, 50), (S_RAPIER_BLUNT, 1)] , iverbHit = "pierce" , irarity = [(5, 1), (8, 6)] , idamage = 7 `d` 1 -- as dagger, but upgradeable and no skill bonus , iaspects = [ SetFlag Unique, Timeout 3, EqpSlot EqpSlotWeaponFast , SetFlag Durable, SetFlag Meleeable , toVelocity 40 ] -- ensuring it hits with the tip costs speed , ieffects = [] , idesc = "An exuberant hand-forged roasting implement, intentionally and wisely kept blunt." } swordNullifySharp = swordNullify { iname = "The Roasting Rapier" , ifreq = [(S_RAPIER_SHARP, 1)] , idamage = 10 `d` 1 , ieffects = [ DropItem 1 maxBound COrgan CONDITION , RefillCalm (-10) , Yell ] , idesc = "A thin, acutely sharp steel blade that pierces deeply and sends its victim into abrupt, sobering shock. Originally, an exuberant hand-forged roasting implement, intentionally and wisely kept blunt." } halberd = ItemKind -- long pole { isymbol = symbolPolearm , iname = "pole cleaver" , ifreq = [(COMMON_ITEM, 3), (STARTING_WEAPON, 70), (S_POLE_CLEAVER, 1)] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(5, 1), (10, 3)] , iverbHit = "slice" , iweight = 3500 , idamage = 11 `d` 1 -- bad, until sharpened , iaspects = [ Timeout 10 , AddSkill SkHurtMelee $ (-12 + 1 `d` 4 + 1 `dL` 5) * 3 -- weak against armor at game start with no hurt bonus; -- variety to spice up crafting , AddSkill SkArmorMelee 20 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponBig , toVelocity 20 ] -- not balanced , ieffects = [] , idesc = "An improvised but deadly weapon made of a long kitchen cleaver glued and bound to a long pole. Not often one succeeds in making enough space to swing it freely, but even when stuck between terrain obstacles it blocks approaches effectively and makes using other weapons difficult, both by friends and foes." , ikit = [] } oxTongue = halberd -- long pole, because glued 1m handle worse than nothing { iname = "long spear" , ifreq = [(COMMON_ITEM, 1), (S_LONG_SPEAR, 1)] , iverbHit = "impale" , idamage = 13 `d` 1 , idesc = "An improvised but deadly weapon made of a long, sharp dagger glued and bound to a long pole. Not often one succeeds in making enough space to thrust it freely, but even when stuck between terrain obstacles it blocks approaches effectively and makes using other weapons difficult, both by friends and foes." } halberdPushActor = halberd { iname = "The Blunt Swiss Halberd" , ifreq = [(CRAWL_ITEM, 30), (S_HALBERD_BLUNT, 1)] -- not in a museum; reenactors' gear , irarity = [(7, 0), (9, 8)] , iaspects = SetFlag Unique : iaspects halberd , ieffects = [PushActor (ThrowMod 200 100 1)] -- 2 steps, slow , idesc = "A perfect replica made for a reenactor troupe, hardened, but missing any sharpening. Versatile, with great reach and leverage. Foes are held at a distance." } halberdPushActorSharp = halberdPushActor { iname = "The Swiss Halberd" , ifreq = [(S_HALBERD_SHARP, 1)] , idamage = 13 `d` 1 , idesc = "A perfect replica made for a reenactor troupe, hardened, sharpened. Versatile, with great reach and leverage. Foes are held at a distance." } fireAxe = ItemKind { isymbol = symbolHafted , iname = "fire axe" , ifreq = [(TREASURE, 20), (S_FIRE_AXE, 1), (FIRE_FIGHTING_ITEM, 5)] -- not @BREACHING_TOOL@, because it trigger traps -- and destroys treasure, instead of opening , iflavour = zipPlain [BrRed] , icount = 1 , irarity = [(1, 1)] -- from fire cabinets , iverbHit = "gouge" , iweight = 1600 , idamage = 9 `d` 1 -- worse than sharpened pipe, but upgradable , iaspects = [ Timeout 7 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponBig -- 1m handle , toVelocity 40 ] -- ensuring it hits with the blade costs speed , ieffects = [] , idesc = "An axe with a spike: once used for fire fighting, now turned to a bloodier purpose." , ikit = [] } pollaxe = fireAxe { iname = "pollaxe" , ifreq = [(TREASURE, 2), (S_POLL_AXE, 1)] , iflavour = zipPlain [BrRed] , iverbHit = "carve" , iweight = 4500 , idamage = 15 `d` 1 , iaspects = [ Timeout $ 15 - 1 `dL` 5 -- variety to spice up crafting , AddSkill SkArmorMelee 20 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponBig , toVelocity 20 ] -- not balanced , ieffects = [OnUser (Discharge 5 50)] , idesc = "A long-hafted spiked axe: great reach and momentum, but so unbalanced that fighters swinging it can't control their combat stance." } militaryKnife = knife { iname = "military knife" , ifreq = [ (TREASURE, 1), (WIRECUTTING_TOOL, 2), (MERCENARY_WEAPON, 70) , (STARTING_WEAPON, 3) ] , iflavour = zipFancy [Green] , irarity = [(10, 15)] -- in crawl, comes bundled with tools , iweight = 500 -- too small to attach to a pole , idamage = 7 `d` 1 , iaspects = [ Timeout 2 , AddSkill SkHurtMelee $ (-1 + 1 `d` 3 + 1 `dL` 2) * 3 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponFast , toVelocity 50 ] -- designed also for throwing , ieffects = [ RefillHP (-1) -- @RefillHP@ to avoid a no-brainer of durable tool use , DropItem 1 maxBound COrgan CONDITION ] -- useful for AI who is the main user of this weapon , idesc = "Military design laser-sharpened alloy blade able to cleanly open an artery at the lightest touch through layers of fabric. Despite its modest size, it defeats barbed wire in one slice." } militaryBaton = ItemKind { isymbol = symbolHafted , iname = "military stun gun" , ifreq = [(TREASURE, 1), (MERCENARY_WEAPON, 30)] , iflavour = zipFancy [Green] , icount = 1 , irarity = [(10, 10)] , iverbHit = "prod" , iweight = 1000 , idamage = 6 `d` 1 , iaspects = [ Timeout 7 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponBig , toVelocity 40 ] , ieffects = [Discharge 1 100, RefillCalm (-50)] -- don't overdo discharging or unequipping becomes beneficial , idesc = "A direct contact electroshock weapon with unlimited and fast recharging. Ideal for close quarter fights inside space habitats, where preserving the integrity of the outer hull is paramount." , ikit = [] } cattleProd = militaryBaton { iname = "electric cattle prod" , ifreq = [(COMMON_ITEM, 100)] , iflavour = zipPlain [Brown] , irarity = [(8, 5)] , idamage = 5 `d` 1 , ieffects = [Discharge 1 60, RefillCalm (-30)] -- The Calm effect helps to place it as one of the first weapons. , idesc = "Used for subduing unruly zoo animals." } -- The combat value of the following class of weapons is very limited, -- but they or their components can be used for crafting. gardenMsg :: Effect gardenMsg = VerbMsgFail "feel the gardening tool fracture" "." gardenDestruct :: GroupName ItemKind -> Effect gardenDestruct grp = OnUser $ OneOf $ DestroyItem 1 1 CEqp grp `AndEffect` SeqEffect [ CreateItem Nothing CStash HANDLE timerNone , CreateItem Nothing CStash STEEL_SCRAP timerNone ] : replicate 3 gardenMsg grassStitcher = ItemKind { isymbol = symbolPolearm , iname = "grass stitcher" , ifreq = [ (COMMON_ITEM, 10), (HANDLE_AND_STEEL, 1) , (GARDENING_TOOL, 100), (S_GRASS_STITCHER, 1) ] , iflavour = zipPlain [Green] , icount = 1 , irarity = [(1, 1)] -- beyond level 3 they mostly appear with treePruner , iverbHit = "stab" , iweight = 500 , idamage = 5 `d` 1 , iaspects = [ Timeout 3 -- light and can hit with any side , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponFast , toVelocity 30 ] , ieffects = [gardenDestruct S_GRASS_STITCHER] , idesc = "" -- TODO: https://en.wikipedia.org/wiki/Grass_Stitcher , ikit = [(GARDENING_TOOL, CGround), (GARDENING_TOOL, CGround)] } ladiesFork = grassStitcher { iname = "ladies' fork" , ifreq = [ (COMMON_ITEM, 10), (HANDLE_AND_STEEL, 1) , (GARDENING_TOOL, 100), (S_LADIES_FORK, 1) ] , iflavour = zipFancy [Green] , iweight = 1000 , idamage = 6 `d` 1 , iaspects = [ Timeout 5 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponBig , toVelocity 40 ] , ieffects = [gardenDestruct S_LADIES_FORK] , idesc = "" -- TODO: https://en.wikipedia.org/wiki/Garden_fork , ikit = [(GARDENING_TOOL, CGround)] } hoe = grassStitcher { isymbol = symbolHafted , iname = "hoe" , ifreq = [ (COMMON_ITEM, 10), (HANDLE_AND_STEEL, 1) , (GARDENING_TOOL, 100), (S_HOE, 1) ] , iflavour = zipFancy [Cyan] , iverbHit = "hack" , iweight = 1000 , idamage = 7 `d` 1 -- neither sharp nor heavy , iaspects = [ Timeout 7 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponBig , toVelocity 40 ] , ieffects = [gardenDestruct S_HOE] , idesc = "" -- TODO: https://en.wikipedia.org/wiki/Hoe_(tool) , ikit = [(GARDENING_TOOL, CGround)] } spade = grassStitcher { isymbol = symbolHafted -- swinging much more deadly than gouging , iname = "spade" , ifreq = [ (COMMON_ITEM, 10), (HANDLE_AND_STEEL, 1) , (GARDENING_TOOL, 100), (S_SPADE, 1) ] , iflavour = zipPlain [Cyan] , iverbHit = "cut" , iweight = 2000 , idamage = 8 `d` 1 , iaspects = [ Timeout 9 , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotWeaponBig , toVelocity 50 ] , ieffects = [gardenDestruct S_SPADE] , idesc = "" -- TODO: https://en.wikipedia.org/wiki/Spade , ikit = [] -- most powerful, most likely to come alone } treePruner = grassStitcher { iname = "long reach tree pruner" , ifreq = [(COMMON_ITEM, 100), (POLE_AND_STEEL, 1)] , iflavour = zipFancy [BrRed] , irarity = [(1, 12)] -- early, while the weapon is still useful , iweight = 4500 , idamage = 3 `d` 1 , iaspects = [ Timeout 7 , AddSkill SkArmorMelee 20 -- sharp , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotArmorMelee , toVelocity 50 ] , ieffects = [] , idesc = "A heavy tree lopper on a sturdy long pole." , ikit = [(GARDENING_TOOL, CGround)] } cleaningPole = grassStitcher { iname = "window cleaning pole" , ifreq = [(COMMON_ITEM, 100), (POLE_AND_STEEL, 1)] , iflavour = zipPlain [Blue] , irarity = [(10, 7)] -- last chance of a long pole , iweight = 3500 , idamage = 2 `d` 1 , iaspects = [ AddSkill SkArmorMelee 10 -- not sharp, so weaker , SetFlag Durable, SetFlag Meleeable -- a fence may melee with , EqpSlot EqpSlotArmorMelee , toVelocity 40 ] , ieffects = [] , idesc = "A cleaning contraption for glass surfaces, mounted on a long synthetic pole." , ikit = [] } staff = grassStitcher { isymbol = symbolHafted , iname = "wooden staff" , ifreq = [(HANDLE, 70), (POLE_OR_HANDLE, 55), (S_STAFF, 1)] , iflavour = zipPlain [Brown] , iverbHit = "prod" , iweight = 1000 , idamage = 1 `d` 1 , iaspects = [ SetFlag Durable -- prevent AI wield; boring, often too weak , toVelocity 30 ] -- a weak missile and that's all , ieffects = [] , idesc = "A handle of a make-shift tool to be crafted." , ikit = [] } pipe = staff { iname = "metal pipe" , ifreq = [(HANDLE, 30), (POLE_OR_HANDLE, 15), (S_PIPE, 1)] , iflavour = zipFancy [BrBlue] , idamage = 2 `d` 1 , idesc = "Around a meter long, light, strong and hard alloy pipe. With one or both ends cut diagonally and sharpened, this would become a formidable weapon." } longPole = staff { iname = "long pole" , ifreq = [(POLE, 90), (POLE_OR_HANDLE, 30)] , iflavour = zipPlain [BrYellow] , iweight = 3000 , idamage = 2 `d` 1 , iaspects = [ AddSkill SkArmorMelee 10 -- not sharp, so weaker , SetFlag Durable, SetFlag Meleeable , EqpSlot EqpSlotArmorMelee , toVelocity 20 ] , idesc = "Over two meters long, strong and light pole." } -- ** Treasure gemTemplate = ItemKind { isymbol = symbolGold , iname = "gem" , ifreq = [(GEM_UNKNOWN, 1), (VALUABLE, 100)] , iflavour = zipPlain $ delete BrYellow brightCol -- natural, so not fancy , icount = 1 , irarity = [] , iverbHit = "tap" , iweight = 50 , idamage = 0 , iaspects = [PresentAs GEM_UNKNOWN, SetFlag Precious] , ieffects = [] , idesc = "Precious, though useless. Worth around 100 gold grains." , ikit = [] } gem1 = gemTemplate { ifreq = [ (TREASURE, 100), (GEM, 100), (ANY_JEWELRY, 10) , (VALUABLE, 100) ] , irarity = [(3, 0), (6, 12), (10, 8)] , iaspects = [AddSkill SkShine 1, AddSkill SkSpeed (-1)] -- reflects strongly, distracts; so it glows in the dark, -- is visible on dark floor, but not too tempting to wear ++ iaspects gemTemplate } gem2 = gem1 { ifreq = [ (TREASURE, 150), (GEM, 100), (ANY_JEWELRY, 10) , (VALUABLE, 100) ] , irarity = [(5, 0), (7, 25), (10, 8)] } gem3 = gem1 { ifreq = [ (TREASURE, 150), (GEM, 100), (ANY_JEWELRY, 10) , (VALUABLE, 100) ] , irarity = [(7, 0), (8, 30), (10, 8)] } gem4 = gem1 { ifreq = [ (TREASURE, 150), (GEM, 100), (ANY_JEWELRY, 30) , (VALUABLE, 100) ] , irarity = [(9, 0), (10, 40)] } gem5 = gem1 { isymbol = symbolSpecial , iname = "stimpack" , ifreq = [ (TREASURE, 200), (GEM, 25), (ANY_JEWELRY, 10) , (VALUABLE, 100) ] , iflavour = zipPlain [BrYellow] , irarity = [(1, 40), (10, 10)] , iaspects = [ ELabel "of youth", SetFlag Precious -- not hidden , AddSkill SkOdor (-1) ] , ieffects = [RefillCalm 10, RefillHP 40] , idesc = "Calms, heals, invigorates, rejuvenates and smells nice. No side-effects. As valuable as precious gems, at 100 gold grains each." } currencyTemplate = ItemKind { isymbol = symbolGold , iname = "gold grain" , ifreq = [(CURRENCY_UNKNOWN, 1), (VALUABLE, 1)] , iflavour = zipPlain [BrYellow] , icount = 10 + 1 `d` 20 + 1 `dL` 20 , irarity = [(1, 25), (10, 10)] , iverbHit = "tap" , iweight = 1 , idamage = 0 , iaspects = [PresentAs CURRENCY_UNKNOWN, SetFlag Precious] , ieffects = [] , idesc = "Reliably valuable in every civilized place." , ikit = [] } currency = currencyTemplate { ifreq = [(TREASURE, 100), (S_CURRENCY, 100), (VALUABLE, 1)] , iaspects = [AddSkill SkShine 1, AddSkill SkSpeed (-1)] ++ iaspects currencyTemplate } -- ** Tools to be actively used, but not worn jumpingPole = ItemKind { isymbol = symbolWand , iname = "jumping pole" , ifreq = [(COMMON_ITEM, 100), (POLE, 10)] , iflavour = zipFancy [White] , icount = 1 , irarity = [(6, 14)] -- effect useful early, but too many poles early , iverbHit = "prod" , iweight = 4000 , idamage = 0 , iaspects = [ Timeout $ (4 + 1 `d` 2 - 1 `dL` 2) * 5 , SetFlag Durable ] , ieffects = [toOrganGood S_HASTED 1] -- This works and doesn't cause AI loops. @InsertMove@ -- would produce an activation that doesn't change game state. -- Hasting for an absolute number of turns would cause -- an explosion of time when several poles are accumulated. -- Here it speeds AI up for exactly the turn spent activating, -- so when AI applies it repeatedly, it gets its time back and -- is not stuck. In total, the exploration speed is unchanged, -- but it's useful when fleeing in the dark to make distance -- and when initiating combat, so it's OK that AI uses it. -- Timeout is rather high, because for factions with leaders -- some time is often gained, so this could be useful -- even during melee, which would be tiresome to employ. , idesc = "Makes you vulnerable at take-off, but then you are free like a bird." , ikit = [] } -- ** Detachable and usable, in various ways, robot body parts constructionHooter = necklaceTemplate { iname = "construction hooter" , ifreq = [(CONSTRUCTION_HOOTER, 1), (COMMON_ITEM, 1), (ARMOR_LOOSE, 1)] -- extremely rare, but dropped by decontamination chambers , iflavour = zipPlain [BrRed] , irarity = [(1, 1)] , iweight = 1000 , iaspects = [ AddSkill SkArmorMelee 2 , SetFlag Durable, toVelocity 50 , SetFlag Equipable, EqpSlot EqpSlotArmorMelee] , ieffects = [Yell, Summon CONSTRUCTION_ROBOT 1] , idesc = "An emergency hooter for alarming human personnel in case their life is in danger. Worn by construction robots around their \"neck\", where it's least exposed, but even there it needs to be heavily armored and running on its own power supply." } wasteContainer = ItemKind { isymbol = symbolTool , iname = "waste container" , ifreq = [(WASTE_CONTAINER, 1), (WATER_SOURCE, 1), (ARMOR_LOOSE, 1)] , iflavour = zipLiquid [Green] , icount = 1 , irarity = [(1, 1)] , iverbHit = "spill over" , iweight = 30000 , idamage = 0 , iaspects = [ Timeout $ (1 `d` 2) * 30 -- robots should not summon too often , AddSkill SkArmorMelee 20 -- tempting , AddSkill SkMaxCalm (-30) -- punishes excessive stacking , SetFlag Periodic, SetFlag Equipable , EqpSlot EqpSlotArmorMelee ] , ieffects = [ Detect DetectLoot 20 , When (TriggeredBy ActivationPeriodic) $ SeqEffect [ Summon MOBILE_ANIMAL $ 1 `dL` 2 , Explode S_WASTE ] ] , idesc = "Waste recognition and utilization subsystem. Detects any stray item not registered as a passenger's cargo. Leaks a little. But one man's trash is another man's treasure and so this item has many beneficial uses." , ikit = [] } spotlight = ItemKind { isymbol = symbolLight , iname = "spotlight" , ifreq = [(SPOTLIGHT, 1)] , iflavour = zipPlain [White] , icount = 1 , irarity = [(1, 1)] , iverbHit = "illuminate" , iweight = 3000 , idamage = 0 , iaspects = [ AddSkill SkShine 3 , AddSkill SkHurtMelee (-2) -- heavy and unwieldy , SetFlag Equipable, EqpSlot EqpSlotShine ] , ieffects = [Detect DetectHidden 10] , idesc = "Powerful wide-beam spotlight in an unwieldy rack-mounted package. On full power, it can shine through thin construction surfaces, underlying fault lines." , ikit = [] } seeingItem = ItemKind { isymbol = symbolRing , iname = "visual sensor" , ifreq = [(COMMON_ITEM, 100)] , iflavour = zipPlain [BrBlue] , icount = 1 , irarity = [(1, 2)] , iverbHit = "gaze at" , iweight = 500 , idamage = 0 , iaspects = [ Timeout 3 , AddSkill SkSight 10 -- a spyglass for quick wields , AddSkill SkMaxCalm 30 -- to diminish clipping sight by Calm , AddSkill SkShine 2 -- to lit corridors when flying , AddSkill SkMaxHP (-30) -- prevent excessive stacking , SetFlag Periodic ] , ieffects = [ Detect DetectActor 20 -- rare enough that one-time is not OP , When (TriggeredBy ActivationPeriodic) $ SeqEffect [ Explode S_SINGLE_SPARK , toOrganNoTimer S_POISONED -- really can't be worn , Summon MOBILE_ROBOT 1 ] ] , idesc = "An oversize visual sensor freshly torn out of some unfortunate robot. It still sends a clear picture to unidentified receivers, even though the coolant liquid seeps from the seized servos and many internal contacts spark loose." , ikit = [] } Allure-0.11.0.0/GameDefinition/Content/ItemKindActor.hs0000644000000000000000000016504107346545000020700 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Actor (or rather actor body trunk) definitions. module Content.ItemKindActor ( -- * Group name patterns pattern S_WOODEN_TORCH, pattern S_SANDSTONE_ROCK , pattern HERO, pattern SCOUT_HERO, pattern RANGER_HERO, pattern ESCAPIST_HERO, pattern AMBUSHER_HERO, pattern BRAWLER_HERO, pattern SOLDIER_HERO, pattern CIVILIAN, pattern MONSTER, pattern MOBILE_MONSTER, pattern SCOUT_MONSTER, pattern ANIMAL, pattern MOBILE_ANIMAL, pattern IMMOBILE_ANIMAL, pattern INSECT , pattern ADD_SIGHT, pattern ARMOR_RANGED, pattern ADD_NOCTO_1, pattern WEAK_ARROW, pattern LIGHT_ATTENUATOR, pattern FIREPROOF_CLOTH, pattern RING_OF_OPPORTUNITY_SNIPER, pattern ANY_ARROW, pattern STARTING_ARMOR, pattern STARTING_WEAPON, pattern GEM , pattern CRAWL_HERO, pattern EXTERMINATOR_HERO, pattern RAIDER_HERO, pattern MERCENARY_HERO, pattern AQUATIC_ANIMAL, pattern AQUATIC_MONSTER, pattern EXPLOSIVE_MONSTER, pattern ROBOT, pattern MOBILE_ROBOT, pattern IMMOBILE_ROBOT, pattern CONSTRUCTION_ROBOT, pattern MECHANICAL_CONTRAPTION, pattern GAUNTLET_ROBOT , pattern S_BULLTEPROOF_VEST, pattern S_PERFUME_POTION, pattern S_EMPTY_FLASK , pattern COOKED_FOOD, pattern MERCENARY_WEAPON, pattern MERCENARY_AMMO, pattern RAW_MEAT_CHUNK, pattern ROASTED_MEAT_CHUNK, pattern NEEDLE, pattern CAN_OF_STICKY_FOAM, pattern TRANQUILIZER_DART, pattern WASTE_CONTAINER, pattern CONSTRUCTION_HOOTER, pattern SPOTLIGHT, pattern BLOWTORCH, pattern POLE, pattern POLE_OR_HANDLE, pattern BREACHING_TOOL, pattern BONDING_TOOL, pattern SHARPENING_TOOL, pattern WIRECUTTING_TOOL , actorsGN, actorsGNSingleton , -- * Content actors ) where import Prelude () import Game.LambdaHack.Core.Prelude import Game.LambdaHack.Content.ItemKind import Game.LambdaHack.Definition.Ability import Game.LambdaHack.Definition.Color import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.DefsInternal import Game.LambdaHack.Definition.Flavour import Content.ItemKindOrgan -- * Group name patterns actorsGNSingleton :: [GroupName ItemKind] actorsGNSingleton = [S_WOODEN_TORCH, S_SANDSTONE_ROCK, S_BULLTEPROOF_VEST, S_PERFUME_POTION, S_EMPTY_FLASK] pattern S_WOODEN_TORCH, S_SANDSTONE_ROCK, S_BULLTEPROOF_VEST, S_PERFUME_POTION, S_EMPTY_FLASK :: GroupName ItemKind actorsGN :: [GroupName ItemKind] actorsGN = [HERO, SCOUT_HERO, RANGER_HERO, ESCAPIST_HERO, AMBUSHER_HERO, BRAWLER_HERO, SOLDIER_HERO, CIVILIAN, MONSTER, MOBILE_MONSTER, SCOUT_MONSTER, ANIMAL, MOBILE_ANIMAL, IMMOBILE_ANIMAL, INSECT] ++ [ADD_SIGHT, ARMOR_RANGED, ADD_NOCTO_1, WEAK_ARROW, LIGHT_ATTENUATOR, FIREPROOF_CLOTH, RING_OF_OPPORTUNITY_SNIPER, ANY_ARROW, STARTING_ARMOR, STARTING_WEAPON, GEM] ++ [CRAWL_HERO, EXTERMINATOR_HERO, RAIDER_HERO, MERCENARY_HERO, AQUATIC_ANIMAL, AQUATIC_MONSTER, EXPLOSIVE_MONSTER, ROBOT, MOBILE_ROBOT, IMMOBILE_ROBOT, CONSTRUCTION_ROBOT, MECHANICAL_CONTRAPTION, GAUNTLET_ROBOT] ++ [COOKED_FOOD, MERCENARY_WEAPON, MERCENARY_AMMO, RAW_MEAT_CHUNK, ROASTED_MEAT_CHUNK, NEEDLE, CAN_OF_STICKY_FOAM, TRANQUILIZER_DART, WASTE_CONTAINER, CONSTRUCTION_HOOTER, SPOTLIGHT, BLOWTORCH, POLE, POLE_OR_HANDLE, BREACHING_TOOL, BONDING_TOOL, SHARPENING_TOOL, WIRECUTTING_TOOL] pattern HERO, SCOUT_HERO, RANGER_HERO, ESCAPIST_HERO, AMBUSHER_HERO, BRAWLER_HERO, SOLDIER_HERO, CIVILIAN, MONSTER, MOBILE_MONSTER, SCOUT_MONSTER, ANIMAL, MOBILE_ANIMAL, IMMOBILE_ANIMAL, INSECT :: GroupName ItemKind pattern ADD_SIGHT, ARMOR_RANGED, ADD_NOCTO_1, WEAK_ARROW, LIGHT_ATTENUATOR, FIREPROOF_CLOTH, RING_OF_OPPORTUNITY_SNIPER, ANY_ARROW, STARTING_ARMOR, STARTING_WEAPON, GEM :: GroupName ItemKind pattern CRAWL_HERO, EXTERMINATOR_HERO, RAIDER_HERO, MERCENARY_HERO, AQUATIC_ANIMAL, AQUATIC_MONSTER, EXPLOSIVE_MONSTER, ROBOT, MOBILE_ROBOT, IMMOBILE_ROBOT, CONSTRUCTION_ROBOT, MECHANICAL_CONTRAPTION, GAUNTLET_ROBOT :: GroupName ItemKind pattern COOKED_FOOD, MERCENARY_WEAPON, MERCENARY_AMMO, RAW_MEAT_CHUNK, ROASTED_MEAT_CHUNK, NEEDLE, CAN_OF_STICKY_FOAM, TRANQUILIZER_DART, WASTE_CONTAINER, CONSTRUCTION_HOOTER, SPOTLIGHT, BLOWTORCH, POLE, POLE_OR_HANDLE, BREACHING_TOOL, BONDING_TOOL, SHARPENING_TOOL, WIRECUTTING_TOOL :: GroupName ItemKind -- ** Common pattern HERO = GroupName "adventurer" pattern SCOUT_HERO = GroupName "scout" pattern RANGER_HERO = GroupName "ranger" pattern ESCAPIST_HERO = GroupName "escapist" pattern AMBUSHER_HERO = GroupName "ambusher" pattern BRAWLER_HERO = GroupName "brawler" pattern SOLDIER_HERO = GroupName "fighter" pattern CIVILIAN = GroupName "civilian" pattern MONSTER = GroupName "monstrosity" pattern MOBILE_MONSTER = GroupName "mobile monstrosity" pattern SCOUT_MONSTER = GroupName "scout monstrosity" pattern ANIMAL = GroupName "animal" pattern MOBILE_ANIMAL = GroupName "mobile animal" pattern IMMOBILE_ANIMAL = GroupName "immobile animal" pattern INSECT = GroupName "insect" -- ** Allure-specific pattern CRAWL_HERO = GroupName "crawl professional" pattern EXTERMINATOR_HERO = GroupName "exterminator" pattern RAIDER_HERO = GroupName "raider" pattern MERCENARY_HERO = GroupName "mercenary" pattern AQUATIC_ANIMAL = GroupName "aquatic animal" pattern AQUATIC_MONSTER = GroupName "aquatic monstrosity" pattern EXPLOSIVE_MONSTER = GroupName "explosive monstrosity" pattern ROBOT = GroupName "robot" pattern MOBILE_ROBOT = GroupName "mobile robot" pattern IMMOBILE_ROBOT = GroupName "immobile robot" pattern CONSTRUCTION_ROBOT = GroupName "construction robot" pattern MECHANICAL_CONTRAPTION = GroupName "mechanical contraption" pattern GAUNTLET_ROBOT = GroupName "virus-infested robot" -- ** Common pattern S_WOODEN_TORCH = GroupName "wooden torch" pattern S_SANDSTONE_ROCK = GroupName "sandstone rock" pattern ADD_SIGHT = GroupName "sight improvement" pattern ARMOR_RANGED = GroupName "ranged armor" pattern ADD_NOCTO_1 = GroupName "noctovision improvement" pattern WEAK_ARROW = GroupName "weak arrow" pattern LIGHT_ATTENUATOR = GroupName "light attenuator" pattern FIREPROOF_CLOTH = GroupName "fireproof cloth" pattern RING_OF_OPPORTUNITY_SNIPER = GroupName "ring of sniper" pattern ANY_ARROW = GroupName "arrow" pattern STARTING_ARMOR = GroupName "starting armor" pattern STARTING_WEAPON = GroupName "starting weapon" pattern GEM = GroupName "gem" -- ** Allure-specific pattern S_BULLTEPROOF_VEST = GroupName "bulletproof vest" pattern S_PERFUME_POTION = GroupName "perfume potion" pattern S_EMPTY_FLASK = GroupName "empty flask" pattern COOKED_FOOD = GroupName "cooked food" pattern MERCENARY_WEAPON = GroupName "mercenary weapon" pattern MERCENARY_AMMO = GroupName "mercenary ammo" pattern RAW_MEAT_CHUNK = GroupName "raw meat chunk" pattern ROASTED_MEAT_CHUNK = GroupName "roasted meat chunk" pattern NEEDLE = GroupName "needle" pattern CAN_OF_STICKY_FOAM = GroupName "can of sticky foam" pattern TRANQUILIZER_DART = GroupName "tranquillizer dart" pattern WASTE_CONTAINER = GroupName "waste container" pattern CONSTRUCTION_HOOTER = GroupName "construction hooter" pattern SPOTLIGHT = GroupName "spotlight" pattern BLOWTORCH = GroupName "blowtorch" pattern POLE = GroupName "pole" pattern POLE_OR_HANDLE = GroupName "pole or handle" pattern BREACHING_TOOL = GroupName "breaching tool" pattern BONDING_TOOL = GroupName "bonding tool" pattern SHARPENING_TOOL = GroupName "sharpening tool" pattern WIRECUTTING_TOOL = GroupName "wirecutting tool" -- * Content actors :: [ItemKind] actors = [warrior, warrior2, exterminator, raider, scout, ranger, escapist, ambusher, brawler, fighter, mercenary, civilian, civilian2, civilian3, civilian4, civilian5, eye, fastEye, nose, elbow, elbowTank, intruder, torsor, goldenJackal, griffonVulture, skunk, armadillo, gilaMonster, rattlesnake, hyena, komodoDragon, alligator, giantOctopus, lion, rhinoceros, beeSwarm, hornetSwarm, thornbush, razorwireFence, electricFence, activeFence, steamFaucet, coolingFaucet, medbotFaucet, dustFaucet, fuelFaucet, surveillanceDrone, shepherdDrone, huntingDrone, homeRobot, wasteRobot, wasteRobotNoEqp, lightRobot, heavyRobot, weldedRobot, cleanerRobot] warrior, warrior2, exterminator, raider, scout, ranger, escapist, ambusher, brawler, fighter, mercenary, civilian, civilian2, civilian3, civilian4, civilian5, eye, fastEye, nose, elbow, elbowTank, intruder, torsor, goldenJackal, griffonVulture, skunk, armadillo, gilaMonster, rattlesnake, hyena, komodoDragon, alligator, giantOctopus, lion, rhinoceros, beeSwarm, hornetSwarm, thornbush, razorwireFence, electricFence, activeFence, steamFaucet, coolingFaucet, medbotFaucet, dustFaucet, fuelFaucet, surveillanceDrone, shepherdDrone, huntingDrone, homeRobot, wasteRobot, wasteRobotNoEqp, lightRobot, heavyRobot, weldedRobot, cleanerRobot :: ItemKind -- Note that the actors that appear in the crawl scenario should -- be generated with at most ordinary ammo. Otherwise, farming them -- may be rational though boring endeavour. Any exceptions to that -- should be well thought of. E.g., unique guaranteed items on bosses -- are safe, just as restricted kinds of weak items. -- * Hunams -- TODO: bring back S_EAR_3 when character progression permits hearing boosts. humanOrgans :: [(GroupName ItemKind, CStore)] humanOrgans = [ (S_FIST, COrgan), (S_FOOT, COrgan) , (S_EYE_6, COrgan), (S_EAR_6, COrgan) , (S_SAPIENT_BRAIN, COrgan) , (S_ANIMAL_STOMACH, COrgan), (S_HUNGRY, COrgan) , (BACKSTORY, COrgan) ] -- TODO: when enough backstory items created, -- include many backstory categories here instead and add -- a bit of variation among warriors, some kinds -- getting a good and a bad where another test a mixed one -- instead, etc. Characters should still be recognizable -- and slighty different backstory emphasis between games -- matches human plasticity. warrior = ItemKind { isymbol = toContentSymbol '@' , iname = "adventurer" -- modified if initial actors in hero faction , ifreq = [(HERO, 100), (CRAWL_HERO, 100), (MOBILE, 1)] , iflavour = zipPlain [BrWhite] , icount = 1 , irarity = [(1, 5)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 90 -- partially from clothes and first aid , AddSkill SkMaxCalm 70 , AddSkill SkSpeed 20 , AddSkill SkNocto 2 , AddSkill SkWait 1 -- can lurk , AddSkill SkProject 2 -- can lob , AddSkill SkApply 2 -- can even apply periodic items , AddSkill SkOdor 1 , SetFlag Durable ] , ieffects = [] , ikit = humanOrgans ++ [ (GENETIC_FLAW_10, COrgan) , (S_EMPTY_FLASK, CStash) , (COMMON_ITEM, CStash) ] , idesc = "A human equipped for an adventure." } warrior2 = warrior { ifreq = [(CRAWL_HERO, 100), (MOBILE, 1)] , ikit = humanOrgans ++ [ (GENETIC_FLAW_10, COrgan) , (S_EMPTY_FLASK, CStash) , (COOKED_FOOD, CStash) ] } exterminator = warrior { ifreq = [(EXTERMINATOR_HERO, 100), (MOBILE, 1)] , ikit = humanOrgans ++ [ (GENETIC_FLAW_10, COrgan) , (STARTING_WEAPON, CEqp) , (ARMOR_RANGED, CEqp) ] , idesc = "A human self-defending with makeshift equipment." } raider = warrior { ifreq = [(RAIDER_HERO, 100), (MOBILE, 1)] , ikit = humanOrgans ++ [ (GENETIC_FLAW_10, COrgan) , (ARMOR_RANGED, CEqp) , (WEAK_ARROW, CStash) ] , idesc = "A human equipped for a raid." } scout = warrior { ifreq = [(SCOUT_HERO, 100), (MOBILE, 1)] , ikit = humanOrgans -- no flaw ++ [ (ADD_SIGHT, CEqp) , (ARMOR_RANGED, CEqp) , (ADD_NOCTO_1, CStash) ] , idesc = "A human equipped for scouting." } ranger = warrior { ifreq = [(RANGER_HERO, 100), (MOBILE, 1)] , ikit = humanOrgans -- no flaw ++ [ (ARMOR_RANGED, CEqp) , (WEAK_ARROW, CStash) ] , idesc = "A human equipped for ranged fight." } escapist = warrior { ifreq = [(ESCAPIST_HERO, 100), (MOBILE, 1)] , ikit = humanOrgans -- no flaw ++ [ (ADD_SIGHT, CEqp) , (STARTING_ARMOR, CEqp) , (WEAK_ARROW, CStash) -- mostly for probing , (LIGHT_ATTENUATOR, CStash) , (S_WOODEN_TORCH, CStash) , (FIREPROOF_CLOTH, CStash) ] , idesc = "A human equipped for an escape." } ambusher = warrior { ifreq = [(AMBUSHER_HERO, 100), (MOBILE, 1)] , ikit = humanOrgans -- dark and numerous, so more kit without exploring ++ [ (RING_OF_OPPORTUNITY_SNIPER, CEqp) , (ANY_ARROW, CStash), (ANY_ARROW, CStash) , (WEAK_ARROW, CStash) , (EXPLOSIVE, CStash) , (LIGHT_ATTENUATOR, CEqp) , (S_WOODEN_TORCH, CStash) ] , idesc = "A human equipped for an ambush." } brawler = warrior { ifreq = [(BRAWLER_HERO, 100), (MOBILE, 1)] , ikit = humanOrgans -- no flaw ++ [ (STARTING_WEAPON, CEqp) , (ANY_POTION, CStash) ] , idesc = "A human equipped for melee fight." } fighter = brawler { ifreq = [(SOLDIER_HERO, 100), (MOBILE, 1)] , ikit = ikit brawler ++ [ (STARTING_WEAPON, CEqp) , (EXPLOSIVE, CStash) ] , idesc = "A human equipped for intense combat." } mercenary = brawler { iname = "mercenary" -- different name, because a very distinct faction , ifreq = [(MERCENARY_HERO, 100), (MOBILE, 1)] , ikit = humanOrgans -- no flaw ++ [ (MERCENARY_WEAPON, CEqp) , (S_BULLTEPROOF_VEST, CEqp) , (MERCENARY_AMMO, CStash) , (EXPLOSIVE, CStash) ] , idesc = "A professional security contractor." } civilian = warrior { iname = "clerk" , ifreq = [(CIVILIAN, 100), (MOBILE, 1)] , iflavour = zipPlain [BrBlack] -- , idesc = "" } civilian2 = civilian { iname = "hairdresser" -- , idesc = "" } civilian3 = civilian { iname = "lawyer" -- , idesc = "" } civilian4 = civilian { iname = "peddler" -- , idesc = "" } civilian5 = civilian { iname = "tax collector" -- , idesc = "" } -- * Aliens -- They have bright colours, because they are not natural. eye = ItemKind -- depends on items it finds rather than special organs { isymbol = toContentSymbol 'w' , iname = "beckoning walker" , ifreq = [ (MONSTER, 100), (MOBILE, 1) , (MOBILE_MONSTER, 100), (SCOUT_MONSTER, 10) ] , iflavour = zipFancy [BrRed] , icount = 1 , irarity = [(3 * 10/16, 0), (4 * 10/16, 10), (10, 8)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 16, AddSkill SkMaxCalm 70 , AddSkill SkSpeed 20, AddSkill SkNocto 2 , AddSkill SkAggression 1 , AddSkill SkProject 2 -- can lob , AddSkill SkApply 1 -- can use even cultural artifacts , SetFlag Durable ] , ieffects = [] , idesc = "Walks with a stately dignity. You read death in the slow beckoning gestures of its revolting upper appendages." , ikit = [ (S_FOOT, COrgan), (S_TENTACLE, COrgan) , (S_BARK, COrgan), (S_EYE_6, COrgan) , (S_SAPIENT_BRAIN, COrgan) ] -- no voice, no hearing } fastEye = ItemKind -- glass cannon; depends mostly on items it finds { isymbol = toContentSymbol 'b' , iname = "rolling biter" , ifreq = [ (MONSTER, 100), (MOBILE, 1) , (MOBILE_MONSTER, 100), (SCOUT_MONSTER, 60) ] , iflavour = zipFancy [BrBlue] , icount = 1 , irarity = [(3 * 10/16, 0), (4 * 10/16, 3), (10, 12)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 12, AddSkill SkMaxCalm 70 , AddSkill SkSpeed 30, AddSkill SkNocto 2 , AddSkill SkHurtMelee 20 , AddSkill SkAggression 1 , SetFlag Durable ] , ieffects = [] , idesc = "It bites as blindingly fast as it runs. Or rolls? Also, cuts and pierces." , ikit = [ (S_JAW, COrgan), (S_RAZOR, COrgan), (S_HORN, COrgan) , (S_SMALL_CLAW, COrgan) -- at least one non-timed, not deadly , (S_SPEED_GLAND_10, COrgan) -- -30 armor with horn, +20 melee , (S_EYE_3, COrgan), (S_EAR_3, COrgan) , (S_SAPIENT_BRAIN, COrgan) ] } nose = ItemKind -- sniffs only; a tank requiring multiple weapon hits to beat; -- no armor, so special kinds of damage don't help; -- slow, but despite that, danger when strong weapons wielded! { isymbol = toContentSymbol 'h' , iname = "crawling horror" , ifreq = [ (MONSTER, 100), (MOBILE, 1), (MOBILE_MONSTER, 100) , (AQUATIC, 30), (AQUATIC_MONSTER, 30) ] -- likes liquids , iflavour = zipFancy [BrGreen] , icount = 1 , irarity = [(3 * 10/16, 0), (4 * 10/16, 5), (10, 9)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 60, AddSkill SkMaxCalm 30 , AddSkill SkSpeed 15, AddSkill SkNocto 2 , AddSkill SkAggression 1 , AddSkill SkProject (-1) -- can't project , AddSkill SkSwimming 30 , SetFlag Durable ] , ieffects = [] , idesc = "A blind, slimy mass of fluid tissue. You'd think it's powerless, but as soon as it touches your trembling body, slapping, stinging and burning, it won't let go." , ikit = [ (S_TIP, COrgan), (S_LIP, COrgan) -- at least one non-timed , (S_STING, COrgan) , (S_NOSTRIL, COrgan), (S_HUNGRY, COrgan) , (S_SAPIENT_BRAIN, COrgan) ] -- no sight nor hearing } elbow = ItemKind { isymbol = toContentSymbol 's' , iname = "creepy shooter" , ifreq = [ (MONSTER, 100), (MOBILE, 1) , (MOBILE_MONSTER, 100), (SCOUT_MONSTER, 30) ] , iflavour = zipFancy [BrMagenta] , icount = 1 , irarity = [(3 * 10/16, 0), (4 * 10/16, 1), (10, 12)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 12, AddSkill SkMaxCalm 100 , AddSkill SkSpeed 20, AddSkill SkNocto 2 , AddSkill SkProject 2 -- can lob , AddSkill SkApply 1 -- can use even cultural artifacts , AddSkill SkMelee (-1) , SetFlag Durable ] , ieffects = [] , idesc = "It moves in sudden jerks and never makes a noise. Speaks in hard objects hurled at deadly speeds." , ikit = [ (S_SPEED_GLAND_5, COrgan) -- -25 armor , (S_EYE_6, COrgan), (S_EAR_8, COrgan) -- too powerful to get stronger sight , (S_SAPIENT_BRAIN, COrgan) , (ANY_ARROW, CEqp), (ANY_ARROW, CStash) , (WEAK_ARROW, CEqp), (WEAK_ARROW, CStash) ] } -- * Allure-specific aliens elbowTank = elbow { iname = "armored shooter" , iflavour = zipFancy [Magenta] , irarity = [(10, 0), (40, 30)] -- only appears among late spawns , ikit = ikit elbow ++ [(S_ARMORED_SKIN, COrgan), (S_JET_BOOSTER, COrgan)] } -- TODO: the main fun in this actor will be chain explosions and for this, -- it needs to spawn in groups and move in groups. Neither is implemented yet. -- For now, we try to amass the actors on arena levels over water and in rooms. -- Low HP is needed to ensure the chain reaction. Lack of ranged combat -- makes the rule to attack it from a distance straightforward. intruder = ItemKind { isymbol = toContentSymbol 'i' , iname = "bobbing intruder" , ifreq = [ (MONSTER, 100), (MOBILE, 1), (MOBILE_MONSTER, 100) , (EXPLOSIVE_MONSTER, 100) , (AQUATIC, 1) ] -- neutral to water, unlike other actors , iflavour = zipFancy [BrCyan] , icount = 1 , irarity = [(3 * 10/16, 0), (4 * 10/16, 5), (10, 9)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 6, AddSkill SkMaxCalm 50 , AddSkill SkSpeed 20, AddSkill SkNocto 2 , AddSkill SkAggression 1 , AddSkill SkProject (-1) -- can't project , AddSkill SkApply 1 -- can use even cultural artifacts , AddSkill SkAlter (-2) -- can't use hard stairs nor doors , AddSkill SkFlying 10 -- flies slowly, but far , SetFlag Durable ] , ieffects = [] , idesc = "It starts, bobs and halts, scanning for movement. Effortlessly it resumes covering the ground, gliding two meters above the floor. Its pumped organic body, though large, pulses with fragility. It doesn't skirt the walls and instead takes ownership of any space it boldly parks in the middle of." , ikit = [ (S_FLOTATION_BAG, COrgan) , (S_TENTACLE, COrgan), (S_TENTACLE, COrgan) , (S_TIP, COrgan) -- at least one non-timed , (S_HOOKED_CLAW, COrgan) , (S_EYE_6, COrgan), (S_EAR_6, COrgan) , (S_SAPIENT_BRAIN, COrgan) ] -- no voice, no hearing } -- * Alien uniques torsor = ItemKind { isymbol = toContentSymbol 'M' , iname = "The Maker" , ifreq = [(MONSTER, 100), (MOBILE, 1)] , iflavour = zipFancy [BrCyan] , icount = 1 , irarity = [(14 * 10/16, 0), (15 * 10/16, 1000)] -- unique , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ SetFlag Unique, ELabel "of Contact" , AddSkill SkMaxHP 400 -- -50 melee armor, so higher HP , AddSkill SkMaxCalm 100 , AddSkill SkSpeed 5 , AddSkill SkNocto 2 , AddSkill SkAggression 3 , AddSkill SkProject 2 -- can lob , AddSkill SkApply 1 -- can use even cultural artifacts , AddSkill SkAlter (-1) -- can't exit the gated level; a boss, -- but can dig rubble, ice , SetFlag Durable ] , ieffects = [OnSmash $ VerbMsg "mount the last plea for mutual understanding and voluntary exchange of body parts" "."] , idesc = "The mind, the big heart behind it all. Warmth and sympathy pour out through the graceful undulation of tentacles, sharp claws, snapping jaw and dripping fangs." , ikit = [ (S_TENTACLE, COrgan), (S_HOOKED_CLAW, COrgan) , (S_LARGE_JAW, COrgan), (S_VENOM_FANG, COrgan) , (S_SMALL_CLAW, COrgan) -- at least one non-timed, not deadly , (S_SPEED_GLAND_10, COrgan) , (S_EYE_6, COrgan), (S_EAR_8, COrgan) , (S_SAPIENT_BRAIN, COrgan) , (GEM, CStash), (GEM, CStash) , (GEM, CStash), (GEM, CStash) ] } -- * Animals -- They need rather strong melee, because they don't use items. -- They have dull colors, except for yellow, because there is no dull variant. goldenJackal = ItemKind -- basically a much smaller, slower and nosy hyena { isymbol = toContentSymbol 'j' , iname = "golden jackal" , ifreq = [ (ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100) , (SCAVENGER, 50) ] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(1, 4), (10, 2)] , iverbHit = "thud" , iweight = 13000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 15, AddSkill SkMaxCalm 70 , AddSkill SkSpeed 24, AddSkill SkNocto 2 , AddSkill SkAggression 2 -- scout , AddSkill SkDisplace 1 -- scout , SetFlag Durable ] , ieffects = [] , idesc = "An opportunistic predator, feeding on carrion and the weak." , ikit = [ (S_SMALL_JAW, COrgan) , (S_POWERFUL_HIND_LEGS, COrgan) -- useful for aggressive actor , (S_EYE_6, COrgan), (S_NOSTRIL, COrgan), (S_EAR_8, COrgan) , (S_ANIMAL_BRAIN, COrgan) , (S_ANIMAL_STOMACH, COrgan), (GENETIC_FLAW_3, COrgan) ] } griffonVulture = ItemKind -- keep it boring and weak, because it summons { isymbol = toContentSymbol 'v' , iname = "griffon vulture" , ifreq = [ (ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100) , (SCAVENGER, 30) ] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(1, 3), (10, 3)] , iverbHit = "thud" , iweight = 13000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 15, AddSkill SkMaxCalm 80 -- enough Calm to summon twice only if not attacked at all; -- loses a lot of sight after summoning , AddSkill SkSpeed 22, AddSkill SkNocto 2 , AddSkill SkAlter (-2) -- can't use hard stairs nor doors , AddSkill SkFlying 10 -- flies slowly, but far , SetFlag Durable ] -- Animals don't have leader, usually, so even if only one on level, -- it pays the communication overhead, so the speed is higher to get -- them on par with human leaders moving solo. , ieffects = [] , idesc = "It soars high above, searching for vulnerable prey." , ikit = [ (S_SCREECHING_BEAK, COrgan) -- in reality it grunts and hisses , (S_SMALL_CLAW, COrgan) , (S_EYE_8, COrgan), (S_EAR_8, COrgan) -- can't shoot, so strong sight is OK , (S_ANIMAL_BRAIN, COrgan) , (S_ANIMAL_STOMACH, COrgan), (GENETIC_FLAW_3, COrgan) ] } skunk = ItemKind { isymbol = toContentSymbol 's' , iname = "hog-nosed skunk" , ifreq = [(ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)] , iflavour = zipPlain [White] , icount = 1 , irarity = [(1, 8), (5, 1)] , iverbHit = "thud" , iweight = 4000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 13, AddSkill SkMaxCalm 30 , AddSkill SkSpeed 22, AddSkill SkNocto 2 , AddSkill SkAlter (-2) -- can't use hard stairs nor doors , AddSkill SkOdor 5 -- and no smell skill, to let it leave smell , SetFlag Durable ] , ieffects = [] , idesc = "Its only defence is the terrible stench." , ikit = [ (S_SCENT_GLAND, COrgan) , (S_SMALL_CLAW, COrgan), (S_SNOUT, COrgan) , (S_EYE_3, COrgan), (S_EAR_6, COrgan) , (S_ANIMAL_BRAIN, COrgan) , (S_ANIMAL_STOMACH, COrgan), (GENETIC_FLAW_3, COrgan) ] } armadillo = ItemKind -- a tank with armor, so special damage defeats it { isymbol = toContentSymbol 'a' , iname = "giant armadillo" , ifreq = [(ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)] , iflavour = zipPlain [Brown] , icount = 1 , irarity = [(1, 7)] , iverbHit = "thud" , iweight = 54000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 25, AddSkill SkMaxCalm 30 , AddSkill SkSpeed 20, AddSkill SkNocto 2 , AddSkill SkHurtMelee (-70) -- quite harmless rolled in a ball , AddSkill SkAlter (-2) -- can't use hard stairs nor doors , SetFlag Durable ] , ieffects = [] , idesc = "When threatened, it rolls into a ball." , ikit = [ (S_HOOKED_CLAW, COrgan), (S_SNOUT, COrgan) , (S_ARMORED_SKIN, COrgan), (S_ARMORED_SKIN, COrgan) , (S_EYE_3, COrgan), (S_NOSTRIL, COrgan), (S_EAR_6, COrgan) , (S_ANIMAL_BRAIN, COrgan) , (S_ANIMAL_STOMACH, COrgan), (GENETIC_FLAW_3, COrgan) , (RAW_MEAT_CHUNK, CEqp) ] } gilaMonster = ItemKind { isymbol = toContentSymbol 'g' , iname = "Gila monster" , ifreq = [(ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)] , iflavour = zipPlain [Magenta] , icount = 1 , irarity = [(2, 5), (10, 2)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 15, AddSkill SkMaxCalm 50 , AddSkill SkSpeed 18, AddSkill SkNocto 2 , AddSkill SkAlter (-2) -- can't use hard stairs nor doors , SetFlag Durable ] , ieffects = [] , idesc = "Numbing venom ensures that even the fastest prey has no escape." , ikit = [ (S_VENOM_TOOTH, COrgan), (S_SMALL_CLAW, COrgan) , (S_EYE_3, COrgan), (S_NOSTRIL, COrgan), (S_EAR_6, COrgan) , (S_ANIMAL_BRAIN, COrgan) -- small reptile, hungers slowly , (GENETIC_FLAW_3, COrgan) ] } rattlesnake = ItemKind { isymbol = toContentSymbol 's' , iname = "rattlesnake" , ifreq = [(ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)] , iflavour = zipPlain [Brown] , icount = 1 , irarity = [(5, 1), (10, 7), (20, 10)] -- common among late spawns , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 28, AddSkill SkMaxCalm 60 , AddSkill SkSpeed 16, AddSkill SkNocto 2 , AddSkill SkAggression 2 -- often discharged. so flees anyway , AddSkill SkAlter (-2) -- can't use hard stairs nor doors , SetFlag Durable ] , ieffects = [] , idesc = "Beware its rattle - it serves as a warning of an agonising death." , ikit = [ (S_VENOM_FANG, COrgan) -- when discharged, it's weaponless , (S_COILED_TAIL, COrgan) -- useful for an aggressive actor , (S_RATLLE, COrgan) , (S_EYE_3, COrgan), (S_NOSTRIL, COrgan), (S_EAR_6, COrgan) , (S_ANIMAL_BRAIN, COrgan) -- small reptile, hungers slowly , (GENETIC_FLAW_3, COrgan) , (RAW_MEAT_CHUNK, CEqp) ] } hyena = ItemKind { isymbol = toContentSymbol 'h' , iname = "spotted hyena" , ifreq = [ (ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100) , (SCAVENGER, 20) ] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(4, 1), (10, 5), (20, 10)] -- gets summoned often, so low base rarity, except among late spawns , iverbHit = "thud" , iweight = 60000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 23, AddSkill SkMaxCalm 70 , AddSkill SkSpeed 32, AddSkill SkNocto 2 , SetFlag Durable ] , ieffects = [] , idesc = "Skulking in the shadows, waiting for easy prey." , ikit = [ (S_JAW, COrgan), (S_SMALL_CLAW, COrgan) , (S_EYE_6, COrgan), (S_NOSTRIL, COrgan), (S_EAR_8, COrgan) , (S_ANIMAL_BRAIN, COrgan) , (S_ANIMAL_STOMACH, COrgan), (GENETIC_FLAW_3, COrgan) ] } komodoDragon = ItemKind { isymbol = toContentSymbol 'k' , iname = "Komodo dragon" , ifreq = [(ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)] , iflavour = zipPlain [BrRed] -- speedy, so bright red , icount = 1 , irarity = [(9, 0), (10, 11), (20, 20)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 40, AddSkill SkMaxCalm 60 -- regens , AddSkill SkSpeed 17, AddSkill SkNocto 2 , AddSkill SkHurtMelee 60 -- great fighter with low cooldowns , AddSkill SkAggression 1 -- match the description , SetFlag Durable ] , ieffects = [] , idesc = "Larger and more aggressive than any other lizard, but as easily recovering from wounds as its lesser cousins." , ikit = [ (S_LARGE_TAIL, COrgan), (S_JAW, COrgan) , (S_LIP, COrgan), (S_FOOT, COrgan) , (S_SPEED_GLAND_5, COrgan), (S_ARMORED_SKIN, COrgan) , (S_EYE_3, COrgan), (S_NOSTRIL, COrgan), (S_EAR_3, COrgan) , (S_ANIMAL_BRAIN, COrgan) , (S_ANIMAL_STOMACH, COrgan) , (GENETIC_FLAW_3, COrgan) -- not to wake it up too soon , (RAW_MEAT_CHUNK, CEqp), (RAW_MEAT_CHUNK, CEqp) ] } alligator = ItemKind -- late, slow, deadly semi-tank with some armor; -- too deadly to get more HP; bombs the only recourse { isymbol = toContentSymbol 'a' , iname = "alligator" , ifreq = [ (ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100) , (AQUATIC, 70), (AQUATIC_ANIMAL, 70) ] -- amphibious , iflavour = zipPlain [Blue] , icount = 1 , irarity = [(9, 0), (10, 10), (20, 10), (40, 40)] -- extra spawns in water, so lower rarity, except among late spawns , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 55, AddSkill SkMaxCalm 70 , AddSkill SkSpeed 18, AddSkill SkNocto 2 , AddSkill SkSwimming 100 -- swims better than walks , AddSkill SkWait 1 -- can sleep despite the genetic flaw , AddSkill SkApply 1 -- can eat food despite the genetic flaw , SetFlag Durable ] , ieffects = [] , idesc = "An armored predator from the dawn of time. You better not get within its reach." , ikit = [ (S_HUGE_TAIL, COrgan) -- the special trick, breaking frontline , (S_LARGE_JAW, COrgan) , (S_SMALL_CLAW, COrgan) , (S_ARMORED_SKIN, COrgan) , (S_EYE_6, COrgan), (S_EAR_8, COrgan) , (S_ANIMAL_BRAIN, COrgan) , (S_ANIMAL_STOMACH, COrgan), (GENETIC_FLAW_10, COrgan) , (RAW_MEAT_CHUNK, CEqp), (RAW_MEAT_CHUNK, CEqp) ] } -- * Allure-specific animals giantOctopus = ItemKind { isymbol = toContentSymbol 'o' , iname = "giant octopus" , ifreq = [ (ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100) , (AQUATIC, 90), (AQUATIC_ANIMAL, 90) ] -- weak on land , iflavour = zipPlain [BrMagenta] -- very exotic, so bright color , icount = 1 , irarity = [(3 * 10/16, 0), (4 * 10/16, 5), (7, 3)] -- weak, but non-standard behaviour, so spoils initial mastery; -- later on not too common, because annoying , iverbHit = "thud" , iweight = 72000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 20, AddSkill SkMaxCalm 80 , AddSkill SkSwimming 100 -- swims better than walks , AddSkill SkSpeed 27, AddSkill SkNocto 3 -- good night vision , AddSkill SkAlter (-2) -- can't use hard stairs nor doors , SetFlag Durable ] , ieffects = [] , idesc = "It has eight arms of rage and sees through the night. Copes with lower gravity better than most animals." -- TODO: change when slowness on land is implemented , ikit = [ (S_INK_SAC, COrgan) , (S_TENTACLE, COrgan), (S_TENTACLE, COrgan) , (S_TENTACLE, COrgan), (S_TENTACLE, COrgan) , (S_SMALL_BEAK, COrgan) -- TODO: use when tentacles torn out , (S_EYE_8, COrgan) -- shots not too damaging, so can have strong sight , (S_ANIMAL_BRAIN, COrgan) , (S_ANIMAL_STOMACH, COrgan), (GENETIC_FLAW_3, COrgan) , (RAW_MEAT_CHUNK, CEqp), (RAW_MEAT_CHUNK, CEqp) ] } lion = ItemKind -- emphatically not a tank { isymbol = toContentSymbol 'l' , iname = "Lion" , ifreq = [(ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)] , iflavour = zipPlain [Red] , icount = 1 , irarity = [(10, 0), (30, 50)] -- only appears among late spawns , iverbHit = "thud" , iweight = 140000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 120, AddSkill SkMaxCalm 80 , AddSkill SkSpeed 30, AddSkill SkNocto 2 , AddSkill SkHurtMelee 60 -- great fighter , AddSkill SkAggression 2 -- late spawn , AddSkill SkApply 1 -- can eat food despite the genetic flaw , SetFlag Durable ] , ieffects = [] , idesc = "At the repeated violation of their pride area, the irritated felines emerge from hiding." , ikit = [ (S_POWERFUL_HIND_LEGS, COrgan) , (S_LARGE_JAW, COrgan), (S_SMALL_CLAW, COrgan) , (S_EYE_6, COrgan), (S_EAR_6, COrgan) , (S_ANIMAL_BRAIN, COrgan) , (S_ANIMAL_STOMACH, COrgan), (GENETIC_FLAW_10, COrgan) , (RAW_MEAT_CHUNK, CEqp), (RAW_MEAT_CHUNK, CEqp) ] } -- * Animal uniques rhinoceros = ItemKind -- impressive tank boss with some armor { isymbol = toContentSymbol 'R' , iname = "Billy" , ifreq = [(ANIMAL, 100), (MOBILE, 1)] , iflavour = zipPlain [Brown] , icount = 1 , irarity = [(7 * 10/16, 0), (8 * 10/16, 1000), (9 * 10/16, 0)] -- unique , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ SetFlag Unique, ELabel "the Maddened Rhinoceros" , AddSkill SkMaxHP 200, AddSkill SkMaxCalm 60 -- quite late , AddSkill SkSpeed 27, AddSkill SkNocto 2 , AddSkill SkHurtMelee 50 -- mass gives extra damage , AddSkill SkAggression 2 , AddSkill SkAlter (-1) -- can't use hard stairs nor dig; -- a weak miniboss; can use easy stairs , SetFlag Durable ] , ieffects = [OnSmash $ VerbMsg "bellow triumphantly!" ""] , idesc = "The last of its kind. Blind with rage, or perhaps due to the postoperative scars. A huge mass of muscle that charges at deadly speed." , ikit = [ (S_RHINO_HORN, COrgan), (S_FOOT, COrgan) , (S_RHINO_INERTIA, COrgan), (S_ARMORED_SKIN, COrgan) , (S_EYE_3, COrgan), (S_EAR_8, COrgan) , (S_ANIMAL_BRAIN, COrgan) , (S_ANIMAL_STOMACH, COrgan) , (RAW_MEAT_CHUNK, CEqp), (RAW_MEAT_CHUNK, CEqp) , (RAW_MEAT_CHUNK, CEqp), (RAW_MEAT_CHUNK, CEqp) ] } -- * Non-animal animals beeSwarm = ItemKind { isymbol = toContentSymbol 'b' , iname = "bee swarm" , ifreq = [(ANIMAL, 100), (INSECT, 50), (MOBILE, 1)] , iflavour = zipPlain [Brown] , icount = 1 , irarity = [(1, 3), (10, 4)] , iverbHit = "buzz" , iweight = 1000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 10, AddSkill SkMaxCalm 60 , AddSkill SkSpeed 30, AddSkill SkNocto 2 -- armor in sting , AddSkill SkAlter (-2) -- can't use hard stairs nor doors , AddSkill SkWait (-2) -- can't brace, sleep and lurk , AddSkill SkFlying 10 -- flies slowly, but far , SetFlag Durable ] , ieffects = [] , idesc = "Every bee would die for the queen." , ikit = [ (S_BEE_STING, COrgan) -- weaponless when it's used up , (S_VISION_6, COrgan), (S_EAR_6, COrgan) , (S_INSECT_MORTALITY, COrgan), (S_ANIMAL_BRAIN, COrgan) ] } hornetSwarm = ItemKind -- kind of tank with armor, but short-lived { isymbol = toContentSymbol 'h' , iname = "hornet swarm" , ifreq = [(ANIMAL, 100), (INSECT, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)] , iflavour = zipPlain [Magenta] , icount = 1 , irarity = [(5, 1), (10, 4), (20, 10)] -- should be many, because die after a time , iverbHit = "buzz" , iweight = 1000 , idamage = 0 , iaspects = [ AddSkill SkArmorMelee 80, AddSkill SkArmorRanged 40 , AddSkill SkHurtMelee 50 , AddSkill SkMaxHP 10, AddSkill SkMaxCalm 70 , AddSkill SkSpeed 30, AddSkill SkNocto 2 , AddSkill SkAlter (-2) -- can't use hard stairs nor doors , AddSkill SkWait (-2) -- can't brace, sleep and lurk , AddSkill SkFlying 10 -- flies slowly, but far , SetFlag Durable ] , ieffects = [] , idesc = "A vicious cloud of stings and hate." , ikit = [ (S_STING, COrgan) -- when on cooldown, it's weaponless , (S_VISION_6, COrgan), (S_EAR_6, COrgan) , (S_INSECT_MORTALITY, COrgan), (S_ANIMAL_BRAIN, COrgan) ] } thornbush = ItemKind -- the wimpiest kind of early tank { isymbol = toContentSymbol 't' , iname = "thornbush" , ifreq = [(ANIMAL, 25), (IMMOBILE_ANIMAL, 40)] , iflavour = zipPlain [Brown] , icount = 1 , irarity = [(1, 13)] , iverbHit = "scrape" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 30, AddSkill SkMaxCalm 999 , AddSkill SkSpeed 22, AddSkill SkNocto 2 , AddSkill SkWait 1, AddSkill SkMelee 1 -- no brain , SetFlag Durable ] , ieffects = [] , idesc = "Each branch bears long, curved thorns." , ikit = [ (S_THORN, COrgan) -- after all run out, it's weaponless , (S_BARK, COrgan) ] } -- * Robots, Allure-specific -- Robots have any colors but only f, d and r letters. Avoid these letters -- for other factions. razorwireFence = ItemKind { isymbol = toContentSymbol 'f' , iname = "razorwire fence" , ifreq = [(ROBOT, 15), (IMMOBILE_ROBOT, 10), (MECHANICAL_CONTRAPTION, 1)] , iflavour = zipPlain [Cyan] , icount = 1 , irarity = [(3 * 10/16, 0), (4 * 10/16, 20), (10, 4)] , iverbHit = "scrape" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkArmorMelee 30, AddSkill SkArmorRanged 15 , AddSkill SkMaxHP 30, AddSkill SkMaxCalm 999 , AddSkill SkSpeed 20, AddSkill SkNocto 2 , AddSkill SkWait 1, AddSkill SkMelee 1 -- no brain , SetFlag Durable ] , ieffects = [] , idesc = "Must have been bought by previous ship owners to contain the wild animal infestation." , ikit = [(S_RAZOR, COrgan), (S_THORN, COrgan)] } electricFence = ItemKind { isymbol = toContentSymbol 'f' , iname = "electric fence" , ifreq = [(ROBOT, 40), (IMMOBILE_ROBOT, 10), (MECHANICAL_CONTRAPTION, 1)] , iflavour = zipPlain [Blue] , icount = 1 , irarity = [(3 * 10/16, 0), (4 * 10/16, 10), (10, 10), (20, 10)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 30, AddSkill SkMaxCalm 999 -- no armor, because regenerates; high HP instead , AddSkill SkSpeed 40, AddSkill SkNocto 2, AddSkill SkShine 3 , AddSkill SkWait 1, AddSkill SkMelee 1 -- no brain , SetFlag Durable ] , ieffects = [] , idesc = "Marginally intelligent electric shepherd. Originally used in orbital dairy farms and planetary zoos. The long support on which proximity sensors, actuators and wires are socketed, ensures animals can't jump above the fence, even in reduced gravity." , ikit = [ (S_LIVE_WIRE, COrgan), (ELECTRIC_AMBIENCE, COrgan) , (POLE_OR_HANDLE, CEqp) ] } activeFence = ItemKind { isymbol = toContentSymbol 'f' , iname = "active fence" , ifreq = [(ROBOT, 30), (IMMOBILE_ROBOT, 20), (MECHANICAL_CONTRAPTION, 1)] , iflavour = zipPlain [BrMagenta] , icount = 1 , irarity = [(5 * 10/16, 0), (10, 7), (20, 10)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkArmorMelee 30, AddSkill SkArmorRanged 15 , AddSkill SkMaxHP 20, AddSkill SkMaxCalm 999 , AddSkill SkSpeed 20, AddSkill SkNocto 2 , AddSkill SkWait 1 , AddSkill SkProject 3 -- no brain, but can lob , SetFlag Durable ] , ieffects = [] , idesc = "Makeshift, mostly non-lethal, autonomous perimeter defense outpost." , ikit = [ (S_VISION_6, COrgan) , (NEEDLE, CStash), (CAN_OF_STICKY_FOAM, CStash) ] -- can of sticky foam is exploitable, but it spawns -- reasonably often only on one level and not for -- a long period } steamFaucet = ItemKind { isymbol = toContentSymbol 'f' , iname = "steam faucet" , ifreq = [(ROBOT, 8), (IMMOBILE_ROBOT, 15), (MECHANICAL_CONTRAPTION, 1)] , iflavour = zipPlain [BrGreen] , icount = 1 , irarity = [(1, 10), (10, 6)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 10, AddSkill SkMaxCalm 999 , AddSkill SkSpeed 7, AddSkill SkNocto 2 , AddSkill SkWait 1, AddSkill SkMelee 1 -- no brain , SetFlag Durable ] , ieffects = [] , idesc = "A cracked valve on one of the superheated water pipes spreading radially outward from the tokamak level." , ikit = [(S_BOILING_VENT, COrgan), (S_BOILING_FISSURE, COrgan)] } coolingFaucet = ItemKind { isymbol = toContentSymbol 'f' , iname = "cooling faucet" , ifreq = [(ROBOT, 8), (IMMOBILE_ROBOT, 15), (MECHANICAL_CONTRAPTION, 1)] , iflavour = zipPlain [BrBlue] , icount = 1 , irarity = [(1, 10), (10, 6)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 20, AddSkill SkMaxCalm 999 , AddSkill SkSpeed 22, AddSkill SkNocto 2 , AddSkill SkWait 1, AddSkill SkMelee 1 -- no brain , SetFlag Durable ] , ieffects = [] , idesc = "An emergency pressure-release vent on a supercooling circuit reservoir." , ikit = [(S_COOLING_VENT, COrgan), (S_COOLING_FISSURE, COrgan)] } medbotFaucet = ItemKind { isymbol = toContentSymbol 'f' , iname = "nano medbot faucet" , ifreq = [(ROBOT, 10), (IMMOBILE_ROBOT, 100), (MECHANICAL_CONTRAPTION, 1)] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(1, 10), (10, 6)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 20, AddSkill SkMaxCalm 999 , AddSkill SkSpeed 22, AddSkill SkNocto 2, AddSkill SkShine 3 , AddSkill SkWait 1, AddSkill SkMelee 1 -- no brain , SetFlag Durable ] , ieffects = [] , idesc = "A faucet of a malfunctioning nano medical robot dispenser. Let's hope the medbots are still effective." , ikit = [(S_MEDBOT_VENT, COrgan), (S_MEDBOT_FISSURE, COrgan)] } dustFaucet = ItemKind { isymbol = toContentSymbol 'f' , iname = "dust faucet" , ifreq = [ (ROBOT, 4) -- usually nothing to ignite , (IMMOBILE_ROBOT, 30) -- except when other faucets around , (MECHANICAL_CONTRAPTION, 1) ] , iflavour = zipPlain [BrCyan] , icount = 1 , irarity = [(3, 20), (10, 6)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 10, AddSkill SkMaxCalm 999 , AddSkill SkSpeed 11, AddSkill SkNocto 2 , AddSkill SkWait 1, AddSkill SkMelee 1 -- no brain , SetFlag Durable ] , ieffects = [] , idesc = "A torn pipeline for venting flammable powders filtered from cargo areas out into the void, where they cannot ignite. Depending on the pressure in subsidiary ducts, it may contain dust of aluminum, magnesium, titanium, flour, starch, various nitrates and perchlorates." , ikit = [(S_DUST_VENT, COrgan), (S_DUST_FISSURE, COrgan)] } fuelFaucet = ItemKind { isymbol = toContentSymbol 'f' , iname = "burning fuel faucet" , ifreq = [(ROBOT, 30), (MECHANICAL_CONTRAPTION, 1)] -- common not in outermost level but in the dungeon, because it's -- self-contained, providing both fuel and ignition , iflavour = zipPlain [BrRed] , icount = 1 , irarity = [(3 * 10/16, 0), (4 * 10/16, 6), (10, 12), (20, 10)] , iverbHit = "thud" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 10, AddSkill SkMaxCalm 999 , AddSkill SkSpeed 11, AddSkill SkNocto 2 , AddSkill SkWait 1, AddSkill SkMelee 1 -- no brain , SetFlag Durable ] , ieffects = [] , idesc = "Fuel station gone wrong. Multiple emergency subsystems added over the years, owing to valiant regulatory lawmaking efforts, keep it from exploding by turning off and on the vent and each other in a complex cyclical pattern." , ikit = [(S_FUEL_VENT, COrgan), (S_FUEL_FISSURE, COrgan)] } surveillanceDrone = ItemKind { isymbol = toContentSymbol 'd' , iname = "surveillance drone" , ifreq = [(ROBOT, 100), (MOBILE, 100), (MOBILE_ROBOT, 100)] , iflavour = zipPlain [Blue] , icount = 1 , irarity = [(1, 3)] , iverbHit = "clank" , iweight = 1000 , idamage = 0 , iaspects = [ AddSkill SkArmorMelee 30, AddSkill SkArmorRanged 15 , AddSkill SkMaxHP 6, AddSkill SkMaxCalm 90 , AddSkill SkSpeed 25, AddSkill SkNocto 2 , AddSkill SkMoveItem (-1) -- almost as dumb as an animal , AddSkill SkProject (-1) , AddSkill SkMelee (-1) , SetFlag Durable ] , ieffects = [] , idesc = "A video camera in each room would violate privacy of passengers, hence surveillance drones. Programmed to be easy to fend off, they try to keep a respectful distance, even at the cost to themselves." , ikit = [ (S_JET_BOOSTER, COrgan) , (S_VISION_16, COrgan), (S_ROBOT_BRAIN, COrgan) ] } shepherdDrone = ItemKind { isymbol = toContentSymbol 'd' , iname = "oversight drone" , ifreq = [ (ROBOT, 100), (MOBILE, 100), (MOBILE_ROBOT, 100) , (CONSTRUCTION_ROBOT, 100), (GAUNTLET_ROBOT, 150) ] , iflavour = zipPlain [BrRed] , icount = 1 , irarity = [(1, 3), (10, 4)] -- gets summoned often, so low base rarity , iverbHit = "clank" , iweight = 1000 , idamage = 0 , iaspects = [ AddSkill SkArmorMelee 80, AddSkill SkArmorRanged 40 , AddSkill SkMaxHP 10, AddSkill SkMaxCalm 60 , AddSkill SkSpeed 25, AddSkill SkNocto 2 , AddSkill SkAggression 2 -- scout , AddSkill SkMoveItem (-1) -- almost as dumb as an animal , AddSkill SkProject (-1) , SetFlag Durable ] , ieffects = [] , idesc = "A tiny airborne robot designed to take construction measurements, synchronize robot workers and report irregularities. It seems to be in need of resetting itself." , ikit = [ (S_JET_BOOSTER, COrgan), (S_LIVE_WIRE, COrgan) , (S_VISION_16, COrgan), (S_EAR_8, COrgan) , (S_ROBOT_BRAIN, COrgan) ] } huntingDrone = ItemKind { isymbol = toContentSymbol 'd' , iname = "hunting drone" , ifreq = [(ROBOT, 100), (MOBILE, 100), (MOBILE_ROBOT, 100)] , iflavour = zipPlain [Green] , icount = 1 , irarity = [(4, 0), (5, 5), (10, 8), (20, 10)] , iverbHit = "clank" , iweight = 500 , idamage = 0 , iaspects = [ AddSkill SkArmorMelee 30, AddSkill SkArmorRanged 15 , AddSkill SkMaxHP 10, AddSkill SkMaxCalm 60 , AddSkill SkSpeed 30, AddSkill SkNocto 2 , AddSkill SkMoveItem (-1) -- almost as dumb as an animal , AddSkill SkMelee (-1) -- but can project , SetFlag Durable ] , ieffects = [] , idesc = "Originally designed for hunting down and putting to sleep stray animals. The sleeping agent has long since dried up and the propulsion got rather unpredictable." , ikit = [ (S_JET_BOOSTER, COrgan) , (S_EYE_8, COrgan), (S_NOSTRIL, COrgan), (S_EAR_8, COrgan) -- week projectiles, so strong sight OK , (S_ROBOT_BRAIN, COrgan) , (NEEDLE, CStash), (TRANQUILIZER_DART, CStash) ] } homeRobot = ItemKind { isymbol = toContentSymbol 'r' , iname = "feral home robot" -- TODO: name another 'deranged', tertiary imperative: survival , ifreq = [ (ROBOT, 100), (MOBILE, 100), (MOBILE_ROBOT, 100) , (GAUNTLET_ROBOT, 100) ] , iflavour = zipPlain [Magenta] , icount = 1 , irarity = [(1, 15), (10, 5)] , iverbHit = "clank" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 12, AddSkill SkMaxCalm 30 , AddSkill SkSpeed 20, AddSkill SkNocto 2 , AddSkill SkProject (-1) -- can't project , SetFlag Durable ] , ieffects = [] , idesc = "Once a timid household robot, now sufficiently adapted to survive in the deadly environment." , ikit = [ (S_FIST, COrgan) , (S_EYE_3, COrgan), (S_NOSTRIL, COrgan), (S_EAR_3, COrgan) , (S_ROBOT_BRAIN, COrgan) ] } wasteRobot = ItemKind -- not a tank, because smell-only alien is already a tank { isymbol = toContentSymbol 'r' , iname = "waste disposal robot" , ifreq = [ (ROBOT, 100), (MOBILE, 100), (MOBILE_ROBOT, 100) , (CONSTRUCTION_ROBOT, 100) ] , iflavour = zipPlain [Green] , icount = 1 , irarity = [(5, 9)] -- gets summoned often, so low base rarity , iverbHit = "clank" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 20, AddSkill SkMaxCalm 30 , AddSkill SkSpeed 15, AddSkill SkNocto 2 , SetFlag Durable ] , ieffects = [] , idesc = "You are not in its database, hence you are waste. It can't see and you smell funny, so that's it." , ikit = [ (S_TENTACLE, COrgan), (S_SNOUT, COrgan) , (S_NOSTRIL, COrgan) -- only smell, for variety , (S_ROBOT_BRAIN, COrgan) , (WASTE_CONTAINER, CEqp) ] } wasteRobotNoEqp = wasteRobot -- no drops, for gauntlet and to avoid junk { ifreq = [ (MOBILE, 100), (GAUNTLET_ROBOT, 250) ] , ikit = [ (S_TENTACLE, COrgan), (S_SNOUT, COrgan) , (S_NOSTRIL, COrgan) -- only smell, for variety , (S_ROBOT_BRAIN, COrgan) ] } lightRobot = ItemKind { isymbol = toContentSymbol 'r' , iname = "decoration robot" , ifreq = [ (ROBOT, 100), (MOBILE, 100), (MOBILE_ROBOT, 100) , (CONSTRUCTION_ROBOT, 100) ] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(3 * 10/16, 0), (4 * 10/16, 6), (10, 6)] -- gets summoned often, so low rarity , iverbHit = "clank" , iweight = 80000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 17, AddSkill SkMaxCalm 40 -- can't summon again for a long time; -- loses a lot of sight after summoning , AddSkill SkSpeed 30, AddSkill SkNocto 2 , AddSkill SkProject 2 -- can lob , AddSkill SkAlter 3 -- uses all stairs , AddSkill SkApply 1 -- can apply the hooter , SetFlag Durable ] , ieffects = [] , idesc = "Interior and exterior decoration robot. Strongly fancies deep reds recently." , ikit = [ (S_HOOKED_CLAW, COrgan), (S_TENTACLE, COrgan), (S_FOOT, COrgan) , (S_HULL_PLATING, COrgan) , (S_EYE_6, COrgan), (S_EAR_8, COrgan) , (S_ROBOT_BRAIN, COrgan) , (CONSTRUCTION_HOOTER, CEqp) ] } heavyRobot = ItemKind -- summoning tank with armor, but fortunately weak -- weapons; danger when strong weapons wielded! { isymbol = toContentSymbol 'r' , iname = "demolition robot" , ifreq = [ (ROBOT, 100), (MOBILE, 100), (MOBILE_ROBOT, 100) , (CONSTRUCTION_ROBOT, 70) ] , iflavour = zipPlain [Cyan] , icount = 1 , irarity = [(7 * 10/16, 0), (8 * 10/16, 4), (10, 13), (30, 30)] , iverbHit = "clank" , iweight = 800000 , idamage = 0 , iaspects = [ AddSkill SkMaxHP 60, AddSkill SkMaxCalm 40 -- can't summon again for a long time; -- loses a lot of sight after summoning , AddSkill SkSpeed 20, AddSkill SkNocto 2 , AddSkill SkProject 2 -- can lob , AddSkill SkAlter 3 -- uses all stairs , AddSkill SkApply 1 -- can apply the hooter , SetFlag Durable ] , ieffects = [] , idesc = "Heavy multi-purpose construction robot. Excels at discharging, dismantling and demolition." , ikit = [ (S_HORN, COrgan), (S_FIST, COrgan), (S_SMALL_CLAW, COrgan) , (S_HULL_PLATING, COrgan) , (S_EYE_3, COrgan), (S_EAR_6, COrgan) , (S_ROBOT_BRAIN, COrgan) , (SPOTLIGHT, CEqp), (CONSTRUCTION_HOOTER, CEqp) ] } -- * Robot uniques, Allure-specific weldedRobot = ItemKind { isymbol = toContentSymbol 'L' , iname = "Bob" , ifreq = [(ROBOT, 100), (IMMOBILE_ROBOT, 100)] , iflavour = zipPlain [BrCyan] , icount = 1 , irarity = [(1 * 10/16, 1000), (2 * 10/16, 0)] -- unique , iverbHit = "clank" , iweight = 80000 , idamage = 0 , iaspects = [ SetFlag Unique, ELabel "the Welded Luggage Robot" , AddSkill SkMaxHP 200, AddSkill SkMaxCalm 100 , AddSkill SkSpeed 20, AddSkill SkNocto 2 , SetFlag Durable ] , ieffects = [OnSmash $ VerbMsg "lament dying with disfigured and welded feet that nobody wanted to fix with the blowtorch" "."] , idesc = "A well-built humanoid luggage unloading robot with a smooth silvery satin skin. Its graceful moves are stunted by a thick irregular weld fastening both its shapely legs to the floor. A whiff of smoke escapes whenever it opens its mouth in a charming toothy smile while brandishing a blowtorch in its trembling hand. Blowtorch! That's the key to open the welded staircase." , ikit = [ (S_FIST, COrgan) , (S_EYE_6, COrgan), (S_EAR_3, COrgan) , (S_MOUTH_VENT, COrgan) , (S_ROBOT_BRAIN, COrgan) , (S_CRUDE_WELD, COrgan) , (S_CURRENCY, CGround) -- to ensure newbies know to visit , (BLOWTORCH, CEqp) , (S_PERFUME_POTION, CStash), (WIRECUTTING_TOOL, CStash) ] -- establish stash to ensure heroes pick up blowtorch ASAP } cleanerRobot = ItemKind { isymbol = toContentSymbol 'C' , iname = "The Void Cleaner Robot" , ifreq = [(ROBOT, 100), (MOBILE, 1)] , iflavour = zipPlain [BrGreen] , icount = 1 , irarity = [(11 * 10/16, 0), (12 * 10/16, 1000), (13 * 10/16, 0)] -- unique , iverbHit = "clank" , iweight = 800000 , idamage = 0 , iaspects = [ SetFlag Unique , AddSkill SkMaxHP 120 -- doubly regenerates and huge armor (72), so lower HP , AddSkill SkMaxCalm 40 -- can't summon again for a long time; -- loses a lot of sight after summoning , AddSkill SkSpeed 18, AddSkill SkNocto 2 , AddSkill SkAggression 1 -- can't use hard stairs nor dig; a weak miniboss; -- however, it can use the easy stairs and so change levels , AddSkill SkApply 1 -- can apply the hooter , SetFlag Durable ] , ieffects = [OnSmash $ VerbMsg "clumsily try to pick up a dust speck" "."] , idesc = "An oversize waste disposal robot repaired with parts from a demolition robot, including a scaled up goal matrix. The cosmic void is now the only acceptable model of cleanliness. The robot's bulky trunk doesn't fit into even the larger lift carriages." , ikit = [ (S_TENTACLE, COrgan), (S_SNOUT, COrgan) , (S_HORN, COrgan), (S_SMALL_CLAW, COrgan) -- no fist , (S_LIVE_WIRE, COrgan) -- patched from parts , (ELECTRIC_AMBIENCE, COrgan) -- regeneration , (S_BOILING_VENT, COrgan) -- regeneration , (S_HULL_PLATING, COrgan) -- the only such armor, except for weak animals; plus -- the WASTE_CONTAINER, so only hammers and proj effective , (S_EYE_3, COrgan), (S_NOSTRIL, COrgan), (S_EAR_6, COrgan) , (S_ROBOT_BRAIN, COrgan) , (S_CURRENCY, CStash) , (S_CURRENCY, CStash) , (S_CURRENCY, CStash) , (WASTE_CONTAINER, CEqp), (SPOTLIGHT, CEqp) , (CONSTRUCTION_HOOTER, CEqp) ] } Allure-0.11.0.0/GameDefinition/Content/ItemKindBlast.hs0000644000000000000000000013537707346545000020706 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Blast definitions. module Content.ItemKindBlast ( -- * Group name patterns pattern S_FIRECRACKER, pattern S_VIOLENT_FRAGMENTATION, pattern S_FRAGMENTATION, pattern S_FOCUSED_FRAGMENTATION, pattern S_VIOLENT_CONCUSSION, pattern S_CONCUSSION, pattern S_FOCUSED_CONCUSSION, pattern S_VIOLENT_FLASH, pattern S_FOCUSED_FLASH, pattern S_GLASS_HAIL, pattern S_FOCUSED_GLASS_HAIL, pattern S_PHEROMONE, pattern S_CALMING_MIST, pattern S_DISTRESSING_ODOR, pattern S_HEALING_MIST, pattern S_HEALING_MIST_2, pattern S_WOUNDING_MIST, pattern S_DISTORTION, pattern S_SMOKE, pattern S_BOILING_WATER, pattern S_GLUE, pattern S_WASTE, pattern S_ANTI_SLOW_MIST, pattern S_ANTIDOTE_MIST, pattern S_SLEEP_MIST, pattern S_DENSE_SHOWER, pattern S_SPARSE_SHOWER, pattern S_MELEE_PROTECTIVE_BALM, pattern S_RANGE_PROTECTIVE_BALM, pattern S_DEFENSELESSNESS_RUNOUT, pattern S_RESOLUTION_DUST, pattern S_HASTE_SPRAY, pattern S_VIOLENT_SLOWNESS_MIST, pattern S_SLOWNESS_MIST, pattern S_FOCUSED_SLOWNESS_MIST, pattern S_EYE_DROP, pattern S_IRON_FILING, pattern S_SMELLY_DROPLET, pattern S_EYE_SHINE, pattern S_WHISKEY_SPRAY, pattern S_YOUTH_SPRINKLE, pattern S_POISON_CLOUD, pattern S_PING_PLASH, pattern S_VIOLENT_BURNING_OIL_2, pattern S_VIOLENT_BURNING_OIL_3, pattern S_VIOLENT_BURNING_OIL_4, pattern S_BURNING_OIL_2, pattern S_BURNING_OIL_3, pattern S_BURNING_OIL_4, pattern S_FOCUSED_BURNING_OIL_2, pattern S_FOCUSED_BURNING_OIL_3, pattern S_FOCUSED_BURNING_OIL_4 , blastNoStatOf, blastBonusStatOf , pattern ARMOR_MISC , pattern S_PAINT_DROPLET, pattern S_RHINO_HOLOGRAM, pattern S_CURRENT_DISCHARGE, pattern S_CURRENT_RECHARGE , pattern ADVERTISEMENT, pattern STORY_TELLING , pattern FIRE_SOURCE, pattern OIL_SOURCE, pattern WATER_SOURCE, pattern COLD_SOURCE, pattern BLAST_SOURCE , blastsGNSingleton, blastsGN , -- * Content blasts ) where import Prelude () import Game.LambdaHack.Core.Prelude import Game.LambdaHack.Content.ItemKind import Game.LambdaHack.Core.Dice import Game.LambdaHack.Definition.Ability import Game.LambdaHack.Definition.Color import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.DefsInternal import Game.LambdaHack.Definition.Flavour import Content.ItemKindTemporary -- * Group name patterns blastsGNSingleton :: [GroupName ItemKind] blastsGNSingleton = [S_FIRECRACKER, S_VIOLENT_FRAGMENTATION, S_FRAGMENTATION, S_FOCUSED_FRAGMENTATION, S_VIOLENT_CONCUSSION, S_CONCUSSION, S_FOCUSED_CONCUSSION, S_VIOLENT_FLASH, S_FOCUSED_FLASH, S_GLASS_HAIL, S_FOCUSED_GLASS_HAIL, S_PHEROMONE, S_CALMING_MIST, S_DISTRESSING_ODOR, S_HEALING_MIST, S_HEALING_MIST_2, S_WOUNDING_MIST, S_DISTORTION, S_SMOKE, S_BOILING_WATER, S_GLUE, S_WASTE, S_ANTI_SLOW_MIST, S_ANTIDOTE_MIST, S_SLEEP_MIST, S_DENSE_SHOWER, S_SPARSE_SHOWER, S_MELEE_PROTECTIVE_BALM, S_RANGE_PROTECTIVE_BALM, S_DEFENSELESSNESS_RUNOUT, S_RESOLUTION_DUST, S_HASTE_SPRAY, S_VIOLENT_SLOWNESS_MIST, S_SLOWNESS_MIST, S_FOCUSED_SLOWNESS_MIST, S_EYE_DROP, S_IRON_FILING, S_SMELLY_DROPLET, S_EYE_SHINE, S_WHISKEY_SPRAY, S_YOUTH_SPRINKLE, S_POISON_CLOUD, S_PING_PLASH, S_VIOLENT_BURNING_OIL_2, S_VIOLENT_BURNING_OIL_3, S_VIOLENT_BURNING_OIL_4, S_BURNING_OIL_2, S_BURNING_OIL_3, S_BURNING_OIL_4, S_FOCUSED_BURNING_OIL_2, S_FOCUSED_BURNING_OIL_3, S_FOCUSED_BURNING_OIL_4] ++ map firecrackerAt [1..4] ++ map blastNoStatOf noStatGN ++ map blastBonusStatOf bonusStatGN ++ [S_PAINT_DROPLET, S_RHINO_HOLOGRAM, S_CURRENT_DISCHARGE, S_CURRENT_RECHARGE] pattern S_FIRECRACKER, S_VIOLENT_FRAGMENTATION, S_FRAGMENTATION, S_FOCUSED_FRAGMENTATION, S_VIOLENT_CONCUSSION, S_CONCUSSION, S_FOCUSED_CONCUSSION, S_VIOLENT_FLASH, S_FOCUSED_FLASH, S_GLASS_HAIL, S_FOCUSED_GLASS_HAIL, S_PHEROMONE, S_CALMING_MIST, S_DISTRESSING_ODOR, S_HEALING_MIST, S_HEALING_MIST_2, S_WOUNDING_MIST, S_DISTORTION, S_SMOKE, S_BOILING_WATER, S_GLUE, S_WASTE, S_ANTI_SLOW_MIST, S_ANTIDOTE_MIST, S_SLEEP_MIST, S_DENSE_SHOWER, S_SPARSE_SHOWER, S_MELEE_PROTECTIVE_BALM, S_RANGE_PROTECTIVE_BALM, S_DEFENSELESSNESS_RUNOUT, S_RESOLUTION_DUST, S_HASTE_SPRAY, S_VIOLENT_SLOWNESS_MIST, S_SLOWNESS_MIST, S_FOCUSED_SLOWNESS_MIST, S_EYE_DROP, S_IRON_FILING, S_SMELLY_DROPLET, S_EYE_SHINE, S_WHISKEY_SPRAY, S_YOUTH_SPRINKLE, S_POISON_CLOUD, S_PING_PLASH, S_VIOLENT_BURNING_OIL_2, S_VIOLENT_BURNING_OIL_3, S_VIOLENT_BURNING_OIL_4, S_BURNING_OIL_2, S_BURNING_OIL_3, S_BURNING_OIL_4, S_FOCUSED_BURNING_OIL_2, S_FOCUSED_BURNING_OIL_3, S_FOCUSED_BURNING_OIL_4 :: GroupName ItemKind pattern S_PAINT_DROPLET, S_RHINO_HOLOGRAM, S_CURRENT_DISCHARGE, S_CURRENT_RECHARGE :: GroupName ItemKind blastsGN :: [GroupName ItemKind] blastsGN = [ARMOR_MISC] ++ [ADVERTISEMENT, STORY_TELLING] ++ [FIRE_SOURCE, OIL_SOURCE, WATER_SOURCE, COLD_SOURCE, BLAST_SOURCE] pattern ARMOR_MISC :: GroupName ItemKind pattern ADVERTISEMENT, STORY_TELLING :: GroupName ItemKind pattern FIRE_SOURCE, OIL_SOURCE, WATER_SOURCE, COLD_SOURCE, BLAST_SOURCE :: GroupName ItemKind pattern S_FIRECRACKER = GroupName "firecracker" pattern S_VIOLENT_FRAGMENTATION = GroupName "violent fragmentation" pattern S_FRAGMENTATION = GroupName "fragmentation" pattern S_FOCUSED_FRAGMENTATION = GroupName "focused fragmentation" pattern S_VIOLENT_CONCUSSION = GroupName "violent concussion" pattern S_CONCUSSION = GroupName "concussion" pattern S_FOCUSED_CONCUSSION = GroupName "focused concussion" pattern S_VIOLENT_FLASH = GroupName "violent flash" pattern S_FOCUSED_FLASH = GroupName "focused flash" pattern S_GLASS_HAIL = GroupName "glass hail" pattern S_FOCUSED_GLASS_HAIL = GroupName "focused glass hail" pattern S_PHEROMONE = GroupName "pheromone" pattern S_CALMING_MIST = GroupName "calming mist" pattern S_DISTRESSING_ODOR = GroupName "distressing odor" pattern S_HEALING_MIST = GroupName "healing mist" pattern S_HEALING_MIST_2 = GroupName "strong healing mist" pattern S_WOUNDING_MIST = GroupName "wounding mist" pattern S_DISTORTION = GroupName "distortion" pattern S_SMOKE = GroupName "smoke" pattern S_BOILING_WATER = GroupName "boiling water" pattern S_GLUE = GroupName "glue" pattern S_WASTE = GroupName "waste" pattern S_ANTI_SLOW_MIST = GroupName "anti-slow mist" pattern S_ANTIDOTE_MIST = GroupName "antidote mist" pattern S_SLEEP_MIST = GroupName "sleep mist" pattern S_DENSE_SHOWER = GroupName "dense shower" pattern S_SPARSE_SHOWER = GroupName "sparse shower" pattern S_MELEE_PROTECTIVE_BALM = GroupName "melee protective balm" pattern S_RANGE_PROTECTIVE_BALM = GroupName "ranged protective balm" pattern S_DEFENSELESSNESS_RUNOUT = GroupName "acid spray" pattern S_RESOLUTION_DUST = GroupName "resolution dust" pattern S_HASTE_SPRAY = GroupName "haste spray" pattern S_VIOLENT_SLOWNESS_MIST = GroupName "violent nitrogen mist" pattern S_SLOWNESS_MIST = GroupName "nitrogen mist" pattern S_FOCUSED_SLOWNESS_MIST = GroupName "focused nitrogen mist" pattern S_EYE_DROP = GroupName "eye drop" pattern S_IRON_FILING = GroupName "iron filing" pattern S_SMELLY_DROPLET = GroupName "smelly droplet" pattern S_EYE_SHINE = GroupName "eye shine" pattern S_WHISKEY_SPRAY = GroupName "whiskey spray" pattern S_YOUTH_SPRINKLE = GroupName "youth sprinkle" pattern S_POISON_CLOUD = GroupName "poison cloud" pattern S_PING_PLASH = GroupName "ping and flash" pattern S_VIOLENT_BURNING_OIL_2 = GroupName "violent burning oil 2" pattern S_VIOLENT_BURNING_OIL_3 = GroupName "violent burning oil 3" pattern S_VIOLENT_BURNING_OIL_4 = GroupName "violent burning oil 4" pattern S_BURNING_OIL_2 = GroupName "burning oil 2" pattern S_BURNING_OIL_3 = GroupName "burning oil 3" pattern S_BURNING_OIL_4 = GroupName "burning oil 4" pattern S_FOCUSED_BURNING_OIL_2 = GroupName "focused burning oil 2" pattern S_FOCUSED_BURNING_OIL_3 = GroupName "focused burning oil 3" pattern S_FOCUSED_BURNING_OIL_4 = GroupName "focused burning oil 4" firecrackerAt :: Int -> GroupName ItemKind firecrackerAt n = GroupName $ "firecracker" <+> tshow n blastNoStatOf :: GroupName ItemKind -> GroupName ItemKind blastNoStatOf grp = GroupName $ fromGroupName grp <+> "mist" blastBonusStatOf :: GroupName ItemKind -> GroupName ItemKind blastBonusStatOf grp = GroupName $ fromGroupName grp <+> "dew" pattern ARMOR_MISC = GroupName "miscellaneous armor" -- ** Allure-specific pattern S_PAINT_DROPLET = GroupName "paint droplet" pattern S_RHINO_HOLOGRAM = GroupName "rhino hologram" pattern S_CURRENT_DISCHARGE = GroupName "discharge current" pattern S_CURRENT_RECHARGE = GroupName "recharge current" pattern ADVERTISEMENT = GroupName "advertisement" pattern STORY_TELLING = GroupName "story-telling piece" pattern FIRE_SOURCE = GroupName "fire source" pattern OIL_SOURCE = GroupName "oil source" pattern WATER_SOURCE = GroupName "water source" pattern COLD_SOURCE = GroupName "cold source" pattern BLAST_SOURCE = GroupName "blast source" -- * Content blasts :: [ItemKind] blasts = [spreadBurningOil2, spreadBurningOil3, spreadBurningOil4, spreadBurningOil82, spreadBurningOil83, spreadBurningOil84, focusedBurningOil2, focusedBurningOil3, focusedBurningOil4, firecracker1, firecracker2, firecracker3, firecracker4, firecracker5, spreadFragmentation, spreadFragmentation8, focusedFragmentation, spreadConcussion, spreadConcussion8, focusedConcussion, spreadFlash, spreadFlash8, focusedFlash, singleSpark, glassPiece, focusedGlass, fragrance, pheromone, mistCalming, odorDistressing, mistHealing, mistHealing2, mistWounding, distortion, smoke, boilingWater, glue, waste, mistAntiSlow, mistAntidote, mistSleep, denseShower, sparseShower, protectingBalmMelee, protectingBalmRanged, defenselessnessRunout, resolutionDust, hasteSpray, eyeDrop, ironFiling, smellyDroplet, eyeShine, whiskeySpray, youthSprinkle, poisonCloud, pingFlash, blastNoSkMove, blastNoSkMelee, blastNoSkDisplace, blastNoSkAlter, blastNoSkWait, blastNoSkMoveItem, blastNoSkProject, blastNoSkApply, blastBonusSkMove, blastBonusSkMelee, blastBonusSkDisplace, blastBonusSkAlter, blastBonusSkWait, blastBonusSkMoveItem, blastBonusSkProject, blastBonusSkApply] -- Allure-specific ++ [cruiseAdHologram, outerAdHologram, victoriaClassHologram, allureIntroHologram, spreadNitrogen, spreadNitrogen8, focusedNitrogen, paintSpray, currentDischarge, currentRecharge] spreadBurningOil2, spreadBurningOil3, spreadBurningOil4, spreadBurningOil82, spreadBurningOil83, spreadBurningOil84, focusedBurningOil2, focusedBurningOil3, focusedBurningOil4, firecracker1, firecracker2, firecracker3, firecracker4, firecracker5, spreadFragmentation, spreadFragmentation8, focusedFragmentation, spreadConcussion, spreadConcussion8, focusedConcussion, spreadFlash, spreadFlash8, focusedFlash, singleSpark, glassPiece, focusedGlass, fragrance, pheromone, mistCalming, odorDistressing, mistHealing, mistHealing2, mistWounding, distortion, smoke, boilingWater, glue, waste, mistAntiSlow, mistAntidote, mistSleep, denseShower, sparseShower, protectingBalmMelee, protectingBalmRanged, defenselessnessRunout, resolutionDust, hasteSpray, eyeDrop, ironFiling, smellyDroplet, eyeShine, whiskeySpray, youthSprinkle, poisonCloud, pingFlash, blastNoSkMove, blastNoSkMelee, blastNoSkDisplace, blastNoSkAlter, blastNoSkWait, blastNoSkMoveItem, blastNoSkProject, blastNoSkApply, blastBonusSkMove, blastBonusSkMelee, blastBonusSkDisplace, blastBonusSkAlter, blastBonusSkWait, blastBonusSkMoveItem, blastBonusSkProject, blastBonusSkApply :: ItemKind -- Allure-specific cruiseAdHologram, outerAdHologram, victoriaClassHologram, allureIntroHologram, spreadNitrogen, spreadNitrogen8, focusedNitrogen, paintSpray, currentDischarge, currentRecharge :: ItemKind -- We take care (e.g., in burningOil below) that blasts are not faster -- than 100% fastest natural speed, or some frames would be skipped, -- which is a waste of perfectly good frames. -- * Parameterized blasts spreadBurningOil :: Int -> GroupName ItemKind -> ItemKind spreadBurningOil n grp = ItemKind { isymbol = toContentSymbol '*' , iname = "burning oil" , ifreq = [(grp, 1), (FIRE_SOURCE, 1), (OIL_SOURCE, 1)] , iflavour = zipPlain [BrYellow] , icount = intToDice (4 + n * 2) , irarity = [(1, 1)] , iverbHit = "sear" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity (max 10 $ min 100 $ n `div` 2 * 10) , SetFlag Fragile, SetFlag Blast , AddSkill SkShine 2 ] , ieffects = [ Burn 1 , toOrganBad S_PACIFIED (2 + 1 `d` 2) ] -- slips and frantically puts out fire , idesc = "Sticky oil, burning brightly." , ikit = [] } spreadBurningOil2 = spreadBurningOil 2 S_VIOLENT_BURNING_OIL_2 -- 2 steps, 2 turns spreadBurningOil3 = spreadBurningOil 3 S_VIOLENT_BURNING_OIL_3 -- 2 steps, 2 turns spreadBurningOil4 = spreadBurningOil 4 S_VIOLENT_BURNING_OIL_4 -- 4 steps, 2 turns spreadBurningOil8 :: Int -> GroupName ItemKind -> ItemKind spreadBurningOil8 n grp = (spreadBurningOil (n `div` 2) grp) { icount = 7 -- 8 was too deadly } spreadBurningOil82 = spreadBurningOil8 2 S_BURNING_OIL_2 spreadBurningOil83 = spreadBurningOil8 3 S_BURNING_OIL_3 spreadBurningOil84 = spreadBurningOil8 4 S_BURNING_OIL_4 focusedBurningOil :: Int -> GroupName ItemKind -> GroupName ItemKind -> ItemKind focusedBurningOil n grp grpExplode = ItemKind { isymbol = toContentSymbol '`' , iname = "igniting oil" , ifreq = [(grp, 1), (FIRE_SOURCE, 1), (OIL_SOURCE, 1)] , iflavour = zipPlain [BrYellow] -- all ignitions yellow to avoid appearing -- as a small vial explosion , icount = intToDice n , irarity = [(1, 1)] , iverbHit = "ignite" , iweight = 1 , idamage = 0 , iaspects = [ toLinger 0 -- 0 steps, 1 turn , SetFlag Fragile, SetFlag Blast ] -- when the target position is occupied, the explosion starts one step -- away, hence we set range to 0 steps, to limit dispersal , ieffects = [OnSmash $ Explode grpExplode] , idesc = idesc spreadBurningOil2 , ikit = [] } focusedBurningOil2 = focusedBurningOil 2 S_FOCUSED_BURNING_OIL_2 S_BURNING_OIL_2 focusedBurningOil3 = focusedBurningOil 3 S_FOCUSED_BURNING_OIL_3 S_BURNING_OIL_3 focusedBurningOil4 = focusedBurningOil 4 S_FOCUSED_BURNING_OIL_4 S_BURNING_OIL_4 firecracker :: Int -> ItemKind firecracker n = ItemKind { isymbol = toContentSymbol '*' , iname = "firecracker" , ifreq = [(if n == 5 then S_FIRECRACKER else firecrackerAt n, 1)] , iflavour = zipPlain [brightCol !! ((n + 2) `mod` length brightCol)] , icount = if n <= 3 then 1 `d` min 2 n else 2 + 1 `d` 2 , irarity = [(1, 1)] , iverbHit = if n >= 4 then "singe" else "crack" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 5 -- 1 step, 1 turn , SetFlag Fragile, SetFlag Blast , AddSkill SkShine $ intToDice $ 1 + n `div` 2 ] , ieffects = [if n >= 4 then Burn 1 else RefillCalm (-2)] ++ [Discharge 1 30 | n >= 3] ++ [OnSmash $ Explode $ firecrackerAt (n - 1) | n >= 2] , idesc = "Scraps of burnt paper, covering little pockets of black powder, buffeted by colorful explosions." , ikit = [] } firecracker5 = firecracker 5 firecracker4 = firecracker 4 firecracker3 = firecracker 3 firecracker2 = firecracker 2 firecracker1 = firecracker 1 -- * Focused blasts spreadFragmentation = ItemKind { isymbol = toContentSymbol '*' , iname = "fragmentation burst" , ifreq = [(S_VIOLENT_FRAGMENTATION, 1), (FIRE_SOURCE, 1)] , iflavour = zipPlain [Red] , icount = 8 -- strong but few, so not always hits target , irarity = [(1, 1)] , iverbHit = "tear apart" , iweight = 1 , idamage = 3 `d` 1 -- deadly and adjacent actor hit by 2 on average; -- however, moderate armour blocks completely , iaspects = [ ToThrow $ ThrowMod 100 20 4 -- 4 steps, 1 turn , SetFlag Lobable, SetFlag Fragile, SetFlag Blast , AddSkill SkShine 3, AddSkill SkHurtMelee $ -12 * 5 ] , ieffects = [DropItem 1 1 COrgan CONDITION] , idesc = "Flying shards, flame and smoke." , ikit = [] } spreadFragmentation8 = spreadFragmentation { ifreq = [(S_FRAGMENTATION, 1), (FIRE_SOURCE, 1)] , icount = 5 , iaspects = [ ToThrow $ ThrowMod 100 10 2 -- 2 steps, 1 turn , SetFlag Lobable, SetFlag Fragile, SetFlag Blast , AddSkill SkShine 3, AddSkill SkHurtMelee $ -12 * 5 ] -- smaller radius, so worse for area effect, but twice the direct damage } focusedFragmentation = ItemKind { isymbol = toContentSymbol '`' , iname = "deflagration ignition" -- improvised fertilizer, etc. , ifreq = [(S_FOCUSED_FRAGMENTATION, 1), (FIRE_SOURCE, 1)] , iflavour = zipPlain [BrYellow] , icount = 3 -- 15 in total vs 8, higher spread , irarity = [(1, 1)] , iverbHit = "ignite" , iweight = 1 , idamage = 0 , iaspects = [ toLinger 0 -- 0 steps, 1 turn , SetFlag Fragile, SetFlag Blast ] -- when the target position is occupied, the explosion starts one step -- away, hence we set range to 0 steps, to limit dispersal , ieffects = [OnSmash $ Explode S_FRAGMENTATION] , idesc = idesc spreadFragmentation , ikit = [] } spreadConcussion = ItemKind { isymbol = toContentSymbol '*' , iname = "concussion blast" , ifreq = [(S_VIOLENT_CONCUSSION, 1), (BLAST_SOURCE, 1)] -- only the strongest explosion breaches , iflavour = zipPlain [Magenta] , icount = 12 -- pushing sometimes gets the victim out of attacker range, -- but also sometimes moves to a position hit again later , irarity = [(1, 1)] , iverbHit = "shock" , iweight = 1 , idamage = 1 `d` 1 -- only air pressure, so not as deadly as fragmentation, -- but armour can't block completely that easily , iaspects = [ ToThrow $ ThrowMod 100 20 4 -- 4 steps, 1 turn , SetFlag Lobable, SetFlag Fragile, SetFlag Blast , AddSkill SkShine 3, AddSkill SkHurtMelee $ -8 * 5 ] -- outdoors it has short range, but we only model indoors in the game; -- it's much faster than black powder shock wave, but we are beyond -- human-noticeable speed differences on short distances anyway , ieffects = [ DropItem maxBound 1 CEqp ARMOR_MISC , PushActor (ThrowMod 400 25 1) -- 1 step, fast; after DropItem -- this produces spam for braced actors; too bad , toOrganBad S_IMMOBILE 1 -- no balance , toOrganBad S_DEAFENED 23 ] , idesc = "Shock wave, hot gases and smoke. Able to demolish small obstacles." , ikit = [] } spreadConcussion8 = spreadConcussion { ifreq = [(S_CONCUSSION, 1), (BLAST_SOURCE, 1)] -- only the strongest explosion breaches , icount = 6 , iaspects = [ ToThrow $ ThrowMod 100 10 2 -- 2 steps, 1 turn , SetFlag Lobable, SetFlag Fragile, SetFlag Blast , AddSkill SkShine 3, AddSkill SkHurtMelee $ -8 * 5 ] } focusedConcussion = ItemKind { isymbol = toContentSymbol '`' , iname = "detonation ignition" -- stabilized high explosive liquid , ifreq = [(S_FOCUSED_CONCUSSION, 1), (BLAST_SOURCE, 1)] , iflavour = zipPlain [BrYellow] , icount = 4 -- 24 in total vs 12, higher spread, less harm from pushing , irarity = [(1, 1)] , iverbHit = "ignite" , iweight = 1 , idamage = 0 , iaspects = [ toLinger 0 -- 0 steps, 1 turn , SetFlag Fragile, SetFlag Blast ] , ieffects = [OnSmash $ Explode S_CONCUSSION] , idesc = idesc spreadConcussion , ikit = [] } spreadFlash = ItemKind { isymbol = toContentSymbol '`' , iname = "magnesium flash" -- or aluminum, but let's stick to one , ifreq = [(S_VIOLENT_FLASH, 1), (FIRE_SOURCE, 1)] , iflavour = zipPlain [BrWhite] , icount = 13 , irarity = [(1, 1)] , iverbHit = "dazzle" , iweight = 1 , idamage = 0 , iaspects = [ ToThrow $ ThrowMod 100 20 4 -- 4 steps, 1 turn , SetFlag Fragile, SetFlag Blast , AddSkill SkShine 5 ] , ieffects = [ Discharge 1 $ 40 - 1 `d` 20 , toOrganBad S_WEAKENED 20 ] -- Wikipedia says: blind for five seconds and afterimage -- for much longer, harming aim. But blind is boring -- and prevents the player from seeing fun explosions -- such as this one. , idesc = "A very bright flash of fire, causing long-lasting afterimages." , ikit = [] } spreadFlash8 = spreadFlash { iname = "spark" , ifreq = [(S_SPARK, 1), (FIRE_SOURCE, 1)] , icount = 5 , iverbHit = "singe" , iaspects = [ ToThrow $ ThrowMod 100 10 2 -- 2 steps, 1 turn , SetFlag Fragile, SetFlag Blast , AddSkill SkShine 5 ] } focusedFlash = ItemKind { isymbol = toContentSymbol '`' , iname = "magnesium ignition" , ifreq = [(S_FOCUSED_FLASH, 1), (FIRE_SOURCE, 1)] , iflavour = zipPlain [BrYellow] , icount = 5 -- 25 in total vs 13, higher spread , irarity = [(1, 1)] , iverbHit = "ignite" , iweight = 1 , idamage = 0 , iaspects = [ toLinger 0 -- 0 steps, 1 turn , SetFlag Fragile, SetFlag Blast ] , ieffects = [OnSmash $ Explode S_SPARK] , idesc = idesc spreadFlash , ikit = [] } singleSpark = spreadFlash { iname = "single spark" , ifreq = [(S_SINGLE_SPARK, 1)] -- too weak to start a fire , icount = 1 , iverbHit = "spark" , iaspects = [ toLinger 5 -- 1 step, 1 turn , SetFlag Fragile, SetFlag Blast , AddSkill SkShine 3 ] , ieffects = [] , idesc = "A glowing ember." , ikit = [] } glassPiece = ItemKind { isymbol = toContentSymbol '*' , iname = "glass piece" , ifreq = [(S_GLASS_HAIL, 1)] , iflavour = zipPlain [Blue] , icount = 6 , irarity = [(1, 1)] , iverbHit = "cut" , iweight = 1 , idamage = 2 `d` 1 , iaspects = [ ToThrow $ ThrowMod 100 10 4 -- 2 steps, 1 turn , SetFlag Fragile, SetFlag Blast , AddSkill SkHurtMelee $ -15 * 5 ] -- brittle, not too dense; armor blocks , ieffects = [] , idesc = "Swift, sharp edges." , ikit = [] } focusedGlass = glassPiece -- when blowing up windows { ifreq = [(S_FOCUSED_GLASS_HAIL, 1)] , icount = 2 , iaspects = [ toLinger 0 -- 0 steps, 1 turn , SetFlag Fragile, SetFlag Blast , AddSkill SkHurtMelee $ -15 * 5 ] , ieffects = [OnSmash $ Explode S_GLASS_HAIL] } -- * Assorted blasts that don't induce conditions or not used mainly for them fragrance = ItemKind { isymbol = toContentSymbol '`' , iname = "fragrance" -- instant, fast fragrance , ifreq = [(S_FRAGRANCE, 1)] , iflavour = zipPlain [Magenta] , icount = 7 , irarity = [(1, 1)] , iverbHit = "engulf" , iweight = 1 , idamage = 0 , iaspects = [ ToThrow $ ThrowMod 200 5 1 -- 2 steps, .5 turn (necklaces) , SetFlag Fragile, SetFlag Blast ] , ieffects = [Impress, toOrganGood S_ROSE_SMELLING 45] -- Linger 10, because sometimes it takes 2 turns due to starting just -- before actor turn's end (e.g., via a necklace). , idesc = "A pleasant scent." , ikit = [] } pheromone = ItemKind { isymbol = toContentSymbol '`' , iname = "musky whiff" -- a kind of mist rather than fragrance , ifreq = [(S_PHEROMONE, 1)] , iflavour = zipPlain [BrMagenta] , icount = 16 , irarity = [(1, 1)] , iverbHit = "tempt" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 10 -- 2 steps, 2 turns , SetFlag Fragile, SetFlag Blast ] , ieffects = [Dominate] , idesc = "A sharp, strong scent." , ikit = [] } mistCalming = ItemKind -- unused { isymbol = toContentSymbol '`' , iname = "mist" , ifreq = [(S_CALMING_MIST, 1)] , iflavour = zipPlain [BrGreen] , icount = 8 , irarity = [(1, 1)] , iverbHit = "sooth" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 5 -- 1 step, 1 turn , SetFlag Fragile, SetFlag Blast ] , ieffects = [RefillCalm 2] , idesc = "A soothing, gentle cloud." , ikit = [] } odorDistressing = ItemKind { isymbol = toContentSymbol '`' , iname = "distressing whiff" , ifreq = [(S_DISTRESSING_ODOR, 1)] , iflavour = zipFancy [BrRed] -- salmon , icount = 8 , irarity = [(1, 1)] , iverbHit = "distress" , iweight = 1 , idamage = 0 , iaspects = [ toLinger 10 -- 2 steps, 1 turn , SetFlag Fragile, SetFlag Blast ] , ieffects = [ RefillCalm (-10) , toOrganBad S_FOUL_SMELLING (20 + 1 `d` 5) , toOrganBad S_IMPATIENT (2 + 1 `d` 2) ] , idesc = "It turns the stomach." -- and so can't stand still , ikit = [] } mistHealing = ItemKind { isymbol = toContentSymbol '`' , iname = "mist" -- powerful, so slow and narrow , ifreq = [(S_HEALING_MIST, 1)] , iflavour = zipFancy [BrGreen] , icount = 8 , irarity = [(1, 1)] , iverbHit = "revitalize" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 5 -- 1 step, 1 turn , SetFlag Fragile, SetFlag Blast , AddSkill SkShine 1 ] , ieffects = [RefillHP 2] , idesc = "It fills the air with light and life. And lots of organic chemicals." , ikit = [] } mistHealing2 = ItemKind { isymbol = toContentSymbol '`' , iname = "mist" , ifreq = [(S_HEALING_MIST_2, 1)] , iflavour = zipPlain [Green] , icount = 8 , irarity = [(1, 1)] , iverbHit = "revitalize" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 5 -- 1 step, 1 turn , SetFlag Fragile, SetFlag Blast , AddSkill SkShine 2 ] , ieffects = [RefillHP 4] , idesc = "At its touch, wounds close and bruises fade. Not the most frugal way to apply nanobots, though." , ikit = [] } mistWounding = ItemKind { isymbol = toContentSymbol '`' , iname = "mist" , ifreq = [(S_WOUNDING_MIST, 1)] , iflavour = zipPlain [BrRed] , icount = 8 , irarity = [(1, 1)] , iverbHit = "devitalize" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 5 -- 1 step, 1 turn , SetFlag Fragile, SetFlag Blast ] , ieffects = [RefillHP (-2)] , idesc = "The air itself stings and itches." , ikit = [] } distortion = ItemKind -- currently unused { isymbol = toContentSymbol 'v' , iname = "vortex" , ifreq = [(S_DISTORTION, 1)] , iflavour = zipPlain [White] , icount = 8 -- braced are immune to Teleport; avoid failure messages , irarity = [(1, 1)] , iverbHit = "engulf" , iweight = 1 , idamage = 0 , iaspects = [ toLinger 10 -- 2 steps, 1 turn , SetFlag Lobable, SetFlag Fragile, SetFlag Blast ] , ieffects = [Teleport $ 15 + 1 `d` 10] , idesc = "The air shifts oddly, as though light is being warped." , ikit = [] } smoke = ItemKind -- slow, long, weakly blinding blast; smoke, octopus's ink { isymbol = toContentSymbol '`' , iname = "dark fume" -- pluralizes better than 'smokes' , ifreq = [(S_SMOKE, 1)] , iflavour = zipPlain [BrBlack] , icount = 16 , irarity = [(1, 1)] , iverbHit = "obscure" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 20 -- 4 steps, 2 turns , SetFlag Fragile, SetFlag Blast ] , ieffects = [ toOrganBad S_WITHHOLDING (5 + 1 `d` 3) , toOrganBad S_BLIND (1 + 1 `d` 2) ] -- choking and tears or just obscured view, can't aim , idesc = "Twirling clouds of black, sticky vapour." , ikit = [] } boilingWater = ItemKind { isymbol = toContentSymbol '*' , iname = "boiling water" , ifreq = [(S_BOILING_WATER, 1)] -- not enough water to create puddles , iflavour = zipPlain [White] , icount = 17 -- 18 causes 3 particles to hit the same actor 3 tiles away , irarity = [(1, 1)] , iverbHit = "boil" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 30 -- 6 steps, 2 turns , SetFlag Fragile, SetFlag Blast ] , ieffects = [Burn 1] , idesc = "It bubbles and hisses." , ikit = [] } glue = ItemKind { isymbol = toContentSymbol '*' , iname = "glue droplet" , ifreq = [(S_GLUE, 1)] , iflavour = zipPlain [Cyan] , icount = 8 -- Paralyze doesn't stack; avoid failure messages , irarity = [(1, 1)] , iverbHit = "glue" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 10 -- 2 steps, 2 turns , SetFlag Fragile, SetFlag Blast ] , ieffects = [Paralyze 10] , idesc = "Thick and clinging." , ikit = [] } waste = ItemKind { isymbol = toContentSymbol '*' , iname = "waste piece" , ifreq = [(S_WASTE, 1)] , iflavour = zipPlain [Brown] , icount = 16 , irarity = [(1, 1)] , iverbHit = "splosh" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [ toOrganBad S_FOUL_SMELLING (30 + 1 `d` 10) , toOrganBad S_DISPOSSESSED (10 + 1 `d` 5) ] , idesc = "Sodden and foul-smelling." , ikit = [] } mistAntiSlow = ItemKind { isymbol = toContentSymbol '`' , iname = "mist" , ifreq = [(S_ANTI_SLOW_MIST, 1)] , iflavour = zipFancy [BrYellow] , icount = 8 , irarity = [(1, 1)] , iverbHit = "propel" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 5 -- 1 step, 1 turn , SetFlag Fragile, SetFlag Blast ] , ieffects = [DropItem 1 1 COrgan S_SLOWED] , idesc = "A cleansing rain." , ikit = [] } mistAntidote = ItemKind { isymbol = toContentSymbol '`' , iname = "mist" , ifreq = [(S_ANTIDOTE_MIST, 1)] , iflavour = zipFancy [BrBlue] , icount = 8 , irarity = [(1, 1)] , iverbHit = "cure" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 5 -- 1 step, 1 turn , SetFlag Fragile, SetFlag Blast ] , ieffects = [DropItem 1 maxBound COrgan S_POISONED] , idesc = "Washes away death's dew." , ikit = [] } mistSleep = ItemKind { isymbol = toContentSymbol '`' , iname = "mist" , ifreq = [(S_SLEEP_MIST, 1)] , iflavour = zipFancy [BrMagenta] , icount = 8 , irarity = [(1, 1)] , iverbHit = "put to sleep" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 5 -- 1 step, 1 turn , SetFlag Fragile, SetFlag Blast ] , ieffects = [PutToSleep] , idesc = "Lulls weary warriors." , ikit = [] } -- * Condition-inducing blasts -- Almost all have @toLinger 10@, that travels 2 steps in 1 turn. -- These are very fast projectiles, not getting into the way of big -- actors and not burdening the engine for long. -- A few are slower 'mists'. denseShower = ItemKind { isymbol = toContentSymbol '`' , iname = "dense shower" , ifreq = [(S_DENSE_SHOWER, 1)] , iflavour = zipFancy [Green] , icount = 12 , irarity = [(1, 1)] , iverbHit = "strengthen" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [toOrganGood S_STRENGTHENED 5] , idesc = "A thick rain of droplets." , ikit = [] } sparseShower = ItemKind { isymbol = toContentSymbol '`' , iname = "sparse shower" , ifreq = [(S_SPARSE_SHOWER, 1)] , iflavour = zipFancy [Red] , icount = 8 , irarity = [(1, 1)] , iverbHit = "weaken" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [toOrganBad S_WEAKENED 7] , idesc = "Light droplets that cling to clothing." , ikit = [] } protectingBalmMelee = ItemKind { isymbol = toContentSymbol '`' , iname = "oil spray" , ifreq = [(S_MELEE_PROTECTIVE_BALM, 1), (OIL_SOURCE, 1)] , iflavour = zipFancy [Brown] , icount = 6 , irarity = [(1, 1)] , iverbHit = "oil" , iweight = 1 , idamage = 0 , iaspects = [ toLinger 0 -- 0 steps, 1 turn -- this from a faucent won't ever hit anyone, which is fine, -- but from a flask it would , SetFlag Fragile, SetFlag Blast ] , ieffects = [toOrganGood S_PROTECTED_FROM_MELEE (3 + 1 `d` 3)] , idesc = "Thin and slippery." , ikit = [] } protectingBalmRanged = ItemKind { isymbol = toContentSymbol '`' , iname = "balm droplet" , ifreq = [(S_RANGE_PROTECTIVE_BALM, 1)] , iflavour = zipPlain [BrYellow] , icount = 16 , irarity = [(1, 1)] , iverbHit = "balm" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [toOrganGood S_PROTECTED_FROM_RANGED (3 + 1 `d` 3)] , idesc = "A thick ointment that hardens under high speed stress." , ikit = [] } defenselessnessRunout = ItemKind { isymbol = toContentSymbol '`' , iname = "acid spray" , ifreq = [(S_DEFENSELESSNESS_RUNOUT, 1)] , iflavour = zipFancy [BrRed] , icount = 16 , irarity = [(1, 1)] , iverbHit = "dissolve" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [toOrganBad S_DEFENSELESS (3 + 1 `d` 3)] , idesc = "A searing fluid that sticks to the skin." , ikit = [] } resolutionDust = ItemKind { isymbol = toContentSymbol '`' , iname = "resolution dust" , ifreq = [(S_RESOLUTION_DUST, 1)] , iflavour = zipPlain [Brown] , icount = 16 , irarity = [(1, 1)] , iverbHit = "calm" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [toOrganGood S_RESOLUTE (3 + 1 `d` 3)] -- short enough duration that @calmEnough@ not a big problem , idesc = "A handful of honest earth, to strengthen the soul." , ikit = [] } hasteSpray = ItemKind { isymbol = toContentSymbol '`' , iname = "haste spray" , ifreq = [(S_HASTE_SPRAY, 1)] , iflavour = zipFancy [BrYellow] , icount = 16 , irarity = [(1, 1)] , iverbHit = "haste" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [toOrganGood S_HASTED (3 + 1 `d` 3)] , idesc = "A quick spurt." , ikit = [] } spreadNitrogen = ItemKind { isymbol = toContentSymbol '`' , iname = "nitrogen mist" , ifreq = [(S_VIOLENT_SLOWNESS_MIST, 1), (COLD_SOURCE, 1)] , iflavour = zipPlain [BrBlack] , icount = 15 , irarity = [(1, 1)] , iverbHit = "freeze" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 10 -- 2 steps, 2 turns, mist, slow , SetFlag Fragile, SetFlag Blast ] , ieffects = [toOrganBad S_SLOWED (2 + 1 `d` 3)] , idesc = "Colourless cold clammy fog, making each movement an effort." , ikit = [] } spreadNitrogen8 = spreadNitrogen { ifreq = [(S_SLOWNESS_MIST, 1), (COLD_SOURCE, 1)] , icount = 7 , iaspects = [ toVelocity 5 -- 1 step, 1 turn, mist, slow , SetFlag Fragile, SetFlag Blast ] } focusedNitrogen = ItemKind { isymbol = toContentSymbol '`' , iname = "liquid nitrogen droplet" , ifreq = [(S_FOCUSED_SLOWNESS_MIST, 1), (COLD_SOURCE, 1)] , iflavour = zipFancy [White] , icount = 4 -- 28 in total vs 15, higher spread , irarity = [(1, 1)] , iverbHit = "freeze" , iweight = 1 , idamage = 0 , iaspects = [ toLinger 0 -- 0 steps, 1 turn , SetFlag Fragile, SetFlag Blast ] , ieffects = [ OnSmash $ Explode S_SLOWNESS_MIST , toOrganBad S_SLOWED (2 + 1 `d` 3) ] , idesc = "Colourless and colder than ice." , ikit = [] } eyeDrop = ItemKind { isymbol = toContentSymbol '`' , iname = "eye drop" , ifreq = [(S_EYE_DROP, 1)] , iflavour = zipFancy [BrCyan] , icount = 16 , irarity = [(1, 1)] , iverbHit = "cleanse" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [toOrganGood S_FAR_SIGHTED (3 + 1 `d` 3)] , idesc = "Not to be taken orally." , ikit = [] } ironFiling = ItemKind -- fast, short, strongly blinding blast { isymbol = toContentSymbol '`' , iname = "iron filing" , ifreq = [(S_IRON_FILING, 1)] , iflavour = zipPlain [Red] , icount = 16 , irarity = [(1, 1)] , iverbHit = "blind" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [toOrganBad S_BLIND (10 + 1 `d` 10)] , idesc = "A shaving of bright metal." , ikit = [] } smellyDroplet = ItemKind { isymbol = toContentSymbol '`' , iname = "smelly droplet" , ifreq = [(S_SMELLY_DROPLET, 1)] , iflavour = zipFancy [Blue] , icount = 16 , irarity = [(1, 1)] , iverbHit = "sensitize" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [toOrganGood S_KEEN_SMELLING (5 + 1 `d` 3)] , idesc = "A viscous lump that stains the skin." , ikit = [] } eyeShine = ItemKind { isymbol = toContentSymbol '`' , iname = "eye shine" , ifreq = [(S_EYE_SHINE, 1)] , iflavour = zipFancy [Cyan] , icount = 16 , irarity = [(1, 1)] , iverbHit = "smear" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [toOrganGood S_SHINY_EYED (3 + 1 `d` 3)] , idesc = "They almost glow in the dark." , ikit = [] } whiskeySpray = ItemKind { isymbol = toContentSymbol '`' , iname = "whiskey spray" , ifreq = [(S_WHISKEY_SPRAY, 1)] , iflavour = zipFancy [Brown] , icount = 16 , irarity = [(1, 1)] , iverbHit = "inebriate" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [toOrganGood S_DRUNK (3 + 1 `d` 3)] , idesc = "It burns in the best way." , ikit = [] } youthSprinkle = ItemKind { isymbol = toContentSymbol '`' , iname = "youth sprinkle" , ifreq = [(S_YOUTH_SPRINKLE, 1)] , iflavour = zipFancy [BrGreen] , icount = 16 , irarity = [(1, 1)] , iverbHit = "sprinkle" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [ toOrganGood S_ROSE_SMELLING (40 + 1 `d` 20) , toOrganNoTimer S_REGENERATING ] , idesc = "Bright and smelling of the Spring." , ikit = [] } poisonCloud = ItemKind { isymbol = toContentSymbol '`' , iname = "poison cloud" , ifreq = [(S_POISON_CLOUD, 1)] , iflavour = zipFancy [BrMagenta] , icount = 11 -- low, to be less deadly in a tunnel, compared to single hit , irarity = [(1, 1)] , iverbHit = "poison" , iweight = 0 -- lingers, blocking path , idamage = 0 , iaspects = [ ToThrow $ ThrowMod 10 100 2 -- 2 steps, 2 turns , SetFlag Fragile, SetFlag Blast ] , ieffects = [toOrganNoTimer S_POISONED] , idesc = "Choking gas that stings the eyes." , ikit = [] } pingFlash = ItemKind { isymbol = toContentSymbol '`' , iname = "flash" , ifreq = [(S_PING_PLASH, 1)] , iflavour = zipFancy [Green] , icount = 1 , irarity = [(1, 1)] , iverbHit = "ping" , iweight = 1 -- to prevent blocking the way , idamage = 0 , iaspects = [ ToThrow $ ThrowMod 200 0 1 -- 1 step, .5 turn (necklaces) , SetFlag Fragile, SetFlag Blast , AddSkill SkShine 2 ] , ieffects = [OnSmash Yell] , idesc = "A ping and a display flash from an echolocator out of sync momentarily." , ikit = [] } blastNoStat :: GroupName ItemKind -> ItemKind blastNoStat grp = ItemKind { isymbol = toContentSymbol '`' , iname = "mist" , ifreq = [(blastNoStatOf grp, 1)] , iflavour = zipFancy [White] , icount = 12 , irarity = [(1, 1)] , iverbHit = "drain" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 10 -- 2 steps, 2 turns , SetFlag Fragile, SetFlag Blast ] , ieffects = [toOrganBad grp (3 + 1 `d` 3)] , idesc = "Completely disables one personal faculty." , ikit = [] } blastNoSkMove = blastNoStat S_IMMOBILE blastNoSkMelee = blastNoStat S_PACIFIED blastNoSkDisplace = blastNoStat S_IRREPLACEABLE blastNoSkAlter = blastNoStat S_RETAINING blastNoSkWait = blastNoStat S_IMPATIENT blastNoSkMoveItem = blastNoStat S_DISPOSSESSED blastNoSkProject = blastNoStat S_WITHHOLDING blastNoSkApply = blastNoStat S_PARSIMONIOUS blastBonusStat :: GroupName ItemKind -> ItemKind blastBonusStat grp = ItemKind { isymbol = toContentSymbol '`' , iname = "dew" , ifreq = [(blastBonusStatOf grp, 1)] , iflavour = zipFancy [White] , icount = 12 , irarity = [(1, 1)] , iverbHit = "elevate" , iweight = 1 , idamage = 0 , iaspects = [ toVelocity 10 -- 2 steps, 2 turns , SetFlag Fragile, SetFlag Blast ] , ieffects = [toOrganGood grp (20 + 1 `d` 5)] , idesc = "Temporarily enhances the given personal faculty." , ikit = [] } blastBonusSkMove = blastBonusStat S_MORE_MOBILE blastBonusSkMelee = blastBonusStat S_MORE_COMBATIVE blastBonusSkDisplace = blastBonusStat S_MORE_DISPLACING blastBonusSkAlter = blastBonusStat S_MORE_MODIFYING blastBonusSkWait = blastBonusStat S_MORE_PATIENT blastBonusSkMoveItem = blastBonusStat S_MORE_TIDY blastBonusSkProject = blastBonusStat S_MORE_PROJECTING blastBonusSkApply = blastBonusStat S_MORE_PRACTICAL -- * Allure-specific -- ** Lore blasts -- They exist for a short time only, but the lore can be read -- from the lore menu. Only optional story bits should go there, -- because some players may not even notice them (at first, at least). -- This is designed not to spam gameplay with story. Gameplay first. -- Generally, 3 to 5 blasts of each kind should suffice for variety. -- More would induce excessive repetition of some to see all -- (they are shown at random). With mild exceptions, they should have -- no effects. cruiseAdHologram = ItemKind { isymbol = toContentSymbol '`' , iname = "cruise ad hologram" , ifreq = [(S_RHINO_HOLOGRAM, 1), (ADVERTISEMENT, 10)] , iflavour = zipFancy [BrMagenta] , icount = 8 , irarity = [(1, 1)] , iverbHit = "excite" , iweight = 0 -- delay of 1 turn at the start, to easily read the text , idamage = 0 , iaspects = [ toVelocity 5 -- 1 step, 1 turn , SetFlag Fragile, SetFlag Blast ] , ieffects = [toOrganGood S_RESOLUTE (5 + 1 `d` 2), Discharge 1 50] , idesc = "The fitful holographic clip shows a couple that laughs, watches in silence Saturn's rings through a huge window, throws treats to Billy the little rhino frolicking in reduced gravity, runs through corridors wearing alien masks in a mock chase. An excited female voice proclaims: \"...safety, security and comfort...for each of your senses...personalized life support zones...robot servants...guessing your every wish...\"" , ikit = [] } outerAdHologram = cruiseAdHologram { iname = "cruise ad hologram" , ifreq = [(ADVERTISEMENT, 20)] , icount = 4 , ieffects = [] -- weak, 4 particles, no effect , idesc = "A composed young man in a hat looks straight into your eyes with unwavering stare and extols the opportunities, freedom and excitement of the outer Solar System frontier life with unshakable conviction. Names of Neptune-area realtors scroll at the bottom in small font with oversize serifs." } victoriaClassHologram = outerAdHologram { iname = "space fleet hologram" , ifreq = [(STORY_TELLING, 20)] , iflavour = zipFancy [BrBlue] , icount = 1 , iverbHit = "bore" , idesc = "A series of huge spaceships zoom in and out of view in a solemn procession. Male voice drones over crackling static: Victoria-class cruise liners are the largest passenger ships ever serially manufactured and the third largest in general, including transport vessel series. Bigger ships are sometimes cobbled ad-hoc, by wiring together cheap modules and primitive cargo hulls welded in space, but they are rarely certified for public commercial operation. Victoria-class passenger cruisers are produced for over three decades now, in slowly evolving configurations, one every two years on average. The design is as conservative, as possible. A disc large enough for comfortable artificial gravity through constant spinning. Fusion reactor in the middle of the axle powering engines protruding far back from the rear plane. Meteor shield at the front. Numerous redundant rechargeable power sources and autonomous life support areas within several independently pressurized slices of the disc, eliminating the \"all locked in a single can, breathing the same air\" space travel grievance. Actually, everything is redundant twice over, due to strict regulations. To sum it up, these are the most boring spaceships in the galaxy." } allureIntroHologram = victoriaClassHologram { iname = "spaceship hologram" , ifreq = [(STORY_TELLING, 10)] , idesc = "A wavy 3D wireframe of a spaceship rotates ponderously. Male voice drones: Allure of the Stars belongs to a long line of luxurious orbit-to-orbit cruise liners, the Victoria-class. The ship is named after the largest passenger sea vessel of the early 21st century, with which it shares the grandeur and extravagance. This particular Victoria-class specimen has been designed for long cruises to gas giants, their moons and the moon cities (with their notorious saloons and night life). It has a meteor shield in the form of a flat, multi-layer. unpressurized cargo bay covering the front plane. Such extra cargo capacity enables long space journeys with no limits on resource usage. On shorter legs of the journeys it also enables opportunistic mass cargo transport (in accordance to strictest regulations and completely isolated from the airflow on passenger decks), which is always in demand at the profusely productive, but scarcely populated Solar System frontier. It also makes the unit much thicker than usual: the length from the tip of the cargo bay to the engines' exhausts is almost two thirds of the diameter of the disk. All in all, it is a particularly sturdy and self-sufficient member of a class famed for exceptional resilience and safety." } -- ** Misc paintSpray = ItemKind { isymbol = toContentSymbol '`' , iname = "fluorescent paint" , ifreq = [(S_PAINT_DROPLET, 1)] , iflavour = zipPlain [BrRed] , icount = 16 , irarity = [(1, 1)] , iverbHit = "paint" , iweight = 1 , idamage = 0 , iaspects = [toLinger 10, SetFlag Fragile, SetFlag Blast] , ieffects = [toOrganBad S_PAINTED (3 + 1 `d` 3)] , idesc = "Softly glowing red paint that marks a target." , ikit = [] } currentDischarge = ItemKind { isymbol = toContentSymbol 'v' , iname = "static current" , ifreq = [(S_CURRENT_DISCHARGE, 1)] , iflavour = zipFancy [BrBlue] , icount = 9 , irarity = [(1, 1)] , iverbHit = "reset" , iweight = 1 , idamage = 0 , iaspects = [ ToThrow $ ThrowMod 200 5 1 -- 2 steps, .5 turn (necklaces) , SetFlag Fragile, SetFlag Blast ] , ieffects = [Discharge 2 $ 80 - 1 `d` 40] -- does this prevent hunger too easily, when exploited? , idesc = "" , ikit = [] } currentRecharge = currentDischarge { ifreq = [(S_CURRENT_RECHARGE, 1)] , iflavour = zipFancy [BrRed] , ieffects = [Recharge 5 999] -- beneficial, except for harmful periodic effects; -- does this speed healing via Spur Life too much? , idesc = "" } Allure-0.11.0.0/GameDefinition/Content/ItemKindEmbed.hs0000644000000000000000000015045407346545000020646 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Definitions of items embedded in map tiles. module Content.ItemKindEmbed ( -- * Group name patterns pattern SCRATCH_ON_WALL, pattern OBSCENE_PICTOGRAM, pattern SUBTLE_FRESCO, pattern SIGNAGE, pattern SMALL_FIRE, pattern SMALL_FIRE_5, pattern BIG_FIRE, pattern FROST, pattern RUBBLE, pattern DOORWAY_TRAP_UNKNOWN, pattern DOORWAY_TRAP, pattern STAIRS_UP, pattern STAIRS_DOWN, pattern ESCAPE, pattern STAIRS_TRAP_UP, pattern STAIRS_TRAP_DOWN, pattern LECTERN, pattern SHALLOW_WATER, pattern STRAIGHT_PATH, pattern FROZEN_GROUND , pattern STAIRS_UP_OUTDOOR, pattern STAIRS_DOWN_OUTDOOR, pattern ABANDONED_CACHE, pattern JEWELRY_DISPLAY_TRAP, pattern BLACK_STARRY_SKY, pattern DISENGAGED_DOCKING_GEAR, pattern RUINED_FIRST_AID_KIT, pattern FIRE_FIGHTING_GEAR, pattern DISPLAY_3D, pattern CRACKED_FLUE, pattern BLOOD_ON_WALL, pattern DEPOSIT_BOX, pattern JEWELRY_CASE, pattern EDIBLE_PLANT_RIPE, pattern STAIRS_TRAP_DOWN_OIL, pattern DOOR_TRAP_PUSH, pattern LIFT_UP, pattern LIFT_DOWN, pattern LIFT_TRAP, pattern SHUTTLE_HARDWARE, pattern OIL_PUDDLE, pattern DECONTAMINATION_CHAMBER, pattern BARREL_CONTENTS, pattern WORKSHOP_BENCH , pattern MUSEAL, pattern EDIBLE_PLANT, pattern FIRE_FIGHTING_ITEM, pattern STEEL_SCRAP, pattern HANDLE, pattern HANDLE_AND_STEEL, pattern POLE_AND_STEEL, pattern SPACESUIT_PART, pattern THICK_CLOTH, pattern PERFUME, pattern STARTING_HAMMER, pattern CLOTH_RAG , pattern S_ENCHANCED_BERRY, pattern S_COOKED_BERRY, pattern S_FRAYED_FUNGUS, pattern S_COOKED_FUNGUS, pattern S_THIC_LEAF, pattern S_COOKED_LEAF, pattern S_RECONFIGURED_FRUIT, pattern S_COOKED_FRUIT, pattern S_FRAGRANT_HERB, pattern S_COOKED_HERB, pattern S_DULL_FLOWER, pattern S_COOKED_FLOWER, pattern S_SPICY_BARK, pattern S_COOKED_BARK, pattern S_PUMPKIN, pattern S_COOKED_PUMPKIN, pattern S_REFRIGERATION_COIL, pattern S_DOUSED_WOODEN_TORCH, pattern S_DOUSED_OIL_LAMP, pattern S_OIL_LAMP, pattern S_ROSE_WATER_FLASK, pattern S_WATER_FLASK, pattern S_SPACESUIT_JACKET, pattern S_SPACESUIT_TROUSERS, pattern S_SPACESUIT_GLOVE, pattern S_SPACESUIT_HELMET, pattern S_SPACESUIT_BOOT, pattern S_SPACESUIT, pattern S_SPACESUIT_TORN, pattern S_HARPOON_CARGO, pattern S_HARPOON_SHARP, pattern S_SHIELD_BLUNT, pattern S_SHIELD_SHARP, pattern S_SHORT_BLUNT_HAMMER, pattern S_LONG_BLUNT_HAMMER, pattern S_SHORT_SHARP_HAMMER, pattern S_LONG_SHARP_HAMMER, pattern S_CLEAVER, pattern S_DAGGER, pattern S_RAPIER_BLUNT, pattern S_RAPIER_SHARP, pattern S_POLE_CLEAVER, pattern S_LONG_SPEAR, pattern S_SHORT_CLUB, pattern S_LONG_CLUB, pattern S_CROWBAR, pattern S_FIRE_AXE, pattern S_POLL_AXE, pattern S_HALBERD_BLUNT, pattern S_HALBERD_SHARP, pattern S_STAFF, pattern S_PIPE, pattern S_SHARPENED_PIPE , embedsGNSingleton, embedsGN , -- * Content embeds ) where import Prelude () import Game.LambdaHack.Core.Prelude import Game.LambdaHack.Content.ItemKind import Game.LambdaHack.Core.Dice import Game.LambdaHack.Definition.Ability import Game.LambdaHack.Definition.Color import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.DefsInternal import Game.LambdaHack.Definition.Flavour import Content.ItemKindActor import Content.ItemKindBlast import Content.ItemKindOrgan import Content.ItemKindTemporary -- * Group name patterns embedsGNSingleton :: [GroupName ItemKind] embedsGNSingleton = [S_ENCHANCED_BERRY, S_COOKED_BERRY, S_FRAYED_FUNGUS, S_COOKED_FUNGUS, S_THIC_LEAF, S_COOKED_LEAF, S_RECONFIGURED_FRUIT, S_COOKED_FRUIT, S_FRAGRANT_HERB, S_COOKED_HERB, S_DULL_FLOWER, S_COOKED_FLOWER, S_SPICY_BARK, S_COOKED_BARK, S_PUMPKIN, S_COOKED_PUMPKIN, S_REFRIGERATION_COIL, S_DOUSED_WOODEN_TORCH, S_DOUSED_OIL_LAMP, S_OIL_LAMP, S_ROSE_WATER_FLASK, S_WATER_FLASK, S_SPACESUIT_JACKET, S_SPACESUIT_TROUSERS, S_SPACESUIT_GLOVE, S_SPACESUIT_HELMET, S_SPACESUIT_BOOT, S_SPACESUIT, S_SPACESUIT_TORN, S_HARPOON_CARGO, S_HARPOON_SHARP, S_SHIELD_BLUNT, S_SHIELD_SHARP, S_SHORT_BLUNT_HAMMER, S_LONG_BLUNT_HAMMER, S_SHORT_SHARP_HAMMER, S_LONG_SHARP_HAMMER, S_CLEAVER, S_DAGGER, S_RAPIER_BLUNT, S_RAPIER_SHARP, S_POLE_CLEAVER, S_LONG_SPEAR, S_SHORT_CLUB, S_LONG_CLUB, S_CROWBAR, S_FIRE_AXE, S_POLL_AXE, S_HALBERD_BLUNT, S_HALBERD_SHARP, S_STAFF, S_PIPE, S_SHARPENED_PIPE] pattern S_ENCHANCED_BERRY, S_COOKED_BERRY, S_FRAYED_FUNGUS, S_COOKED_FUNGUS, S_THIC_LEAF, S_COOKED_LEAF, S_RECONFIGURED_FRUIT, S_COOKED_FRUIT, S_FRAGRANT_HERB, S_COOKED_HERB, S_DULL_FLOWER, S_COOKED_FLOWER, S_SPICY_BARK, S_COOKED_BARK, S_PUMPKIN, S_COOKED_PUMPKIN, S_REFRIGERATION_COIL, S_DOUSED_WOODEN_TORCH, S_DOUSED_OIL_LAMP, S_OIL_LAMP, S_ROSE_WATER_FLASK, S_WATER_FLASK, S_SPACESUIT_JACKET, S_SPACESUIT_TROUSERS, S_SPACESUIT_GLOVE, S_SPACESUIT_HELMET, S_SPACESUIT_BOOT, S_SPACESUIT, S_SPACESUIT_TORN, S_HARPOON_CARGO, S_HARPOON_SHARP, S_SHIELD_BLUNT, S_SHIELD_SHARP, S_SHORT_BLUNT_HAMMER, S_LONG_BLUNT_HAMMER, S_SHORT_SHARP_HAMMER, S_LONG_SHARP_HAMMER, S_CLEAVER, S_DAGGER, S_RAPIER_BLUNT, S_RAPIER_SHARP, S_POLE_CLEAVER, S_LONG_SPEAR, S_SHORT_CLUB, S_LONG_CLUB, S_CROWBAR, S_FIRE_AXE, S_POLL_AXE, S_HALBERD_BLUNT, S_HALBERD_SHARP, S_STAFF, S_PIPE, S_SHARPENED_PIPE :: GroupName ItemKind embedsGN :: [GroupName ItemKind] embedsGN = [SCRATCH_ON_WALL, OBSCENE_PICTOGRAM, SUBTLE_FRESCO, SIGNAGE, SMALL_FIRE, SMALL_FIRE_5, BIG_FIRE, FROST, RUBBLE, DOORWAY_TRAP_UNKNOWN, DOORWAY_TRAP, STAIRS_UP, STAIRS_DOWN, ESCAPE, STAIRS_TRAP_UP, STAIRS_TRAP_DOWN, LECTERN, SHALLOW_WATER, STRAIGHT_PATH, FROZEN_GROUND] ++ [STAIRS_UP_OUTDOOR, STAIRS_DOWN_OUTDOOR, ABANDONED_CACHE, JEWELRY_DISPLAY_TRAP, BLACK_STARRY_SKY, DISENGAGED_DOCKING_GEAR, RUINED_FIRST_AID_KIT, FIRE_FIGHTING_GEAR, DISPLAY_3D, CRACKED_FLUE, BLOOD_ON_WALL, DEPOSIT_BOX, JEWELRY_CASE, EDIBLE_PLANT_RIPE, STAIRS_TRAP_DOWN_OIL, DOOR_TRAP_PUSH, LIFT_UP, LIFT_DOWN, LIFT_TRAP, SHUTTLE_HARDWARE, OIL_PUDDLE, DECONTAMINATION_CHAMBER, BARREL_CONTENTS, WORKSHOP_BENCH] ++ [MUSEAL, EDIBLE_PLANT, FIRE_FIGHTING_ITEM, STEEL_SCRAP, HANDLE, HANDLE_AND_STEEL, POLE_AND_STEEL, SPACESUIT_PART, THICK_CLOTH, PERFUME, STARTING_HAMMER, CLOTH_RAG] pattern SCRATCH_ON_WALL, OBSCENE_PICTOGRAM, SUBTLE_FRESCO, SIGNAGE, SMALL_FIRE, SMALL_FIRE_5, BIG_FIRE, FROST, RUBBLE, DOORWAY_TRAP_UNKNOWN, DOORWAY_TRAP, STAIRS_UP, STAIRS_DOWN, ESCAPE, STAIRS_TRAP_UP, STAIRS_TRAP_DOWN, LECTERN, SHALLOW_WATER, STRAIGHT_PATH, FROZEN_GROUND :: GroupName ItemKind pattern STAIRS_UP_OUTDOOR, STAIRS_DOWN_OUTDOOR, ABANDONED_CACHE, JEWELRY_DISPLAY_TRAP, BLACK_STARRY_SKY, DISENGAGED_DOCKING_GEAR, RUINED_FIRST_AID_KIT, FIRE_FIGHTING_GEAR, DISPLAY_3D, CRACKED_FLUE, BLOOD_ON_WALL, DEPOSIT_BOX, JEWELRY_CASE, EDIBLE_PLANT_RIPE, STAIRS_TRAP_DOWN_OIL, DOOR_TRAP_PUSH, LIFT_UP, LIFT_DOWN, LIFT_TRAP, SHUTTLE_HARDWARE, OIL_PUDDLE, DECONTAMINATION_CHAMBER, BARREL_CONTENTS, WORKSHOP_BENCH :: GroupName ItemKind pattern MUSEAL, EDIBLE_PLANT, FIRE_FIGHTING_ITEM, STEEL_SCRAP, HANDLE, HANDLE_AND_STEEL, POLE_AND_STEEL, SPACESUIT_PART, THICK_CLOTH, PERFUME, STARTING_HAMMER, CLOTH_RAG :: GroupName ItemKind pattern SCRATCH_ON_WALL = GroupName "scratch on wall" pattern OBSCENE_PICTOGRAM = GroupName "obscene pictogram" pattern SUBTLE_FRESCO = GroupName "subtle fresco" pattern SIGNAGE = GroupName "signage" pattern SMALL_FIRE = GroupName "small fire" pattern SMALL_FIRE_5 = GroupName "small fire embers" pattern BIG_FIRE = GroupName "big fire" pattern FROST = GroupName "frozen mass" pattern RUBBLE = GroupName "rubble" pattern DOORWAY_TRAP_UNKNOWN = GroupName "doorway trap unknown" pattern DOORWAY_TRAP = GroupName "doorway trap" pattern STAIRS_UP = GroupName "stairs up" pattern STAIRS_DOWN = GroupName "stairs down" pattern ESCAPE = GroupName "escape" pattern STAIRS_TRAP_UP = GroupName "stairs trap up" pattern STAIRS_TRAP_DOWN = GroupName "stairs trap down" pattern LECTERN = GroupName "lectern" pattern SHALLOW_WATER = GroupName "shallow water" pattern STRAIGHT_PATH = GroupName "straight path" pattern FROZEN_GROUND = GroupName "frozen ground" -- ** Allure-specific pattern STAIRS_UP_OUTDOOR = GroupName "stairs outdoor up" pattern STAIRS_DOWN_OUTDOOR = GroupName "stairs outdoor down" pattern ABANDONED_CACHE = GroupName "abandoned cache" pattern JEWELRY_DISPLAY_TRAP = GroupName "jewelry display trap" pattern BLACK_STARRY_SKY = GroupName "black starry sky" pattern DISENGAGED_DOCKING_GEAR = GroupName "disengaged docking gear" pattern RUINED_FIRST_AID_KIT = GroupName "ruined first aid kit" pattern FIRE_FIGHTING_GEAR = GroupName "fire fighting gear" pattern DISPLAY_3D = GroupName "3D display" pattern CRACKED_FLUE = GroupName "cracked flue" pattern BLOOD_ON_WALL = GroupName "blood on wall" pattern DEPOSIT_BOX = GroupName "deposit box" pattern JEWELRY_CASE = GroupName "reinforced glass case" pattern EDIBLE_PLANT_RIPE = GroupName "edible vegetation" pattern STAIRS_TRAP_DOWN_OIL = GroupName "oil staircase trap" pattern DOOR_TRAP_PUSH = GroupName "weak door frame" pattern LIFT_UP = GroupName "lift up" pattern LIFT_DOWN = GroupName "lift down" pattern LIFT_TRAP = GroupName "lift trap" pattern SHUTTLE_HARDWARE = GroupName "shuttle hardware" pattern OIL_PUDDLE = GroupName "oil puddle" pattern DECONTAMINATION_CHAMBER = GroupName "decontamination chamber" pattern BARREL_CONTENTS = GroupName "barrel contents" pattern WORKSHOP_BENCH = GroupName "workshop bench" pattern MUSEAL = GroupName "museal item" pattern EDIBLE_PLANT = GroupName "edible plant" pattern FIRE_FIGHTING_ITEM = GroupName "fire fighting item" pattern STEEL_SCRAP = GroupName "steel scrap" pattern HANDLE = GroupName "handle" pattern HANDLE_AND_STEEL = GroupName "steel on a handle" pattern POLE_AND_STEEL = GroupName "steel on a pole" pattern SPACESUIT_PART = GroupName "spacesuit part" pattern THICK_CLOTH = GroupName "thick cloth" pattern PERFUME = GroupName "perfume" pattern STARTING_HAMMER = GroupName "starting hammer" pattern CLOTH_RAG = GroupName "cloth rag" pattern S_ENCHANCED_BERRY = GroupName "enhanced berry" pattern S_COOKED_BERRY = GroupName "cooked berry" pattern S_FRAYED_FUNGUS = GroupName "frayed fungus" pattern S_COOKED_FUNGUS = GroupName "cooked fungus" pattern S_THIC_LEAF = GroupName "thick leaf" pattern S_COOKED_LEAF = GroupName "cooked leaf" pattern S_RECONFIGURED_FRUIT = GroupName "reconfigured fruit" pattern S_COOKED_FRUIT = GroupName "cooked fruit" pattern S_FRAGRANT_HERB = GroupName "fragrant herb" pattern S_COOKED_HERB = GroupName "cooked herb" pattern S_DULL_FLOWER = GroupName "dull flower" pattern S_COOKED_FLOWER = GroupName "cooked flower" pattern S_SPICY_BARK = GroupName "spicy bark" pattern S_COOKED_BARK = GroupName "cooked bark" pattern S_PUMPKIN = GroupName "pumpkin" pattern S_COOKED_PUMPKIN = GroupName "cooked pumpkin" pattern S_DOUSED_WOODEN_TORCH = GroupName "doused wooden torch" pattern S_DOUSED_OIL_LAMP = GroupName "doused oil lamp" pattern S_OIL_LAMP = GroupName "oil lamp" pattern S_REFRIGERATION_COIL = GroupName "refrigeration coil" pattern S_ROSE_WATER_FLASK = GroupName "rose water flask" pattern S_WATER_FLASK = GroupName "water flask" pattern S_SPACESUIT_JACKET = GroupName "spacesuit jacket" pattern S_SPACESUIT_TROUSERS = GroupName "pair of space trousers" pattern S_SPACESUIT_GLOVE = GroupName "spacesuit glove" pattern S_SPACESUIT_HELMET = GroupName "spacesuit helmet" pattern S_SPACESUIT_BOOT = GroupName "spacesuit boot" pattern S_SPACESUIT = GroupName "spacesuit" pattern S_SPACESUIT_TORN = GroupName "torn spacesuit" pattern S_HARPOON_CARGO = GroupName "blunt harpoon" pattern S_HARPOON_SHARP = GroupName "sharp harpoon" pattern S_SHIELD_BLUNT = GroupName "blunted shield" pattern S_SHIELD_SHARP = GroupName "spiked shield" pattern S_SHORT_BLUNT_HAMMER = GroupName "sledgehammer" pattern S_LONG_BLUNT_HAMMER = GroupName "maul" pattern S_SHORT_SHARP_HAMMER = GroupName "sharp sledgehammer" pattern S_LONG_SHARP_HAMMER = GroupName "sharp maul" pattern S_CLEAVER = GroupName "cleaver" pattern S_DAGGER = GroupName "dagger" pattern S_RAPIER_BLUNT = GroupName "blunt rapier" pattern S_RAPIER_SHARP = GroupName "sharp rapier" pattern S_POLE_CLEAVER = GroupName "pole cleaver" pattern S_LONG_SPEAR = GroupName "long spear" pattern S_SHORT_CLUB = GroupName "short club" pattern S_LONG_CLUB = GroupName "long club" pattern S_CROWBAR = GroupName "crowbar" pattern S_FIRE_AXE = GroupName "fire axe" pattern S_POLL_AXE = GroupName "poll axe" pattern S_HALBERD_BLUNT = GroupName "blunt halberd" pattern S_HALBERD_SHARP = GroupName "sharp halberd" pattern S_STAFF = GroupName "staff" pattern S_PIPE = GroupName "pipe" pattern S_SHARPENED_PIPE = GroupName "sharpened pipe" -- * Content embeds :: [ItemKind] embeds = [scratchOnWall, obscenePictogram, subtleFresco, treasureCache, treasureCacheTrap, signageExit, signageEmbed, signageMerchandise, fireSmall, fireSmall5, fireBig, frost, rubble, doorwayTrapTemplate, doorwayTrap1, doorwayTrap2, doorwayTrap3, stairsUp, stairsDown, escape, stairsTrapUp, stairsTrapDown, lectern, shallowWater, straightPath, frozenGround] -- Allure-specific ++ [stairsUpOutdoor, stairsDownOutdoor, blackStarrySky, disengagedDocking, desertedAirlock, ruinedFirstAidKit, fireFightingGear, fireFightingGearIntact, wall3dBillboard, crackedFlue, bloodOnWall, bloodOnWall2, bloodOnWall3, depositBox, depositBoxSummonHero, depositBoxSummonMonster, jewelryCase, ediblePlantRipe, stairsTrapDownOil, doorTrapPush, liftUp, liftDown, liftTrap, liftTrap2, liftTrap3, shuttleHardware, machineOil, crudeWeld, decontaminator, barrelFuel, barrelFertilizer, barrelOxidizer, barrelOil, barrelNitrogen, workshopBench, signageExitLuggage, signageEmbedLuggage, signageMerchandiseLuggage] scratchOnWall, obscenePictogram, subtleFresco, treasureCache, treasureCacheTrap, signageExit, signageEmbed, signageMerchandise, fireSmall, fireSmall5, fireBig, frost, rubble, doorwayTrapTemplate, doorwayTrap1, doorwayTrap2, doorwayTrap3, stairsUp, stairsDown, escape, stairsTrapUp, stairsTrapDown, lectern, shallowWater, straightPath, frozenGround :: ItemKind -- Allure-specific stairsUpOutdoor, stairsDownOutdoor, blackStarrySky, disengagedDocking, desertedAirlock, ruinedFirstAidKit, fireFightingGear, fireFightingGearIntact, wall3dBillboard, crackedFlue, bloodOnWall, bloodOnWall2, bloodOnWall3, depositBox, depositBoxSummonHero, depositBoxSummonMonster, jewelryCase, ediblePlantRipe, stairsTrapDownOil, doorTrapPush, liftUp, liftDown, liftTrap, liftTrap2, liftTrap3, shuttleHardware, machineOil, crudeWeld, decontaminator, barrelFuel, barrelFertilizer, barrelOxidizer, barrelOil, barrelNitrogen, workshopBench, signageExitLuggage, signageEmbedLuggage, signageMerchandiseLuggage :: ItemKind -- Make sure very few walls are substantially useful, e.g., caches, -- and none that are secret. Otherwise the player will spend a lot of time -- bumping walls, which is boring compared to fights or dialogues -- and ever worse, the player will bump all secret walls, wasting time -- and foregoing the fun of guessing how to find entrance to a disjoint part -- of the level by bumping the least number of secret walls. scratchOnWall = ItemKind { isymbol = toContentSymbol '?' , iname = "claw mark" , ifreq = [(SCRATCH_ON_WALL, 1)] , iflavour = zipPlain [BrBlack] , icount = 1 , irarity = [(1, 1)] , iverbHit = "scratch" , iweight = 1000 , idamage = 0 , iaspects = [SetFlag Durable] , ieffects = [ VerbMsg "start making sense of the scratches" "." , Detect DetectHidden 4 ] , idesc = "A seemingly random series of scratches, carved deep into the wall." , ikit = [] } obscenePictogram = ItemKind { isymbol = toContentSymbol '*' , iname = "repulsing graffiti" , ifreq = [(OBSCENE_PICTOGRAM, 1)] , iflavour = zipPlain [BrMagenta] , icount = 1 , irarity = [(1, 1)] , iverbHit = "infuriate" , iweight = 1000 , idamage = 0 , iaspects = [Timeout 7, SetFlag Durable] , ieffects = [ VerbMsg "enter inexplicable rage at a glimpse of the inscrutable graffiti!" "" , RefillCalm (-20) , OneOf [ toOrganGood S_STRENGTHENED (3 + 1 `d` 2) , CreateItem Nothing CGround S_SANDSTONE_ROCK timerNone ] ] , idesc = "" -- alien writing? or runaway robot AI? , ikit = [] } subtleFresco = ItemKind { isymbol = toContentSymbol '*' , iname = "subtle mural" , ifreq = [(SUBTLE_FRESCO, 1)] , iflavour = zipPlain [BrGreen] , icount = 1 , irarity = [(1, 1)] , iverbHit = "sooth" , iweight = 1000 , idamage = 0 , iaspects = [Timeout 10, SetFlag Durable] , ieffects = [ VerbMsg "feel refreshed by the subtle fresco" "." , toOrganGood S_FAR_SIGHTED (5 + 1 `d` 2) ] , idesc = "Expensive yet tasteful." , ikit = [] } treasureCache = ItemKind { isymbol = toContentSymbol 'o' , iname = "set" , ifreq = [(ABANDONED_CACHE, 1)] , iflavour = zipPlain [BrBlue] , icount = 1 , irarity = [(1, 1)] , iverbHit = "crash" , iweight = 10000 , idamage = 0 , iaspects = [ELabel "of odds and ends", SetFlag Durable] , ieffects = [CreateItem Nothing CGround COMMON_ITEM timerNone] , idesc = "If this stash is hidden, it's in plain sight. Or, more probably, it's just tucked aside so that it doesn't get in the way. Whomever worked there, apparently failed to return and retrieve his belongings." , ikit = [] } reliefMsg :: Effect reliefMsg = VerbMsg "sigh with relief when nothing explodes in your face!" "" treasureCacheTrap = ItemKind { isymbol = toContentSymbol '^' , iname = "anti-theft protection" , ifreq = [(JEWELRY_DISPLAY_TRAP, 1)] , iflavour = zipPlain [Red] , icount = 1 , irarity = [(1, 1)] , iverbHit = "taint" , iweight = 1000 , idamage = 0 , iaspects = [] -- not Durable, springs at most once , ieffects = [OneOf [ toOrganBad S_BLIND (10 + 1 `d` 10) , RefillCalm (-99) , Explode S_FOCUSED_CONCUSSION , reliefMsg, reliefMsg ]] , idesc = "A display of such kingly trinkets warrants an autonomous guarding device. The precaution is particularly understandable if some of the merchandise is capable of instantly frying video monitoring equipment across the hall." , ikit = [] } signageExit = ItemKind { isymbol = toContentSymbol '0' , iname = "sticker" , ifreq = [(SIGNAGE, 100)] , iflavour = zipPlain [BrGreen] , icount = 1 , irarity = [(1, 0), (2, 1)] , iverbHit = "whack" , iweight = 10000 , idamage = 0 , iaspects = [SetFlag Durable] , ieffects = [Detect DetectExit 100] -- low tech, hence fully operational , idesc = "Mandatory emergency exit information in low-tech form." -- This is a rare tile so use it to convey some more backstory. , ikit = [] } signageEmbed = signageExit { iname = "notice" , ifreq = [(SIGNAGE, 100)] , iflavour = zipPlain [Cyan] , ieffects = [Detect DetectEmbed 12] -- low tech, hence fully operational , idesc = "Detailed schematics for the maintenance crew." -- This is a rare tile so use it to convey some more backstory. } signageMerchandise = signageExit { iname = "shop list" , ifreq = [(SIGNAGE, 100)] , iflavour = zipPlain [BrCyan] , ieffects = [Detect DetectLoot 20] -- high tech, so slightly confused , idesc = "A list of nearby commercial outlets, constantly updated by tracking merchandise not registered as passenger property. Customers are kindly requeted to refrain from littering in this heavily monitored public area." } fireSmall = ItemKind { isymbol = toContentSymbol 'o' , iname = "tiny fire" , ifreq = [(SMALL_FIRE, 1), (FIRE_SOURCE, 1)] , iflavour = zipPlain [BrRed] , icount = 1 , irarity = [(1, 1)] , iverbHit = "burn" , iweight = 10000 , idamage = 0 , iaspects = [ELabel "of roasting", SetFlag Durable] , ieffects = [ Burn 1, Explode S_SINGLE_SPARK , OnCombine roastEffect ] , idesc = "A few embers and wisps of flame, glowing brightly." , ikit = [] } fireSmall5 = fireSmall { iname = "small fire" -- whenever a lot of mass to burn, e.g., bush, oil , ifreq = [(SMALL_FIRE_5, 1), (FIRE_SOURCE, 1)] , iflavour = zipPlain [Red] , ieffects = [ Burn 1, Explode S_SINGLE_SPARK , OnCombine roastEffect5 ] } fireBig = fireSmall { isymbol = toContentSymbol '0' , iname = "big fire" , ifreq = [(BIG_FIRE, 1), (FIRE_SOURCE, 1)] , iflavour = zipPlain [Red] , iaspects = [ELabel "of immolation", SetFlag Durable] , ieffects = [ Burn 2 , CreateItem Nothing CGround S_WOODEN_TORCH timerNone , Explode S_SPARK ] , idesc = "Glowing with light and warmth." , ikit = [] } frost = ItemKind { isymbol = toContentSymbol '^' , iname = "frozen mass" , ifreq = [(FROST, 1), (COLD_SOURCE, 1)] , iflavour = zipPlain [BrBlue] , icount = 1 , irarity = [(1, 1)] , iverbHit = "burn" , iweight = 10000 , idamage = 0 , iaspects = [SetFlag Durable] , ieffects = [ Burn 1 -- sensory ambiguity between hot and cold , RefillCalm 20 -- cold reason , PushActor (ThrowMod 400 10 1) ] -- slippery ice , idesc = "Intricate patterns of shining ice. Too voluminous to be thawed, but fragile enough to be shattered." , ikit = [] } rubble = ItemKind { isymbol = toContentSymbol '&' , iname = "rubble" , ifreq = [(RUBBLE, 1)] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(1, 1)] , iverbHit = "bury" , iweight = 100000 , idamage = 0 , iaspects = [SetFlag Durable] , ieffects = [OneOf [ Explode S_FOCUSED_GLASS_HAIL , Summon MOBILE_ANIMAL $ 1 `dL` 2 , toOrganNoTimer S_POISONED , CreateItem Nothing CGround ANY_ARROW timerNone , CreateItem Nothing CGround STARTING_WEAPON timerNone , reliefMsg, reliefMsg, reliefMsg , reliefMsg, reliefMsg, reliefMsg ]] , idesc = "Broken chunks of foam concrete, glass and torn and burned equipment." , ikit = [] } doorwayTrapTemplate = ItemKind { isymbol = toContentSymbol '+' , iname = "doorway trap" , ifreq = [(DOORWAY_TRAP_UNKNOWN, 1), (DOORWAY_TRAP, 0)] -- the void group needed to pick the item for tile triggering -- even when not yet identified , iflavour = zipPlain brightCol , icount = 1 , irarity = [(1, 1)] , iverbHit = "cripple" , iweight = 10000 , idamage = 0 , iaspects = [PresentAs DOORWAY_TRAP_UNKNOWN] -- not Durable, springs at most once , ieffects = [] , idesc = "Just turn the handle..." , ikit = [] } doorwayTrap1 = doorwayTrapTemplate { ifreq = [(DOORWAY_TRAP, 50)] , ieffects = [toOrganBad S_BLIND $ (1 `dL` 4) * 5] -- , idesc = "" -- TODO: once physical mechanism decided, also add ways -- to disarm it, using up some items for that } doorwayTrap2 = doorwayTrapTemplate { ifreq = [(DOORWAY_TRAP, 25)] , ieffects = [toOrganBad S_SLOWED $ (1 `dL` 4) * 10] -- , idesc = "" } doorwayTrap3 = doorwayTrapTemplate { ifreq = [(DOORWAY_TRAP, 25)] , ieffects = [toOrganBad S_WEAKENED $ (1 `dL` 4) * 10 ] -- , idesc = "" } stairsUp = ItemKind { isymbol = toContentSymbol '<' , iname = "flight" , ifreq = [(STAIRS_UP, 1)] , iflavour = zipPlain [BrWhite] , icount = 1 , irarity = [(1, 1)] , iverbHit = "crash" -- the verb is only used when the item hits, -- not when it's applied otherwise, e.g., from tile , iweight = 100000 , idamage = 0 , iaspects = [ELabel "of steps", SetFlag Durable] , ieffects = [Ascend True] , idesc = "Emergency stairs that rise towards the spaceship core. It takes slightly more effort to climb than descend, but in lowered gravity it's almost instantaneous in either case." , ikit = [] } stairsDown = stairsUp { isymbol = toContentSymbol '>' , ifreq = [(STAIRS_DOWN, 1)] , ieffects = [Ascend False] , idesc = "Emergency stairs that descend towards the outer ring. Narrow enough that only one person can comfortably use them at a time, but short enough that the whole team may climb down in quick succession." } escape = stairsUp { isymbol = toContentSymbol '>' , iname = "way" , ifreq = [(ESCAPE, 1)] , iflavour = zipPlain [BrGreen] , iaspects = [SetFlag Durable] , ieffects = [Escape] , idesc = "May this nightmare have an end?" -- generic escape, so the text should be too; -- for moon outdoors, spaceship, everywhere } stairsTrapUp = ItemKind { isymbol = toContentSymbol '^' , iname = "staircase trap" , ifreq = [(STAIRS_TRAP_UP, 1)] , iflavour = zipPlain [BrRed] , icount = 1 , irarity = [(1, 1)] , iverbHit = "buffet" , iweight = 10000 , idamage = 0 , iaspects = [] -- not Durable, springs at most once , ieffects = [ VerbMsgFail "be caught in decompression blast" "." , Teleport $ 3 + 1 `dL` 10 ] , idesc = "" , ikit = [] } -- Needs to be separate from stairsTrapUp, to make sure the item is -- registered after up stairs (not only after down stairs) -- so that effects are invoked in the proper order and, e.g., teleport works. stairsTrapDown = stairsTrapUp { ifreq = [(STAIRS_TRAP_DOWN, 1)] , iflavour = zipPlain [Red] , iverbHit = "open up under" , ieffects = [ VerbMsgFail "fall down the stairwell" "." , toOrganGood S_DRUNK (20 + 1 `d` 5) ] , idesc = "A treacherous slab, to teach those who are too proud." } lectern = ItemKind { isymbol = toContentSymbol '?' , iname = "VR harness" , ifreq = [(LECTERN, 1)] , iflavour = zipFancy [BrYellow] , icount = 1 , irarity = [(1, 1)] , iverbHit = "immerse" , iweight = 10000 , idamage = 0 , iaspects = [] -- not Durable, springs at most once , ieffects = [ OneOf [ CreateItem Nothing CGround ANY_SCROLL timerNone , Detect DetectAll 20 , Paralyze $ (1 `dL` 6) * 10 , toOrganGood S_DRUNK (20 + 1 `d` 5) ] , Explode STORY_TELLING ] , idesc = "" , ikit = [] } shallowWater = ItemKind { isymbol = toContentSymbol '~' , iname = "shallow water" , ifreq = [(SHALLOW_WATER, 1)] -- may be too shallow to be source , iflavour = zipFancy [BrCyan] , icount = 1 , irarity = [(1, 1)] , iverbHit = "impede" , iweight = 10000 , idamage = 0 , iaspects = [SetFlag Durable] , ieffects = [ParalyzeInWater 2, OnCombine waterEffect] , idesc = "Slows down movement. Essential when sharpening weapons." , ikit = [] } straightPath = ItemKind { isymbol = toContentSymbol '.' , iname = "straight path" , ifreq = [(STRAIGHT_PATH, 1)] , iflavour = zipFancy [BrRed] , icount = 1 , irarity = [(1, 1)] , iverbHit = "propel" , iweight = 10000 , idamage = 0 , iaspects = [SetFlag Durable] , ieffects = [InsertMove 2] , idesc = "" , ikit = [] } frozenGround = ItemKind { isymbol = toContentSymbol '.' , iname = "shade" , ifreq = [(FROZEN_GROUND, 1)] , iflavour = zipFancy [BrBlue] , icount = 10 -- very thick ice and refreezes, but not too large and boring , irarity = [(1, 1)] , iverbHit = "betray" , iweight = 10000 , idamage = 0 , iaspects = [ELabel "of ice"] -- no Durable or some items would be impossible to pick up , ieffects = [PushActor (ThrowMod 400 10 1)] , idesc = "" , ikit = [] } -- * Allure-specific stairsUpOutdoor = stairsUp { ifreq = [(STAIRS_UP_OUTDOOR, 1)] , idesc = "Stairs that rise towards the sky. It takes slightly more effort to climb than descend, but in the low gravity it's almost instantaneous in either case." } stairsDownOutdoor = stairsDown { ifreq = [(STAIRS_DOWN_OUTDOOR, 1)] , idesc = "Stairs that descend towards the underground. Narrow enough that only one person can comfortably use them at a time, but short enough that the whole team may climb down in quick succession." } blackStarrySky = ItemKind { isymbol = toContentSymbol ' ' , iname = "black starry sky" , ifreq = [(BLACK_STARRY_SKY, 1)] , iflavour = zipPlain [Black] , icount = 1 , irarity = [(1, 1)] , iverbHit = "awe" , iweight = 1000 , idamage = 0 , iaspects = [SetFlag Durable] , ieffects = [ VerbMsg "look into the void and it looks back" "." , RefillCalm (-5) ] , idesc = "Occasionally a planet or the Sun zips by, but is unable to disperse the darkness. The black starscape constantly rotates. The frantic dance is silent, muted, indifferent. There is not even a hint of vibration, just the sense of heaviness and dizziness." -- appears only on 100% flavour tiles (both floor and walls on some levels), useless and trivial to notice, so the writeup can be longer; who am I kidding, I can't make myself write condensed prose , ikit = [] } disengagedDocking = ItemKind { isymbol = toContentSymbol '>' , iname = "disengaged docking gear" , ifreq = [(DISENGAGED_DOCKING_GEAR, 1)] , iflavour = zipPlain [BrBlack] , icount = 1 , irarity = [(1, 1)] , iverbHit = "disappoint" , iweight = 10000 , idamage = 0 , iaspects = [SetFlag Durable] , ieffects = [] , idesc = "After a short examination it's clear this is not the airlock you arrived through. In fact, this airlock has no space boat attached at all. Many fine small craft were originally docked with such sockets and clamps, but after the spaceship spontaneously deorbited Neptune, a lot of them were seen jettisoned and drifting astern. What a waste. It seems the decks up, closer to the ship's core, have not been purged of shuttles as thoroughly.\nThe airlock still works, but to get out onto the outer hull surface, you'd need a spacesuit with an air tank." , ikit = [] } desertedAirlock = ItemKind { isymbol = toContentSymbol '>' , iname = "the Initial Entrance" , ifreq = [(DISENGAGED_DOCKING_GEAR, 10000)] , iflavour = zipPlain [Green] , icount = 1 , irarity = [(1, 1), (2, 0)] , iverbHit = "worry" , iweight = 10000 , idamage = 0 , iaspects = [SetFlag Unique, SetFlag Durable] , ieffects = [] , idesc = "You recognize the inner airlock door smeared with guano in a familiar pattern, but you can't see the shuttle you left engaged to the airlock clamps outside. That's a chilling realization: your craft was among those shed by the spaceship. Now you have to find another lifeboat, likely on a deck high up towards the spaceship core, to which you now have to break through.\nMoreover, something's gone through your supplies, chewing, tearing and scattering most of them. Given that your stay just got prolonged, the shortage of food is almost as alarming as the scarcity of nano first aid vials that could patch the wounds from your recent struggles, until you are able to undergo a proper slow reconstruction in a hospital." , ikit = [ (COOKED_FOOD, CGround), (COOKED_FOOD, CGround) , (S_SPACESUIT_TORN, CGround) , (S_SHORT_BLUNT_HAMMER, CGround) , (S_CROWBAR, CGround) ] } ruinedFirstAidKit = ItemKind { isymbol = toContentSymbol '?' , iname = "ruined first aid kit" , ifreq = [(RUINED_FIRST_AID_KIT, 1)] , iflavour = zipPlain [BrGreen] , icount = 1 , irarity = [(1, 1)] , iverbHit = "prick" , iweight = 1000 , idamage = 0 , iaspects = [] -- not Durable, springs at most once , ieffects = [ VerbMsg "inspect a tattered CPR instruction soaked in a residue of oily drugs" "." , OneOf [ toOrganNoTimer S_SLOW_RESISTANT , toOrganNoTimer S_POISON_RESISTANT , toOrganGood S_DRUNK (20 + 1 `d` 5) ] , CreateItem Nothing CGround NEEDLE timerNone ] , idesc = "" -- regulations require; say HP not regenerated in the game; mention how to regain HP , ikit = [] } fireFightingGear = ItemKind { isymbol = toContentSymbol '?' , iname = "fire fighting gear" , ifreq = [(FIRE_FIGHTING_GEAR, 1), (WATER_SOURCE, 1)] , iflavour = zipPlain [BrRed] , icount = 1 , irarity = [(1, 1)] , iverbHit = "douse" , iweight = 1000 , idamage = 0 , iaspects = [] -- not Durable, springs at most once , ieffects = [ VerbMsg "disassemble and sort through the broken and leaking gear, taking away the least decrepit item" "." , CreateItem Nothing CGround FIRE_FIGHTING_ITEM timerNone ] , idesc = "In addition to remains of firefighting tools, it contains a fire hydrant displaying old scars from being used in a hurry." -- regulations require; hint that terrain can be ignited and doused , ikit = [] } fireFightingGearIntact = ItemKind { isymbol = toContentSymbol '?' , iname = "the Fire Fighting Set" , ifreq = [(FIRE_FIGHTING_GEAR, 1), (WATER_SOURCE, 1)] , iflavour = zipPlain [Red] , icount = 1 , irarity = [(1, 1)] , iverbHit = "douse" , iweight = 1000 , idamage = 0 , iaspects = [SetFlag Unique] -- not Durable, springs at most once , ieffects = [ VerbMsg "disassemble and sort through the old gear, taking away the least decrepit items" "." , CreateItem Nothing CGround FIRE_FIGHTING_ITEM timerNone , CreateItem Nothing CGround S_FIRE_AXE timerNone ] , idesc = "This cabinet has not been broken open and used, so it contains a complete assortment of fire fighting implements. It also contains a fire hydrant in pristine condition." -- regulations require; hint that terrain can be ignited and doused , ikit = [] } wall3dBillboard = ItemKind { isymbol = toContentSymbol '*' , iname = "3D display" , ifreq = [(DISPLAY_3D, 1)] , iflavour = zipPlain [BrBlue] , icount = 1 , irarity = [(1, 1)] , iverbHit = "push" , iweight = 1000 , idamage = 0 , iaspects = [Timeout 3, SetFlag Durable] , ieffects = [ VerbMsg "make it cough up a wobbly standalone hologram once more" "." , OneOf [ Explode ADVERTISEMENT , Explode STORY_TELLING ] ] , idesc = "One can still make out excited moves of bleached shapes." , ikit = [] } crackedFlue = ItemKind { isymbol = toContentSymbol '|' , iname = "cracked flue" , ifreq = [(CRACKED_FLUE, 1)] -- TODO: ("methane source", 1)? , iflavour = zipPlain [BrBlack] , icount = 1 , irarity = [(1, 1)] , iverbHit = "blow" , iweight = 1000 , idamage = 0 , iaspects = [Timeout 10, SetFlag Durable] , ieffects = [ VerbMsg "imagine the fragrance of roasted food wafting through the flue from upstairs" "." , OneOf [ toOrganGood S_KEEN_SMELLING (3 + 1 `d` 2) , CreateItem Nothing CGround STEEL_SCRAP timerNone ] ] , idesc = "The pipes ring with tumultuous echoes. Whenever you convince yourself it's an uneven updraft singing through the cracks, the noise suddenly stops, then picks up with a roar. Is there a fight over the food on some upper deck or are you just hungry?" , ikit = [] } bloodOnWall = ItemKind { isymbol = toContentSymbol ',' , iname = "blotch" , ifreq = [(BLOOD_ON_WALL, 60)] , iflavour = zipPlain [BrRed] , icount = 1 `d` 6 , irarity = [(1, 1)] , iverbHit = "stain" , iweight = 1 , idamage = 0 , iaspects = [ELabel "of red fluid"] , ieffects = [RefillCalm (-5)] , idesc = "" -- probably enough said , ikit = [] } bloodOnWall2 = bloodOnWall { ifreq = [(BLOOD_ON_WALL, 30)] , iflavour = zipPlain [BrGreen] , iaspects = [ELabel "of green fluid"] , ieffects = [RefillCalm (-10)] } bloodOnWall3 = bloodOnWall { ifreq = [(BLOOD_ON_WALL, 10)] , iflavour = zipPlain [BrBlue] , iaspects = [ELabel "of blue fluid"] , ieffects = [RefillCalm (-15)] } depositBox = treasureCache { iname = "intact deposit box" , ifreq = [(DEPOSIT_BOX, 60)] , iaspects = [SetFlag Durable] , ieffects = [CreateItem Nothing CGround COMMON_ITEM timerNone] -- can't be VALUABLE or template items generated , idesc = "The reports of intact deposit boxes in the ship's safes have been greatly exaggerated, but there are still a few with glittering gems and gold, just waiting to be taken. Whomever looted these halls wasn't thorough or, judging from the damage to some of the boxes, was in an extreme hurry." } depositBoxSummonHero = treasureCache { iname = "the Noisy Large Safe" , ifreq = [(DEPOSIT_BOX, 30)] , iflavour = zipFancy [Blue] , iaspects = [SetFlag Unique] , ieffects = [Summon HERO 1, CreateItem Nothing CGround MUSEAL timerNone] , idesc = "Judging from the frantic sounds, this deposit cell with a time lock has trapped something big recently." } depositBoxSummonMonster = treasureCache { iname = "throbbing deposit box" , ifreq = [(DEPOSIT_BOX, 10)] , iflavour = zipFancy [Red] , iaspects = [] , ieffects = [ Summon MOBILE_MONSTER 1 , CreateItem Nothing CGround TREASURE timerNone ] , idesc = "Judging from the incessant noises, this deposit cell with a time lock has trapped something recently." } jewelryCase = treasureCache { iname = "reinforced glass case" , ifreq = [(JEWELRY_CASE, 1)] , iaspects = [SetFlag Durable] , ieffects = [CreateItem Nothing CGround ANY_JEWELRY timerNone] , idesc = "The customers of these shops must have been extremely well off, judging from abundance and quality of the jewelry, often extremely valuable in each of the artistic, material and nanotechnology aspects. Outer Solar System trips are expensive, but they offer unique trade and investment opportunities. Many deals are of the kind that can only be negotiated in a sealed room out of reach of satellites and screened by both parties. Among the jewelry are portable versions of such screening hardware --- in a truly breathtaking package." } ediblePlantRipe = treasureCache { iname = "edible vegetation" , ifreq = [(EDIBLE_PLANT_RIPE, 1)] , iflavour = zipPlain [Green] , iaspects = [SetFlag Durable] , ieffects = [CreateItem Nothing CGround EDIBLE_PLANT timerNone] , idesc = "" } stairsTrapDownOil = stairsTrapUp { ifreq = [(STAIRS_TRAP_DOWN_OIL, 1)] , iflavour = zipPlain [Brown] , iverbHit = "cause a chaotic skid" , ieffects = [ VerbMsgFail "tumble down and shoot out of the stairwell" "." , PushActor (ThrowMod 400 100 1)] -- 4 steps, 2 turns , idesc = "" } doorTrapPush = doorwayTrapTemplate { isymbol = toContentSymbol '+' , iname = "weak door frame" , ifreq = [(DOOR_TRAP_PUSH, 1)] , iflavour = zipPlain [Blue] , iverbHit = "give in" , iaspects = [] -- identified; not Durable, springs at most once , ieffects = [ VerbMsgFail "fly inwards after the crashed open doors" "." , PushActor (ThrowMod 400 100 1)] -- 4 steps, 2 turns , idesc = "" } liftUp = stairsUp { iname = "carriage" , iflavour = zipPlain [Blue] , ifreq = [(LIFT_UP, 1)] , iaspects = [SetFlag Durable] , idesc = "Surprisingly, this lift still functions, while others are wrecked." -- describe inner levels of the ship } liftDown = stairsDown { iname = "carriage" , iflavour = zipPlain [Blue] , ifreq = [(LIFT_DOWN, 1)] , iaspects = [SetFlag Durable] , idesc = "Surprisingly, this one shaft is still open, while others are ruined and blocked." -- describe outer levels of the ship } liftTrap = stairsTrapUp { iname = "elevator trap" -- hat tip to US heroes , ifreq = [(LIFT_TRAP, 100)] , iflavour = zipPlain [Cyan] , iverbHit = "squeeze" , ieffects = [ VerbMsgFail "be crushed by the sliding doors" "." , DropItem maxBound 1 CEqp STARTING_WEAPON, Paralyze 10 ] , idesc = "" } liftTrap2 = liftTrap { ifreq = [(LIFT_TRAP, 50)] , iflavour = zipFancy [BrMagenta] , iverbHit = "choke" , ieffects = [ VerbMsgFail "inhale the gas lingering inside the cab" "." , toOrganBad S_SLOWED $ (1 `dL` 4) * 10 ] , idesc = "" } liftTrap3 = liftTrap { ifreq = [(LIFT_TRAP, 50)] , iflavour = zipFancy [BrBlue] , iverbHit = "shock" , ieffects = [ VerbMsgFail "be electrocuted upon touching the control pad" "." , Discharge 5 $ 80 - 1 `d` 40 ] , idesc = "" } shuttleHardware = ItemKind { isymbol = toContentSymbol '#' , iname = "shuttle hardware" , ifreq = [(SHUTTLE_HARDWARE, 1)] , iflavour = zipPlain [BrWhite] , icount = 1 , irarity = [(1, 1)] , iverbHit = "resist" , iweight = 10000 , idamage = 0 , iaspects = [SetFlag Durable] , ieffects = [] , idesc = "While the hull of the spacecraft is intact, the flight hardware that normally lines the walls seems broken, worn out and often missing. This shuttle was probably scavenged for spare parts to repair other craft and it's unlikely that anything of use remains. This was the common \"taxi\" kind, fit only for lunar and orbital courier duties and single family trips. It's relatively cheap to operate, because no permanent airlock needs to be leased. Instead, the craft is brought through a large airlock to a dry-dock and serviced and even stored inside." , ikit = [] } machineOil = ItemKind { isymbol = toContentSymbol '~' , iname = "oil layer" , ifreq = [(OIL_PUDDLE, 1), (OIL_SOURCE, 1)] , iflavour = zipPlain [BrYellow] , icount = 5 -- not durable, wears off , irarity = [(1, 1)] , iverbHit = "oil" , iweight = 1000 , idamage = 0 , iaspects = [] , ieffects = [PushActor (ThrowMod 600 10 1), OnCombine oilEffect] -- the high speed represents gliding rather than flying -- and so no need to lift actor's weight off the ground; -- low linger comes from abrupt halt over normal surface , idesc = "Slippery run out, probably from a life support equipment or vehicle engine." , ikit = [] } crudeWeld = ItemKind -- this is also an organ { isymbol = toContentSymbol '_' , iname = "crude weld" , ifreq = [(S_CRUDE_WELD, 1)] , iflavour = zipPlain [BrMagenta] , icount = 1 , irarity = [(1, 1)] , iverbHit = "weld" , iweight = 3000 , idamage = 0 , iaspects = [AddSkill SkMove (-5), AddSkill SkDisplace (-1), SetFlag Durable] , ieffects = [Explode S_SPARK] , idesc = "Such a superfluous mass of molten metal was layered on with messy welds that no amount of kicking nor hammering has any effect. A heavy duty cutting tool would be required or skilled thermal cycling. Whomever did the melding may still be around, but convincing him to yield his fiery implements may be a dangerous endeavour." , ikit = [] } decontaminator = ItemKind { isymbol = toContentSymbol 'D' , iname = "decontamination chamber" , ifreq = [(DECONTAMINATION_CHAMBER, 1)] , iflavour = zipPlain [BrBlue] , icount = 1 , irarity = [(1, 1)] , iverbHit = "cleanse" , iweight = 500000 , idamage = 0 , iaspects = [SetFlag Durable] , ieffects = [ DropItem 1 1 COrgan GENETIC_FLAW , DropItem maxBound maxBound CEqp COMMON_ITEM , DropItem maxBound maxBound CStash COMMON_ITEM , DropItem maxBound maxBound CEqp CRAWL_ITEM , DropItem maxBound maxBound CStash CRAWL_ITEM , DropItem maxBound maxBound CEqp TREASURE , DropItem maxBound maxBound CStash TREASURE -- With movable shared stash location this puzzle now has -- more solutions, including one for a lone wolf. , toOrganGood S_ROSE_SMELLING (20 + 1 `d` 5) ] , idesc = "The area is under quarantine. No departure is permitted without decontamination. Personal belongings are to be decontaminated separately." , ikit = [] } barrelFuel = ItemKind { isymbol = toContentSymbol 'b' , iname = "fuel" , ifreq = [(BARREL_CONTENTS, 20), (OIL_SOURCE, 1)] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(1, 1)] , iverbHit = "block" , iweight = 100000 , idamage = 0 , iaspects = [] , ieffects = [Explode S_FOCUSED_BURNING_OIL_3, OnCombine oilEffect] , idesc = "" , ikit = [] } barrelFertilizer = barrelFuel { iname = "fertilizer" , ifreq = [(BARREL_CONTENTS, 30), (FIRE_SOURCE, 1)] , iflavour = zipPlain [Red] , ieffects = [Explode S_FOCUSED_FRAGMENTATION, OnCombine roastEffect5] -- no S_FOCUSED_CONCUSSION; a barrel would destroy the ship; -- no water barrel either, basins and running water in taps; -- no VIOLENT variants of the blasts or bumping a lone -- barrel would be safe , idesc = "" } barrelOxidizer = barrelFuel { iname = "oxidizer" , ifreq = [(BARREL_CONTENTS, 20), (FIRE_SOURCE, 1)] , iflavour = zipPlain [BrWhite] , ieffects = [Explode S_FOCUSED_FLASH, OnCombine roastEffect5] , idesc = "" } barrelOil = barrelFuel { iname = "lubricant oil" , ifreq = [(BARREL_CONTENTS, 20), (OIL_SOURCE, 1)] , iflavour = zipPlain [Brown] , ieffects = [Explode S_MELEE_PROTECTIVE_BALM, OnCombine oilEffect] -- beneficial, so OK not to affect the triggering actor , idesc = "" } barrelNitrogen = barrelFuel { iname = "liquid nitrogen" , ifreq = [(BARREL_CONTENTS, 40), (COLD_SOURCE, 1)] , iflavour = zipPlain [BrBlack] , ieffects = [Explode S_FOCUSED_SLOWNESS_MIST] -- may exploit to harm foes; watch out for friends , idesc = "" } workshopBench = ItemKind { isymbol = toContentSymbol ':' , iname = "bench" , ifreq = [(WORKSHOP_BENCH, 1)] , iflavour = zipPlain [BrBlue] , icount = 1 , irarity = [(1, 1)] , iverbHit = "bury" , iweight = 100000 , idamage = 0 , iaspects = [SetFlag Durable] , ieffects = [OnCombine workshopEffect] , idesc = "A sturdy table with an anvil, a vice and an overhang of pipes, tubes, wires and probes. Place the components and tools adjacent to the table, stand over them and craft by trying to modify the bench with the 'M' command." , ikit = [] } signageExitLuggage = signageExit { irarity = [(1, 1), (2, 0)] , idesc = idesc signageExit <+> "If exits blocked, luggage claim area marked with 'L' is the concentration point." } signageEmbedLuggage = signageEmbed { irarity = [(1, 1), (2, 0)] , idesc = idesc signageEmbed <+> "Keys and tools are held in the luggage claim booth marked with 'L'." } signageMerchandiseLuggage = signageMerchandise { irarity = [(1, 1), (2, 0)] , idesc = idesc signageMerchandise <+> "Queries and complaints can be filed to the port officer and luggage attendant this way under the 'L' sign." } combineEffect :: Text -> [( [(Int, GroupName ItemKind)] , [(Int, GroupName ItemKind)] , [(Int, GroupName ItemKind)] )] -> Effect combineEffect msg ass = let createOne :: (Int, GroupName ItemKind) -> Effect createOne (count, grp) = CreateItem (Just count) CGround grp timerNone createList :: [(Int, GroupName ItemKind)] -> Effect createList = SeqEffect . map createOne cookOne :: ( [(Int, GroupName ItemKind)] , [(Int, GroupName ItemKind)] , [(Int, GroupName ItemKind)] ) -> Effect cookOne (tools, raw, cooked) = ConsumeItems tools raw -- either all destroyed or none `AndEffect` -- either destroy and create, or none createList cooked f :: ( [(Int, GroupName ItemKind)] , [(Int, GroupName ItemKind)] , [(Int, GroupName ItemKind)] ) -> Effect -> Effect f roolsRawCooked eff = cookOne roolsRawCooked `OrEffect` eff initial = VerbMsgFail msg "." -- noop; emits @UseId@ to correctly abort in foldr f initial ass oilEffect :: Effect oilEffect = combineEffect "have nothing to oil" [ ( [], [(1, S_STAFF), (1, THICK_CLOTH)] , [(1, S_DOUSED_WOODEN_TORCH)] ) , ( [], [(1, S_EMPTY_FLASK), (1, THICK_CLOTH)] , [(1, S_DOUSED_OIL_LAMP)] ) ] roastEffect :: Effect roastEffect = combineEffect "have nothing to roast" $ extraRoastAssocs ++ map (\(raw, cooked) -> ([], [(1, raw)], [(1, cooked)])) cookingAssocs roastEffect5 :: Effect roastEffect5 = combineEffect "have nothing to roast" $ extraRoastAssocs ++ concatMap (\(raw, cooked) -> [ ([], [(5, raw)], [(5, cooked)]) , ([], [(4, raw)], [(4, cooked)]) , ([], [(3, raw)], [(3, cooked)]) , ([], [(2, raw)], [(2, cooked)]) , ([], [(1, raw)], [(1, cooked)]) ]) cookingAssocs waterEffect :: Effect waterEffect = combineEffect "lack a sharpening tool or a weapon to sharpen or an item to fill with water" $ map (\(tools, raw, cooked) -> (tools, [(1, raw)], [(1, cooked)])) sharpeningAssocs ++ extraWaterAssocs workshopEffect :: Effect workshopEffect = combineEffect "have not enough tools and components" workshopAssocs cookingAssocs :: [(GroupName ItemKind, GroupName ItemKind)] cookingAssocs = [ (RAW_MEAT_CHUNK, ROASTED_MEAT_CHUNK) , (S_ENCHANCED_BERRY, S_COOKED_BERRY) , (S_FRAYED_FUNGUS, S_COOKED_FUNGUS) , (S_THIC_LEAF, S_COOKED_LEAF) , (S_RECONFIGURED_FRUIT, S_COOKED_FRUIT) , (S_FRAGRANT_HERB, S_COOKED_HERB) , (S_DULL_FLOWER, S_COOKED_FLOWER) , (S_SPICY_BARK, S_COOKED_BARK) , (S_PUMPKIN, S_COOKED_PUMPKIN) ] extraRoastAssocs :: [( [(Int, GroupName ItemKind)] , [(Int, GroupName ItemKind)] , [(Int, GroupName ItemKind)] )] extraRoastAssocs = [ ([], [(1, S_DOUSED_WOODEN_TORCH)], [(1, S_WOODEN_TORCH)]) , ([], [(1, S_DOUSED_OIL_LAMP)], [(1, S_OIL_LAMP)]) , ([], [(1, WASTE_CONTAINER)], [(1, S_REFRIGERATION_COIL)]) ] sharpeningAssocs :: [( [(Int, GroupName ItemKind)] , GroupName ItemKind , GroupName ItemKind )] sharpeningAssocs = [ ([(1, SHARPENING_TOOL)], S_HARPOON_CARGO, S_HARPOON_SHARP) , ([(1, SHARPENING_TOOL), (1, BREACHING_TOOL)], S_PIPE, S_SHARPENED_PIPE) , ([(1, SHARPENING_TOOL)], S_SHIELD_BLUNT, S_SHIELD_SHARP) , ([(2, SHARPENING_TOOL)], S_SHORT_BLUNT_HAMMER, S_SHORT_SHARP_HAMMER) , ([(2, SHARPENING_TOOL)], S_LONG_BLUNT_HAMMER, S_LONG_SHARP_HAMMER) , ([(2, SHARPENING_TOOL)], S_CLEAVER, S_DAGGER) , ([(1, SHARPENING_TOOL)], S_RAPIER_BLUNT, S_RAPIER_SHARP) , ([(2, SHARPENING_TOOL)], S_POLE_CLEAVER, S_LONG_SPEAR) , ([(1, SHARPENING_TOOL)], S_HALBERD_BLUNT, S_HALBERD_SHARP) ] extraWaterAssocs :: [( [(Int, GroupName ItemKind)] , [(Int, GroupName ItemKind)] , [(Int, GroupName ItemKind)] )] extraWaterAssocs = [ ( [(1, PERFUME)], [(5, S_EMPTY_FLASK)], [(5, S_ROSE_WATER_FLASK)] ) , ( [], [(1, S_EMPTY_FLASK)], [(1, S_WATER_FLASK)] ) ] workshopAssocs :: [( [(Int, GroupName ItemKind)] , [(Int, GroupName ItemKind)] , [(Int, GroupName ItemKind)] )] workshopAssocs = [ ( [(1, BONDING_TOOL)], [(1, POLE), (1, S_SHORT_BLUNT_HAMMER)] , [(1, S_LONG_BLUNT_HAMMER), (1, HANDLE)] ) , ( [(1, BONDING_TOOL)], [(1, POLE), (1, S_SHORT_SHARP_HAMMER)] , [(1, S_LONG_SHARP_HAMMER), (1, HANDLE)] ) , ( [(1, BONDING_TOOL)], [(1, POLE), (1, S_FIRE_AXE)] , [(1, S_POLL_AXE), (1, HANDLE)] ) , ( [(2, BONDING_TOOL)], [(1, POLE), (1, S_CLEAVER)] , [(1, S_POLE_CLEAVER)] ) , ( [(2, BONDING_TOOL)], [(1, POLE), (1, S_DAGGER)] , [(1, S_LONG_SPEAR)] ) , ( [], [(1, S_STAFF), (1, STEEL_SCRAP)], [(1, S_SHORT_CLUB)] ) , ( [], [(1, POLE), (2, STEEL_SCRAP)], [(1, S_LONG_CLUB)] ) -- Perfect the perfection. Comes after the productive rules. -- Only include the most augmented items with random stats to re-roll. , ( [(1, BONDING_TOOL)], [(1, S_LONG_SHARP_HAMMER)] , [(1, S_LONG_SHARP_HAMMER)] ) , ( [(1, BONDING_TOOL)], [(1, S_POLL_AXE)], [(1, S_POLL_AXE)] ) , ( [(1, BONDING_TOOL)], [(1, S_LONG_SPEAR)], [(1, S_LONG_SPEAR)] ) , ( [(3, BONDING_TOOL)] , [ (1, S_SPACESUIT_JACKET), (1, S_SPACESUIT_TROUSERS) , (2, S_SPACESUIT_GLOVE), (1, S_SPACESUIT_HELMET) , (2, S_SPACESUIT_BOOT) ] , [(1, S_SPACESUIT)] ) -- Recipes that destroy more useful things than other recipes come last. , ( [(1, WIRECUTTING_TOOL)], [(1, S_SPACESUIT_TORN)] , [(1, SPACESUIT_PART), (1, SPACESUIT_PART), (1, CLOTH_RAG)] ) , ( [(1, PERFUME)], [(1, WATER_SOURCE), (5, S_EMPTY_FLASK)] , [(6, S_ROSE_WATER_FLASK)] ) -- the extra container is from water source , ( [(1, BREACHING_TOOL)], [(1, POLE_AND_STEEL)] -- harder to dismantle , [(1, POLE), (1, STEEL_SCRAP)] ) , ([], [(1, HANDLE_AND_STEEL)], [(1, HANDLE), (1, STEEL_SCRAP)]) ] Allure-0.11.0.0/GameDefinition/Content/ItemKindOrgan.hs0000644000000000000000000014777707346545000020716 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Actor organ definitions. module Content.ItemKindOrgan ( -- * Group name patterns pattern S_FIST, pattern S_FOOT, pattern S_HOOKED_CLAW, pattern S_SMALL_CLAW, pattern S_SNOUT, pattern S_SMALL_JAW, pattern S_JAW, pattern S_LARGE_JAW, pattern S_ANTLER, pattern S_HORN, pattern S_RHINO_HORN, pattern S_TENTACLE, pattern S_TIP, pattern S_LIP, pattern S_THORN, pattern S_BOILING_FISSURE, pattern S_BEE_STING, pattern S_STING, pattern S_VENOM_TOOTH, pattern S_VENOM_FANG, pattern S_SCREECHING_BEAK, pattern S_LARGE_TAIL, pattern S_HUGE_TAIL, pattern S_ARMORED_SKIN, pattern S_BARK, pattern S_NOSTRIL, pattern S_RATLLE, pattern S_INSECT_MORTALITY, pattern S_SAPIENT_BRAIN, pattern S_ANIMAL_BRAIN, pattern S_SCENT_GLAND, pattern S_BOILING_VENT, pattern S_EYE_3, pattern S_EYE_6, pattern S_EYE_8, pattern S_VISION_6, pattern S_VISION_12, pattern S_VISION_16, pattern S_EAR_3, pattern S_EAR_6, pattern S_EAR_8, pattern S_SPEED_GLAND_5, pattern S_SPEED_GLAND_10 , pattern SCAVENGER, pattern ALCOHOL , pattern S_ANIMAL_STOMACH, pattern S_HUNGRY, pattern S_RAZOR, pattern S_FLOTATION_BAG, pattern S_INK_SAC, pattern S_POWERFUL_HIND_LEGS, pattern S_COILED_TAIL, pattern S_JET_BOOSTER, pattern S_RHINO_INERTIA, pattern S_SMALL_BEAK, pattern S_LIVE_WIRE, pattern S_COOLING_VENT, pattern S_COOLING_FISSURE, pattern S_MEDBOT_VENT, pattern S_MEDBOT_FISSURE, pattern S_DUST_VENT, pattern S_DUST_FISSURE, pattern S_FUEL_VENT, pattern S_FUEL_FISSURE, pattern S_ROBOT_BRAIN, pattern S_HULL_PLATING, pattern S_MOUTH_VENT, pattern S_CRUDE_WELD , pattern ELECTRIC_AMBIENCE, pattern GENETIC_FLAW_3, pattern GENETIC_FLAW_10, pattern GENETIC_FLAW, pattern BACKSTORY, pattern BACKSTORY_FLUFF, pattern BACKSTORY_GOOD, pattern BACKSTORY_BAD, pattern BACKSTORY_MIXED, pattern BACKSTORY_NEUTRAL , organsGNSingleton, organsGN , -- * Content organs ) where import Prelude () import Game.LambdaHack.Core.Prelude import Game.LambdaHack.Content.ItemKind import Game.LambdaHack.Content.RuleKind import Game.LambdaHack.Core.Dice import Game.LambdaHack.Definition.Ability import Game.LambdaHack.Definition.Color import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.DefsInternal import Game.LambdaHack.Definition.Flavour import Content.ItemKindBlast import Content.ItemKindTemporary import Content.RuleKind -- * Group name patterns organsGNSingleton :: [GroupName ItemKind] organsGNSingleton = [S_FIST, S_FOOT, S_HOOKED_CLAW, S_SMALL_CLAW, S_SNOUT, S_SMALL_JAW, S_JAW, S_LARGE_JAW, S_ANTLER, S_HORN, S_RHINO_HORN, S_TENTACLE, S_TIP, S_LIP, S_THORN, S_BOILING_FISSURE, S_BEE_STING, S_STING, S_VENOM_TOOTH, S_VENOM_FANG, S_SCREECHING_BEAK, S_LARGE_TAIL, S_HUGE_TAIL, S_ARMORED_SKIN, S_BARK, S_NOSTRIL, S_RATLLE, S_INSECT_MORTALITY, S_SAPIENT_BRAIN, S_ANIMAL_BRAIN, S_SCENT_GLAND, S_BOILING_VENT, S_EYE_3, S_EYE_6, S_EYE_8, S_VISION_6, S_VISION_12, S_VISION_16, S_EAR_3, S_EAR_6, S_EAR_8, S_SPEED_GLAND_5, S_SPEED_GLAND_10] ++ [S_ANIMAL_STOMACH, S_HUNGRY, S_RAZOR, S_FLOTATION_BAG, S_INK_SAC, S_POWERFUL_HIND_LEGS, S_COILED_TAIL, S_JET_BOOSTER, S_RHINO_INERTIA, S_SMALL_BEAK, S_LIVE_WIRE, S_COOLING_VENT, S_COOLING_FISSURE, S_MEDBOT_VENT, S_MEDBOT_FISSURE, S_DUST_VENT, S_DUST_FISSURE, S_FUEL_VENT, S_FUEL_FISSURE, S_ROBOT_BRAIN, S_HULL_PLATING, S_MOUTH_VENT, S_CRUDE_WELD, BACKSTORY_FLUFF_UNKNOWN, BACKSTORY_GOOD_UNKNOWN, BACKSTORY_BAD_UNKNOWN, BACKSTORY_MIXED_UNKNOWN, BACKSTORY_NEUTRAL_UNKNOWN] pattern S_FIST, S_FOOT, S_HOOKED_CLAW, S_SMALL_CLAW, S_SNOUT, S_SMALL_JAW, S_JAW, S_LARGE_JAW, S_ANTLER, S_HORN, S_RHINO_HORN, S_TENTACLE, S_TIP, S_LIP, S_THORN, S_BOILING_FISSURE, S_BEE_STING, S_STING, S_VENOM_TOOTH, S_VENOM_FANG, S_SCREECHING_BEAK, S_LARGE_TAIL, S_HUGE_TAIL, S_ARMORED_SKIN, S_BARK, S_NOSTRIL, S_RATLLE, S_INSECT_MORTALITY, S_SAPIENT_BRAIN, S_ANIMAL_BRAIN, S_SCENT_GLAND, S_BOILING_VENT, S_EYE_3, S_EYE_6, S_EYE_8, S_VISION_6, S_VISION_12, S_VISION_16, S_EAR_3, S_EAR_6, S_EAR_8, S_SPEED_GLAND_5, S_SPEED_GLAND_10 :: GroupName ItemKind pattern S_ANIMAL_STOMACH, S_HUNGRY, S_RAZOR, S_FLOTATION_BAG, S_INK_SAC, S_POWERFUL_HIND_LEGS, S_COILED_TAIL, S_JET_BOOSTER, S_RHINO_INERTIA, S_SMALL_BEAK, S_LIVE_WIRE, S_COOLING_VENT, S_COOLING_FISSURE, S_MEDBOT_VENT, S_MEDBOT_FISSURE, S_DUST_VENT, S_DUST_FISSURE, S_FUEL_VENT, S_FUEL_FISSURE, S_ROBOT_BRAIN, S_HULL_PLATING, S_MOUTH_VENT, S_CRUDE_WELD, BACKSTORY_FLUFF_UNKNOWN, BACKSTORY_GOOD_UNKNOWN, BACKSTORY_BAD_UNKNOWN, BACKSTORY_MIXED_UNKNOWN, BACKSTORY_NEUTRAL_UNKNOWN :: GroupName ItemKind organsGN :: [GroupName ItemKind] organsGN = SCAVENGER : ALCOHOL : [ELECTRIC_AMBIENCE, GENETIC_FLAW_3, GENETIC_FLAW_10, GENETIC_FLAW, BACKSTORY, BACKSTORY_FLUFF, BACKSTORY_GOOD, BACKSTORY_BAD, BACKSTORY_MIXED, BACKSTORY_NEUTRAL] pattern SCAVENGER :: GroupName ItemKind pattern ALCOHOL :: GroupName ItemKind pattern ELECTRIC_AMBIENCE, GENETIC_FLAW_3, GENETIC_FLAW_10, GENETIC_FLAW, BACKSTORY, BACKSTORY_FLUFF, BACKSTORY_GOOD, BACKSTORY_BAD, BACKSTORY_MIXED, BACKSTORY_NEUTRAL :: GroupName ItemKind pattern S_FIST = GroupName "fist" pattern S_FOOT = GroupName "foot" pattern S_HOOKED_CLAW = GroupName "hooked claw" pattern S_SMALL_CLAW = GroupName "small claw" pattern S_SNOUT = GroupName "snout" pattern S_SMALL_JAW = GroupName "small jaw" pattern S_JAW = GroupName "jaw" pattern S_LARGE_JAW = GroupName "large jaw" pattern S_ANTLER = GroupName "antler" pattern S_HORN = GroupName "horn" pattern S_RHINO_HORN = GroupName "rhino horn" pattern S_TENTACLE = GroupName "tentacle" pattern S_TIP = GroupName "tip" pattern S_LIP = GroupName "lip" pattern S_THORN = GroupName "thorn" pattern S_BOILING_FISSURE = GroupName "boiling fissure" pattern S_BEE_STING = GroupName "bee sting" pattern S_STING = GroupName "sting" pattern S_VENOM_TOOTH = GroupName "venom tooth" pattern S_VENOM_FANG = GroupName "venom fang" pattern S_SCREECHING_BEAK = GroupName "screeching beak" pattern S_LARGE_TAIL = GroupName "large tail" pattern S_HUGE_TAIL = GroupName "huge tail" pattern S_ARMORED_SKIN = GroupName "armored skin" pattern S_BARK = GroupName "bark" pattern S_NOSTRIL = GroupName "nostril" pattern S_RATLLE = GroupName "rattle" pattern S_INSECT_MORTALITY = GroupName "insect mortality" pattern S_SAPIENT_BRAIN = GroupName "sapient brain" pattern S_ANIMAL_BRAIN = GroupName "animal brain" pattern S_SCENT_GLAND = GroupName "scent gland" pattern S_BOILING_VENT = GroupName "boiling vent" pattern S_EYE_3 = GroupName "eye 3" pattern S_EYE_6 = GroupName "eye 6" pattern S_EYE_8 = GroupName "eye 8" pattern S_VISION_6 = GroupName "vision 6" pattern S_VISION_12 = GroupName "vision 12" pattern S_VISION_16 = GroupName "vision 16" pattern S_EAR_3 = GroupName "ear 3" pattern S_EAR_6 = GroupName "ear 6" pattern S_EAR_8 = GroupName "ear 8" pattern S_SPEED_GLAND_5 = GroupName "speed gland 5" pattern S_SPEED_GLAND_10 = GroupName "speed gland 10" pattern SCAVENGER = GroupName "scavenger" pattern ALCOHOL = GroupName "alcohol" -- ** Allure-specific pattern S_ANIMAL_STOMACH = GroupName "animal stomach" pattern S_HUNGRY = GroupName "hungry" pattern S_RAZOR = GroupName "razor" pattern S_FLOTATION_BAG = GroupName "flotation bag" pattern S_INK_SAC = GroupName "inc sac" pattern S_POWERFUL_HIND_LEGS = GroupName "powerful hind legs" pattern S_COILED_TAIL = GroupName "coiled tail" pattern S_JET_BOOSTER = GroupName "jet booster" pattern S_RHINO_INERTIA = GroupName "rhino inertia" pattern S_SMALL_BEAK = GroupName "small beak" pattern S_LIVE_WIRE = GroupName "live wire" pattern S_COOLING_VENT = GroupName "cooling vent" pattern S_COOLING_FISSURE = GroupName "cooling fissure" pattern S_MEDBOT_VENT = GroupName "medbot vent" pattern S_MEDBOT_FISSURE = GroupName "medbot fissure" pattern S_DUST_VENT = GroupName "dust vent" pattern S_DUST_FISSURE = GroupName "dust fissure" pattern S_FUEL_VENT = GroupName "fuel vent" pattern S_FUEL_FISSURE = GroupName "fuel fissure" pattern S_ROBOT_BRAIN = GroupName "robot brain" pattern S_HULL_PLATING = GroupName "hull plating" pattern S_MOUTH_VENT = GroupName "mouth vent" pattern S_CRUDE_WELD = GroupName "crude weld" pattern ELECTRIC_AMBIENCE = GroupName "electric ambience" pattern GENETIC_FLAW_3 = GroupName "genetic flaw 3" pattern GENETIC_FLAW_10 = GroupName "genetic flaw 10" pattern GENETIC_FLAW = GroupName "genetic flaw" pattern BACKSTORY = GroupName "backstory" pattern BACKSTORY_FLUFF_UNKNOWN = GroupName "fluff backstory unknown" pattern BACKSTORY_FLUFF = GroupName "fluff backstory" pattern BACKSTORY_GOOD_UNKNOWN = GroupName "good backstory unknown" pattern BACKSTORY_GOOD = GroupName "good backstory" pattern BACKSTORY_BAD_UNKNOWN = GroupName "bad backstory unknown" pattern BACKSTORY_BAD = GroupName "bad backstory" pattern BACKSTORY_MIXED_UNKNOWN = GroupName "mixed backstory unknown" pattern BACKSTORY_MIXED = GroupName "mixed backstory" pattern BACKSTORY_NEUTRAL_UNKNOWN = GroupName "neutral backstory unk." pattern BACKSTORY_NEUTRAL = GroupName "neutral backstory" -- * Content organs :: [ItemKind] organs = [fist, foot, hookedClaw, smallClaw, snout, smallJaw, jaw, largeJaw, antler, horn, rhinoHorn, tentacle, tip, lip, thorn, boilingFissure, arsenicFissure, sulfurFissure, beeSting, sting, venomTooth, venomFang, screechingBeak, largeTail, hugeTail, armoredSkin, bark, eye3, eye6, eye8, vision6, vision12, vision16, nostril, ear3, ear6, ear8, rattleOrgan, insectMortality, sapientBrain, animalBrain, speedGland5, speedGland10, scentGland, boilingVent, arsenicVent, sulfurVent, bonusHP, braced, asleep, impressed] -- Allure-specific ++ [animalStomach, hungry, smallBeak, razor, liveWire, flotationBag, inkSac, powerfulHindLegs, coiledTail, jetBooster, rhinoInertia, electricAmbience, electricAmbienceRecharge, robotBrain, hullPlating, mouthVent, dustVent, dustFissure, fuelVent, fuelFissure, geneticFlaw3BadArmorMelee, geneticFlaw3BadArmorRanged, geneticFlaw10BadArmorMelee, geneticFlaw10BadArmorRanged, backstoryFluffTemplate, backstoryFluff1, backstoryGoodTemplate, backstoryGood1, backstoryGood2, backstoryGood3, backstoryBadTemplate, backstoryBad1, backstoryBad2, backstoryBad3, backstoryBad4, backstoryMixedTemplate, backstoryMixed1, backstoryMixed2, backstoryNeutralTemplate, backstoryNeutral1, backstoryNeutral2, backstoryNeutral3] fist, foot, hookedClaw, smallClaw, snout, smallJaw, jaw, largeJaw, antler, horn, rhinoHorn, tentacle, tip, lip, thorn, boilingFissure, arsenicFissure, sulfurFissure, beeSting, sting, venomTooth, venomFang, screechingBeak, largeTail, hugeTail, armoredSkin, bark, eye3, eye6, eye8, vision6, vision12, vision16, nostril, ear3, ear6, ear8, rattleOrgan, insectMortality, sapientBrain, animalBrain, speedGland5, speedGland10, scentGland, boilingVent, arsenicVent, sulfurVent, bonusHP, braced, asleep, impressed :: ItemKind -- Allure-specific animalStomach, hungry, smallBeak, razor, liveWire, flotationBag, inkSac, powerfulHindLegs, coiledTail, jetBooster, rhinoInertia, electricAmbience, electricAmbienceRecharge, robotBrain, hullPlating, mouthVent, dustVent, dustFissure, fuelVent, fuelFissure, geneticFlaw3BadArmorMelee, geneticFlaw3BadArmorRanged, geneticFlaw10BadArmorMelee, geneticFlaw10BadArmorRanged, backstoryFluffTemplate, backstoryFluff1, backstoryGoodTemplate, backstoryGood1, backstoryGood2, backstoryGood3, backstoryBadTemplate, backstoryBad1, backstoryBad2, backstoryBad3, backstoryBad4, backstoryMixedTemplate, backstoryMixed1, backstoryMixed2, backstoryNeutralTemplate, backstoryNeutral1, backstoryNeutral2, backstoryNeutral3 :: ItemKind symbolNecklace, symbolWand :: ContentSymbol ItemKind symbolNecklace = rsymbolNecklace $ ritemSymbols standardRules symbolWand = rsymbolWand $ ritemSymbols standardRules -- * No-cooldown melee damage organs without effects thorn = fist { isymbol = symbolWand , iname = "thorn" , ifreq = [(S_THORN, 1)] , icount = 2 + 1 `d` 2 -- unrealistic, but not boring , iverbHit = "puncture" , idamage = 1 `d` 1 , iaspects = [SetFlag Meleeable] -- not Durable , ieffects = [VerbNoLonger "be not so thorny any more" "."] , idesc = "Sharp yet brittle." } tip = fist { iname = "tip" , ifreq = [(S_TIP, 1)] , icount = 1 , iverbHit = "poke" , idamage = 1 `d` 1 , idesc = "" } fist = ItemKind { isymbol = toContentSymbol ',' , iname = "fist" , ifreq = [(S_FIST, 1)] , iflavour = zipPlain [Red] , icount = 2 , irarity = [(1, 1)] , iverbHit = "punch" , iweight = 2000 , idamage = 2 `d` 1 , iaspects = [SetFlag Durable, SetFlag Meleeable] , ieffects = [] , idesc = "Simple but effective." , ikit = [] } foot = fist { iname = "foot" , ifreq = [(S_FOOT, 1)] , iverbHit = "kick" , idamage = 2 `d` 1 , idesc = "A weapon you can still use if disarmed." -- great example of tutorial hints inside a flavourful text } smallClaw = fist { iname = "small claw" , ifreq = [(S_SMALL_CLAW, 1)] , iverbHit = "slash" , idamage = 2 `d` 1 , idesc = "A pearly spike." } snout = fist { iname = "snout" , ifreq = [(S_SNOUT, 1)] , icount = 1 , iverbHit = "nudge" , idamage = 2 `d` 1 , idesc = "Sensitive and wide-nostrilled." } smallJaw = fist { iname = "small jaw" , ifreq = [(S_SMALL_JAW, 1)] , icount = 1 , iverbHit = "rip" , idamage = 3 `d` 1 , idesc = "Filled with small, even teeth." } -- * Cooldown melee damage organs without effects tentacle = fist -- two copies only { iname = "tentacle" , ifreq = [(S_TENTACLE, 1)] , iverbHit = "slap" , idamage = 4 `d` 1 , iaspects = Timeout 3 -- minimal timeout that lets other organs show : iaspects fist , idesc = "Damp and dextrous." } jaw = fist { iname = "jaw" , ifreq = [(S_JAW, 1)] , icount = 1 , iverbHit = "rip" , idamage = 5 `d` 1 , iaspects = Timeout (2 + 1 `d` 2) -- no effect, but limit raw damage : iaspects fist , idesc = "Delivers a powerful bite." } horn = fist { iname = "horn" , ifreq = [(S_HORN, 1)] , iverbHit = "impale" , idamage = 5 `d` 1 , iaspects = [ Timeout 7 -- no effect, but limit raw damage; two copies , AddSkill SkArmorMelee 10 ] -- bonus doubled ++ iaspects fist , idesc = "Sharp and long, for defence or attack." } largeTail = fist { iname = "large tail" , ifreq = [(S_LARGE_TAIL, 1)] , icount = 1 , iverbHit = "knock" , idamage = 6 `d` 1 -- not sharp , iaspects = Timeout (4 + 1 `d` 2) -- one copy, so can be low : iaspects fist , idesc = "Almost as long as the trunk." } largeJaw = fist -- organs can't be too weak, because some non-humans also use -- human weapons and then the sudden contrast would be cruel { iname = "large jaw" , ifreq = [(S_LARGE_JAW, 1)] , icount = 1 , iverbHit = "crush" , idamage = 10 `d` 1 -- tops the best non-crafted, non-unique human weapons , iaspects = Timeout (8 + 1 `d` 2) -- no effect, but limit raw damage : iaspects fist , idesc = "Enough to swallow anything in a single gulp." } -- * Direct damage organs with effects beeSting = fist { isymbol = symbolWand , iname = "bee sting" , ifreq = [(S_BEE_STING, 1)] , icount = 1 , iverbHit = "sting" , idamage = 0 , iaspects = [ AddSkill SkArmorMelee 200, AddSkill SkArmorRanged 45 , SetFlag Meleeable ] -- not Durable , ieffects = [Paralyze 10, RefillHP 3] -- low gain; no tragedy if dies early -- no special message when runs out, because it's 1 copy , idesc = "Painful, but beneficial." } sting = fist { isymbol = symbolWand , iname = "sting" , ifreq = [(S_STING, 1)] , icount = 1 , iverbHit = "inject" , idamage = 1 `d` 1 , iaspects = Timeout (10 - 1 `dL` 4) : iaspects fist , ieffects = [toOrganBad S_RETAINING (3 + 1 `d` 3)] , idesc = "Painful, debilitating and harmful." } lip = fist { iname = "lip" , ifreq = [(S_LIP, 1)] , icount = 1 , iverbHit = "lap" , idamage = 1 `d` 1 , iaspects = Timeout (3 + 1 `d` 2) : iaspects fist , ieffects = [toOrganBad S_WEAKENED (1 + 1 `dL` 3)] , idesc = "" } venomTooth = fist { isymbol = symbolWand , iname = "venom tooth" , ifreq = [(S_VENOM_TOOTH, 1)] , iverbHit = "bite" , idamage = 1 `d` 1 , iaspects = Timeout (10 - 1 `dL` 3) : iaspects fist , ieffects = [toOrganBad S_SLOWED (2 + 1 `dL` 3)] , idesc = "A chilling numbness spreads from its bite." } hookedClaw = fist { isymbol = symbolWand , iname = "hooked claw" , ifreq = [(S_HOOKED_CLAW, 1)] , icount = 2 -- even if more, only the fore claws used for fighting , iverbHit = "hook" , idamage = 2 `d` 1 , iaspects = Timeout (12 - 1 `dL` 3) : iaspects fist , ieffects = [toOrganBad S_SLOWED 2] , idesc = "A curved talon." } screechingBeak = fist { isymbol = symbolWand , iname = "screeching beak" , ifreq = [(S_SCREECHING_BEAK, 1)] , icount = 1 , iverbHit = "peck" , idamage = 3 `d` 1 , iaspects = Timeout (7 - 1 `dL` 3) : iaspects fist , ieffects = [Summon SCAVENGER $ 1 `dL` 3] , idesc = "Both a weapon and a beacon, calling more scavengers to the meal." } antler = fist { isymbol = symbolWand , iname = "antler" , ifreq = [(S_ANTLER, 1)] , iverbHit = "ram" , idamage = 4 `d` 1 , iaspects = [ Timeout $ 3 + (1 `d` 3) * 3 , AddSkill SkArmorMelee 10 ] -- bonus doubled ++ iaspects fist , ieffects = [PushActor (ThrowMod 100 50 1)] -- 1 step, slow , idesc = "" } rhinoHorn = fist { isymbol = symbolWand , iname = "ugly horn" -- made of keratin, unlike real horns , ifreq = [(S_RHINO_HORN, 1)] , icount = 1 -- single, unlike real horns , iverbHit = "gore" , idamage = 4 `d` 1 , iaspects = Timeout 5 : iaspects fist , ieffects = [Impress, Yell] -- the owner is a mid-boss, after all , idesc = "Very solid, considering it has the same composition as fingernails." } hugeTail = fist { isymbol = symbolWand , iname = "huge tail" , ifreq = [(S_HUGE_TAIL, 1)] , icount = 1 , iverbHit = "upend" , idamage = 7 `d` 1 , iaspects = Timeout (7 + 1 `d` 2) : iaspects fist -- timeout higher, lest they regain push before closing again , ieffects = [PushActor (ThrowMod 200 50 1)] -- 1 step, fast -- 2 steps would be too hard to counteract via second line of heroes , idesc = "This immense and muscular tail transfers a huge momentum in a matter of seconds." } -- * Melee weapons without direct damage venomFang = fist { isymbol = symbolWand , iname = "venom fang" , ifreq = [(S_VENOM_FANG, 1)] , iverbHit = "bite" , idamage = 0 , iaspects = Timeout (10 - 1 `dL` 5) : iaspects fist , ieffects = [toOrganNoTimer S_POISONED] , idesc = "Dripping with deadly venom." } -- * Special melee weapons sulfurFissure = boilingFissure { iname = "fissure" , ifreq = [(S_MEDBOT_FISSURE, 1)] , icount = 2 + 1 `d` 2 , idamage = 0 -- heal not via (negative) idamage, for armour would block it , iaspects = SetFlag Benign : iaspects boilingFissure , ieffects = [ RefillHP 5 , toOrganNoTimer S_HUNGRY -- the metabolic price to pay , VerbNoLonger "run out of nano medbot liquid" "." ] , idesc = "" } boilingFissure = fist { isymbol = symbolWand , iname = "fissure" , ifreq = [(S_BOILING_FISSURE, 1)] , icount = 2 + 1 `d` 2 , iverbHit = "hiss at" , idamage = 2 `d` 1 -- can remove hunger, so high price , iaspects = [ AddSkill SkHurtMelee 20 -- decreasing as count decreases , SetFlag Meleeable ] -- not Durable , ieffects = [ DropItem 1 1 COrgan CONDITION -- useful; limited; HP price , VerbNoLonger "widen the crack, releasing pressure" "." ] , idesc = "" } arsenicFissure = boilingFissure { iname = "fissure" , ifreq = [(S_COOLING_FISSURE, 1)] , icount = 3 + 1 `d` 3 , idamage = 2 `d` 1 , ieffects = [ toOrganBad S_PARSIMONIOUS (5 + 1 `d` 3) -- weaken/freeze, impacting intellectual abilities first , VerbNoLonger "clog with ice" "." ] , idesc = "" } -- * Armor organs armoredSkin = ItemKind { isymbol = toContentSymbol ',' , iname = "armored skin" , ifreq = [(S_ARMORED_SKIN, 1)] , iflavour = zipPlain [Red] , icount = 1 , irarity = [(1, 1)] , iverbHit = "bash" , iweight = 2000 , idamage = 0 , iaspects = [ AddSkill SkArmorMelee 30, AddSkill SkArmorRanged 15 , SetFlag Durable ] , ieffects = [] , idesc = "Homemade armour is just as good." -- hmm, it may get confused with leather armor jackets, etc. , ikit = [] } bark = armoredSkin { iname = "bark" , ifreq = [(S_BARK, 1)] , idesc = "" } -- * Sense organs eye :: Int -> GroupName ItemKind -> ItemKind eye n grp = armoredSkin { iname = "eye" , ifreq = [(grp, 1)] , icount = 2 , iverbHit = "glare at" , iaspects = [ AddSkill SkSight (intToDice n) , SetFlag Durable ] , idesc = "A piercing stare." } eye3 = eye 3 S_EYE_3 eye6 = eye 6 S_EYE_6 eye8 = eye 8 S_EYE_8 vision :: Int -> GroupName ItemKind -> ItemKind vision n grp = armoredSkin { iname = "vision" , ifreq = [(grp, 1)] , iverbHit = "visualize" , iaspects = [ AddSkill SkSight (intToDice n) , SetFlag Durable ] , idesc = "" } vision6 = vision 6 S_VISION_6 vision12 = vision 12 S_VISION_12 vision16 = vision 16 S_VISION_16 nostril = armoredSkin { iname = "nostril" , ifreq = [(S_NOSTRIL, 1)] , icount = 2 , iverbHit = "snuff" , iaspects = [ AddSkill SkSmell 1 -- times 2, from icount , SetFlag Durable ] , idesc = "" } ear :: Int -> GroupName ItemKind -> ItemKind ear n grp = armoredSkin { iname = "ear" , ifreq = [(grp, 1)] , icount = 2 , iverbHit = "overhear" , iaspects = [ AddSkill SkHearing (intToDice n) , SetFlag Durable ] , idesc = "" } ear3 = ear 3 S_EAR_3 ear6 = ear 6 S_EAR_6 ear8 = ear 8 S_EAR_8 -- * Assorted rattleOrgan = armoredSkin { iname = "rattle" , ifreq = [(S_RATLLE, 1)] , iverbHit = "announce" , iaspects = [ Timeout $ 10 + (1 `d` 3) * 10 -- long, to limit spam , SetFlag Periodic, SetFlag Durable ] , ieffects = [Yell, RefillCalm 5] , idesc = "" } insectMortality = armoredSkin { iname = "insect mortality" , ifreq = [(S_INSECT_MORTALITY, 1)] , iverbHit = "age" , iaspects = [ AddSkill SkAggression 2 -- try to attack before you die , Timeout $ 50 + (1 `d` 3) * 10 -- die even more slowly -- due to large levels , SetFlag Periodic, SetFlag Durable ] , ieffects = [RefillHP (-1), Yell] , idesc = "" } sapientBrain = armoredSkin { iname = "sapient brain" , ifreq = [(S_SAPIENT_BRAIN, 1)] , iverbHit = "outbrain" , iaspects = [AddSkill sk 1 | sk <- [SkMove .. SkApply]] ++ [AddSkill SkMove 4] -- can move at once when waking up ++ [AddSkill SkAlter 4] -- can use all stairs; dig rubble, ice ++ [AddSkill SkWait 2] -- can brace and sleep ++ [AddSkill SkApply 1] -- can use most items, not just foods ++ [SetFlag Durable] , idesc = "" } animalBrain = armoredSkin { iname = "animal brain" , ifreq = [(S_ANIMAL_BRAIN, 1)] , iverbHit = "blank" , iaspects = [AddSkill sk 1 | sk <- [SkMove .. SkApply]] ++ [AddSkill SkMove 4] -- can move at once when waking up ++ [AddSkill SkAlter 2] -- can use normal stairs; can't dig ++ [AddSkill SkWait 2] -- can brace and sleep -- No @SkApply@ bonus, so can only apply foods. Note, however, -- that AI doesn't risk applying unIded items, so in early -- game animals won't eat anything. ++ [AddSkill SkDisplace (-1)] -- no melee tactics ++ [AddSkill SkMoveItem (-1)] -- no item gathering ++ [AddSkill SkProject (-1)] -- nor item flinging ++ [SetFlag Durable] , idesc = "" } speedGland :: Int -> GroupName ItemKind -> ItemKind speedGland n grp = armoredSkin { isymbol = symbolWand , iname = "speed gland" , ifreq = [(grp, 1)] , iverbHit = "spit at" , iaspects = [ Timeout $ intToDice (100 `div` n) , AddSkill SkSpeed $ intToDice n , AddSkill SkArmorMelee $ intToDice $ - n * 5 , SetFlag Periodic, SetFlag Durable ] , ieffects = [RefillHP 1] , idesc = "" } speedGland5 = speedGland 5 S_SPEED_GLAND_5 speedGland10 = speedGland 10 S_SPEED_GLAND_10 scentGland = armoredSkin { isymbol = symbolWand , iname = "scent gland" , ifreq = [(S_SCENT_GLAND, 1)] , icount = 10 + 1 `d` 3 -- runs out , iverbHit = "spray at" , iaspects = [ Timeout $ (1 `d` 3) * 10 , SetFlag Periodic, SetFlag Fragile ] -- not Durable , ieffects = [ VerbNoLonger "look spent" "." , ApplyPerfume , Explode S_DISTRESSING_ODOR ] -- keep explosion at the end to avoid the ambiguity of -- "of ([foo explosion] of [bar])" , idesc = "" } sulfurVent = armoredSkin { isymbol = toContentSymbol 'v' , iname = "vent" , ifreq = [(S_MEDBOT_VENT, 1)] , iflavour = zipPlain [BrYellow] , iverbHit = "menace" , iaspects = [ Timeout $ (3 + 1 `d` 3) * 5 , SetFlag Periodic, SetFlag Durable ] , ieffects = [RefillHP 2, Explode S_MELEE_PROTECTIVE_BALM] , idesc = "" } boilingVent = armoredSkin { isymbol = toContentSymbol 'v' , iname = "vent" , ifreq = [(S_BOILING_VENT, 1)] , iflavour = zipPlain [BrGreen] , iverbHit = "menace" , iaspects = [ Timeout $ (4 + 1 `d` 3) * 5 , SetFlag Periodic, SetFlag Durable ] , ieffects = [RefillHP 2, Explode S_BOILING_WATER] , idesc = "" } arsenicVent = armoredSkin { isymbol = toContentSymbol 'v' , iname = "vent" , ifreq = [(S_COOLING_VENT, 1)] , iflavour = zipPlain [White] , iverbHit = "menace" , iaspects = [ Timeout $ (2 + 1 `d` 3) * 5 , SetFlag Periodic, SetFlag Durable ] , ieffects = [RefillHP 2, Explode S_VIOLENT_SLOWNESS_MIST] , idesc = "" } -- * Special bonusHP = armoredSkin { isymbol = toContentSymbol 'H' -- '+' reserved for conditions , iname = "extra HP" , ifreq = [(S_BONUS_HP, 1)] , iflavour = zipPlain [BrBlue] , iverbHit = "intimidate" , iweight = 0 , iaspects = [AddSkill SkMaxHP 1] , idesc = "Special training and connections in the right places give this adventurer reinforced musculature and augmented internal organs, much more resilient to damage." } braced = armoredSkin { isymbol = toContentSymbol 'B' , iname = "braced" , ifreq = [(S_BRACED, 1)] , iflavour = zipPlain [BrGreen] , iverbHit = "brace" , iweight = 0 , iaspects = [ AddSkill SkArmorMelee 50, AddSkill SkArmorRanged 25 , AddSkill SkHearing 10 , SetFlag Condition ] -- hack: display as condition , idesc = "Apart of increased resilience to attacks, being braced protects from displacement by foes and other forms of forced translocation, e.g., pushing or pulling." } asleep = armoredSkin { isymbol = toContentSymbol 'S' , iname = "asleep" , ifreq = [(S_ASLEEP, 1)] , iflavour = zipPlain [BrGreen] -- regenerates HP (very slowly) , icount = 5 , iverbHit = "slay" , iweight = 0 , iaspects = [AddSkill sk (-1) | sk <- [SkMove .. SkApply]] ++ [ AddSkill SkMelee 1, AddSkill SkAlter 1, AddSkill SkWait 1 , AddSkill SkSight (-3), AddSkill SkArmorMelee (-10) , SetFlag Condition ] -- hack: display as condition , idesc = "Sleep helps to regain health, albeit extremely slowly. Being asleep makes you vulnerable, with gradually diminishing effects as the slumber wears off over several turns. Any non-idle action, not only combat but even yawning or stretching removes a sizable portion of the sleepiness." } impressed = armoredSkin { isymbol = toContentSymbol 'I' , iname = "impressed" -- keep the same as in @ifreq@, to simplify code , ifreq = [(S_IMPRESSED, 1), (CONDITION, 1)] , iflavour = zipPlain [BrRed] , iverbHit = "confuse" , iweight = 0 , iaspects = [ AddSkill SkMaxCalm (-1) -- to help player notice on HUD -- and to count as bad condition , AddSkill SkArmorMelee (-3) , SetFlag Fragile -- to announce "no longer" only when -- all copies gone , SetFlag Condition ] -- this is really a condition, -- just not a timed condition , ieffects = [ OnSmash $ verbMsgLess "impressed" , OnSmash $ verbMsgNoLonger "impressed" ] -- not periodic, so no wear each turn, so only @OnSmash@ , idesc = "Being impressed by one's adversary sounds like fun, but on battlefield it equals treason. Almost. Throw in depleted battle calm and it leads to mindless desertion outright." } -- * Allure-specific melee weapons smallBeak = fist { iname = "small beak" , ifreq = [(S_SMALL_BEAK, 1)] , icount = 1 , iverbHit = "nom" , idamage = 2 `d` 1 , idesc = "Cute, but painful." } liveWire = fist { isymbol = symbolWand , iname = "live wire" , ifreq = [(S_LIVE_WIRE, 1)] , icount = 1 , iverbHit = "shock" , idamage = 0 , iaspects = Timeout (2 + 1 `d` 2) : iaspects fist , ieffects = [ Discharge 1 $ 80 - 1 `d` 40 , RefillHP (-1) ] , idesc = "" } razor = fist { isymbol = symbolWand , iname = "razor edge" , ifreq = [(S_RAZOR, 1)] , icount = 1 + 1 `d` 2 , iverbHit = "slice" , idamage = 2 `d` 1 , iaspects = [ SetFlag Meleeable -- not Durable , Timeout 4 ] -- but cooldown to use other weapons , ieffects = [ toOrganBad S_WEAKENED (2 + 1 `dL` 3) , VerbNoLonger "lose all sharpness" "." ] -- we interpret charges as sharpness of the actor or his razor' -- no pronoun in the message to avoid "you lose its sharpness" , idesc = "" } dustFissure = boilingFissure { iname = "fissure" , ifreq = [(S_DUST_FISSURE, 1)] , icount = 3 + 1 `d` 3 , idamage = 1 `d` 1 , ieffects = [ toOrganBad S_WEAKENED 20 , VerbNoLonger "cough one last time" "." ] , idesc = "" } fuelFissure = boilingFissure { iname = "fissure" , ifreq = [(S_FUEL_FISSURE, 1)] , icount = 3 + 1 `d` 3 , idamage = 0 , ieffects = [ Burn 1 , VerbNoLonger "have its fissures mended by emergency auto-sealants" "." ] , idesc = "" } -- * Allure-specific other animalStomach = armoredSkin { isymbol = toContentSymbol 'u' , iname = "animal stomach" , ifreq = [(S_ANIMAL_STOMACH, 1)] , iverbHit = "burp" , iaspects = [ Timeout $ 500 + (1 `d` 3) * 50 -- hunger very slowly , SetFlag Periodic, SetFlag Durable ] , ieffects = [toOrganNoTimer S_HUNGRY] , idesc = "" } hungry = armoredSkin { isymbol = toContentSymbol 'U' , iname = "hungry" -- keep the same as in @ifreq@, to simplify code , ifreq = [(S_HUNGRY, 1), (CONDITION, 1)] , iflavour = zipPlain [BrRed] , icount = 1 , iverbHit = "pang" , iweight = 0 , iaspects = [ AddSkill SkMaxHP (-1) , SetFlag Fragile -- to announce "no longer" only when -- all copies gone , SetFlag Condition ] -- this is really a condition, -- just not a timed condition , ieffects = [ OnSmash $ verbMsgLess "hungry" , OnSmash $ verbMsgNoLonger "hungry" ] -- not periodic, so no wear each turn, so only @OnSmash@ , idesc = "Hunger limits physical fitness. In extreme cases, when compounded, it causes such fragility that the slightest stress becomes lethal." } flotationBag = armoredSkin { isymbol = toContentSymbol 'O' , iname = "flotation bag" , ifreq = [(S_FLOTATION_BAG, 1)] , iverbHit = "uplift" , iaspects = [AddSkill SkArmorRanged (-15), SetFlag Durable] , ieffects = [OnSmash $ Explode S_FOCUSED_CONCUSSION] -- if too weak, use S_FOCUSED_FRAGMENTATION that is -- less thematic than CONCUSSION, but more likely to cause -- the chain reaction among peers that we are after , idesc = "A large organ that enables effortless flight. It is essentially a hydrogen container with easily regulated internal pressure. It evolved a protection against blunt trauma, but not against puncture." } inkSac = armoredSkin -- neither melee nor aspects nor periodic, so to be { isymbol = symbolNecklace -- triggered, needs a special symbol , iname = "ink sac" , ifreq = [(S_INK_SAC, 1)] , iverbHit = "squirt" , iaspects = [Timeout $ 3 + 1 `d` 3, SetFlag Durable] , ieffects = [ Explode S_SMOKE -- weak, but lingers long , PullActor (ThrowMod 200 50 1) -- 1 step, fast , RefillCalm 100 ] -- balance @Explode@ so that AI uses it , idesc = "" -- TODO: https://en.wikipedia.org/wiki/Octopus#Ink_sac } powerfulHindLegs = armoredSkin -- neither melee nor periodic so to trigger { isymbol = symbolNecklace -- needs a special symbol , iname = "pair" , ifreq = [(S_POWERFUL_HIND_LEGS, 1)] , iverbHit = "jump" , iaspects = [ ELabel "of powerful hind legs" , Timeout $ 3 + 1 `d` 3, SetFlag Durable ] , ieffects = [toOrganGood S_HASTED 1] -- see comments about jumping pole , idesc = "With legs like that, just a moment of preparation is enough to make a rapid succession of huge leaps." -- no damage, but feet or claws are separate organs and they can be weapons } coiledTail = powerfulHindLegs { iname = "coiled tail" , ifreq = [(S_COILED_TAIL, 1)] , iverbHit = "spring" , iaspects = [Timeout $ 3 + 1 `d` 3, SetFlag Durable] , idesc = "When the coiled tail springs, expect a lurch that leaves you no time to react." } jetBooster = armoredSkin -- neither melee nor periodic so to be triggered, { isymbol = symbolNecklace -- needs a special symbol , iname = "jet booster" , ifreq = [(S_JET_BOOSTER, 1)] , iverbHit = "dart" , iaspects = [Timeout $ 4 + 1 `d` 2, SetFlag Durable] , ieffects = [ PushActor (ThrowMod 800 100 1) -- 8 steps, 2 turns , RefillCalm 100 ] -- give AI an incentive to use it , idesc = "The throttles are quite erratic with age, but the punch is none the less." } rhinoInertia = jetBooster { iname = "rhino inertia" , ifreq = [(S_RHINO_INERTIA, 1)] , iverbHit = "thunder" , idesc = "It's a struggle to move the mass and it's a reinforced concrete wall that stops it." } electricAmbience = armoredSkin { isymbol = toContentSymbol 'v' , iname = "static current ambience" , ifreq = [(ELECTRIC_AMBIENCE, 1)] , iverbHit = "shortcut" , iaspects = [ Timeout $ (2 + 1 `d` 3) * 5 , SetFlag Periodic, SetFlag Durable ] , ieffects = [RefillHP 2, Explode S_CURRENT_DISCHARGE] , idesc = "" } electricAmbienceRecharge = electricAmbience { iname = "static current ambience" , ieffects = [RefillHP 1, Explode S_CURRENT_RECHARGE] } robotBrain = armoredSkin { iname = "robot brain" , ifreq = [(S_ROBOT_BRAIN, 1)] , iverbHit = "outcompute" , iaspects = [AddSkill sk 1 | sk <- [SkMove .. SkApply]] ++ [AddSkill SkMove 4] -- can move at once when waking up ++ [AddSkill SkAlter 1] -- can open doors; only easiest stairs ++ [AddSkill SkWait 2] -- can brace and sleep -- No @SkAlter@ bonus, so can only use the easiest stairs. ++ [AddSkill SkApply (-1)] -- can't even eat food, but can fling ++ [SetFlag Durable] , idesc = "" } hullPlating = armoredSkin { iname = "hull plating" , ifreq = [(S_HULL_PLATING, 1)] , idesc = "" } mouthVent = armoredSkin { isymbol = toContentSymbol 'v' , iname = "mouth vent" , ifreq = [(S_MOUTH_VENT, 1)] , iflavour = zipPlain [BrMagenta] , iverbHit = "surprise" , iaspects = [ Timeout 10 , SetFlag Periodic, SetFlag Durable ] , ieffects = [ OneOf $ map (uncurry VerbMsg) [ ("say: Sir, your luggage has already been delivered", ".") , ("say: Sir, please find your luggage on the bench by your airlock", ".") , ("say: To resume my service I need help with this implement", ".") , ("announce: There's been a locomotive malfunction in component 'foot'. Help is requested", ".") , ("announce: Deck blue, level four has been temporarily sealed for a routine inspection", ".") , ("announce: Lifts are temporarily nonoperational. Please use emergency staircases", ".") , ("ask: Would you kindly help me?", "") , ("ask: Could you please come closer?", "") , ("ask: Have you found your luggage, sir?", "") , ("ask: Have you found the lift to your destination?", "") , ("complain: I can't reach you with this essential tool", "." ) , ("complain: I can't hand you this item from here", "." ) , ("complain: I'm afraid, I can't do that", "." ) ] ++ [NopEffect, NopEffect, NopEffect, NopEffect] , OneOf $ map Explode [ S_PHEROMONE, S_RHINO_HOLOGRAM, S_CURRENT_DISCHARGE , blastNoStatOf S_IMMOBILE, S_SPARK, S_SMOKE ] ] , idesc = "" } dustVent = armoredSkin { isymbol = toContentSymbol 'v' , iname = "vent" , ifreq = [(S_DUST_VENT, 1)] , iflavour = zipPlain [BrCyan] , iverbHit = "menace" , iaspects = [ Timeout $ (5 + 1 `d` 3) * 5 , SetFlag Periodic, SetFlag Durable ] , ieffects = [RefillHP 2, Explode S_VIOLENT_FLASH] , idesc = "" } fuelVent = armoredSkin { isymbol = toContentSymbol 'v' , iname = "vent" , ifreq = [(S_FUEL_VENT, 1)] , iflavour = zipPlain [BrRed] , iverbHit = "menace" , iaspects = [ Timeout $ (3 + 1 `d` 3) * 5 , SetFlag Periodic, SetFlag Durable ] , ieffects = [RefillHP 2, Explode S_VIOLENT_BURNING_OIL_4] , idesc = "" } -- HP change varies due to body size. -- -- This is destroyed on drop due to being an organ and so it runs -- the @OnSmash@ effects. Due to being a condition, it's not activated -- at actor death, avoiding a lot of spam and bringing him back to life. geneticFlaw :: Int -> Bool -> Int -> GroupName ItemKind -> ItemKind geneticFlaw fr badArmorMelee n grp = armoredSkin { isymbol = toContentSymbol 'F' , iname = "genetic flaw" -- keep the same as in @ifreq@, to simplify code , ifreq = [(GENETIC_FLAW, fr), (grp, 1)] , iflavour = zipPlain [BrRed] , iverbHit = "flaw" , iweight = 0 , iaspects = [ AddSkill SkMaxHP (intToDice $ - n) , SetFlag MetaGame, SetFlag Condition ] -- avoid being blamed in combat messages for bad defence, -- but no CONDITION group, not to be healed too easily ++ [AddSkill SkWait (-1) | n >= 10] ++ [AddSkill SkApply (-1) | n >= 10] ++ if badArmorMelee then [AddSkill SkArmorMelee (-20)] else [AddSkill SkArmorRanged (-10)] , ieffects = [ OnSmash $ DropItem maxBound maxBound COrgan CONDITION -- key for AI is it eliminates all impression conditions , OnSmash $ RefillHP n , OnSmash $ VerbNoLonger "undergo instant infracellular decontamination" "." ] -- unlike the civilian version, this one is instant and the attunement is automatic and relatively quick (the usual double cooldown when equipping items again) , idesc = "Nobody is perfect. At least without infracellular engineering, which is heavily regulated, insanely expensive and automatically reverted without refund before critical medical interventions. One more reason to be a good citizen, work hard and not die often. But where is the fun in that?" } geneticFlaw3BadArmorMelee = geneticFlaw 1 True 3 GENETIC_FLAW_3 geneticFlaw3BadArmorRanged = geneticFlaw 3 False 3 GENETIC_FLAW_3 geneticFlaw10BadArmorMelee = geneticFlaw 1 True 10 GENETIC_FLAW_10 geneticFlaw10BadArmorRanged = geneticFlaw 3 False 10 GENETIC_FLAW_10 -- * Allure-specific backstory items -- The name and description of each backstory item should add something -- to the biography or character of the hero or both. However, it should -- not constrain it so much that it conflicts with any other items. -- E.g., 'life spent in military' is not acceptable, -- but a spell in military is fine, just as is life spent doing -- dangerous tasks, serious missions or giving orders. -- The idea, in addition to avoiding inconsistency, is to let the player -- fill in the gaps and, in effect, invent the backstories. -- OTOH, the player needs something to work with, so a Wikipedia -- definition of a mild vice or a veiled allusion to in-game mechanics -- of a virtue are not enough. It's fine if some backstory -- items are more constraining that others. Variety is good. -- -- Make sure the effects here that not always fire don't fail with UseId -- and so reveal the backstory item too early and without the fun. -- The exception is fluff items, where the effects are marginal by definition. backstoryFluffTemplate = ItemKind { isymbol = toContentSymbol '?' , iname = "unrevealed rumination" , ifreq = [(BACKSTORY_FLUFF_UNKNOWN, 1)] , iflavour = zipStory [BrBlue, Blue] , icount = 1 , irarity = [(1, 1)] , iverbHit = "surprise" , iweight = 0 , idamage = 0 , iaspects = [ PresentAs BACKSTORY_FLUFF_UNKNOWN, SetFlag MetaGame , SetFlag Durable , SetFlag MinorAspects ] -- avoid question marks by weapons in HUD, because, -- unlike necklaces, these won't have stat boosts , ieffects = [] , idesc = "Not all crucial facts about a team member are remembered and revealed as soon as would be most beneficial for the team." , ikit = [] } backstoryFluff1 = backstoryFluffTemplate { iname = "\"Naughty Kid\"" , ifreq = [(BACKSTORY_FLUFF, 100), (BACKSTORY, 1)] , iaspects = [Timeout 500, SetFlag UnderMelee] ++ iaspects backstoryFluffTemplate , ieffects = [When (CalmLeq 30) $ OneOf $ map (uncurry VerbMsg) [ ("rage, froth-mouthed", ".") , ("say: Déjà vu?", "") , ("yell: I missed that so", "!") , ("hesitate for the briefest moment", ".") , ("inquire: in the face? in the face?", "") , ("lose it", ".") ]] , idesc = "Rumination: Bad temper, anguish and uncontrollable fury blot out all other childhood memories." } backstoryGoodTemplate = backstoryFluffTemplate { iname = "unrevealed virtue" , ifreq = [(BACKSTORY_GOOD_UNKNOWN, 1)] , iflavour = zipStory [cGoodEvent, cVeryGoodEvent] , iaspects = [ PresentAs BACKSTORY_GOOD_UNKNOWN, SetFlag MetaGame , SetFlag Durable, SetFlag MinorAspects ] } backstoryGood1 = backstoryGoodTemplate { iname = "\"Zero g Champ\"" , ifreq = [(BACKSTORY_GOOD, 100), (BACKSTORY, 1)] , iaspects = [Timeout 1000, SetFlag UnderRanged, SetFlag Unique] ++ iaspects backstoryGoodTemplate -- unique, so that team not overpowered , ieffects = [toOrganGood S_RANGED_DEFLECTING 10] -- rare, but long lasting , idesc = "Virtue: Years of training for null gravity squash tournaments unexpectedly pay off. At this very distance and speed, trajectory angles are obvious and lounging and feinting comes naturally." } backstoryGood2 = backstoryGoodTemplate { iname = "\"Loyalty ritual\"" , ifreq = [(BACKSTORY_GOOD, 100), (BACKSTORY, 1)] , iaspects = [Timeout 200, SetFlag Periodic] ++ iaspects backstoryGoodTemplate , ieffects = [Impress `AndEffect` VerbMsg "mumble repeatedly" "."] , idesc = "Virtue: Reciting, every once in a while, the names of all the people your life directly depends on is a proven loyalty-affirming custom. It also lets you pinpoint the moment you start hating a teammate." -- 'ritual' is exotic enough to add to biography } backstoryGood3 = backstoryGoodTemplate { iname = "\"Bravery\"" , ifreq = [(BACKSTORY_GOOD, 100), (BACKSTORY, 1)] , iaspects = [Timeout 1, SetFlag UnderMelee] ++ iaspects backstoryGoodTemplate , ieffects = [When (CalmLeq 2) $ When (TriggeredBy ActivationMeleeable) $ SeqEffect [ Recharge 4 20 , RefillCalm 2 ]] -- @TriggeredBy@ condition prevents micro-management , idesc = "Virtue: Several years of life threatening events leave either a trauma or a lesson. The lesson is, when fear is the strongest, turn away from yourself and fiercely focus on your mission." } backstoryBadTemplate = backstoryFluffTemplate { iname = "unrevealed vice" , ifreq = [(BACKSTORY_BAD_UNKNOWN, 1)] , iflavour = zipStory [cBadEvent, cVeryBadEvent] , iaspects = [ PresentAs BACKSTORY_BAD_UNKNOWN, SetFlag MetaGame , SetFlag Durable, SetFlag MinorAspects ] } backstoryBad1 = backstoryBadTemplate { iname = "\"Drug addiction\"" , ifreq = [(BACKSTORY_BAD, 100), (BACKSTORY, 1)] , iaspects = [Timeout 200, SetFlag Periodic, SetFlag Unique] ++ iaspects backstoryBadTemplate , ieffects = [When (CalmLeq 40) $ When (CalmGeq 20) $ SeqEffect [ toOrganBad S_SLOWED (3 + 1 `d` 3) , toOrganBad S_FRENZIED (40 + 1 `d` 10) , toOrganGood S_STRENGTHENED (5 + 1 `d` 5) ]] -- to short to compensate , idesc = "Vice: The small pill that distracts from mild anxiety also distracts from survival and responsibility towards teammates." } backstoryBad2 = backstoryBadTemplate { iname = "\"Overconfidence\"" , ifreq = [(BACKSTORY_BAD, 100), (BACKSTORY, 1)] , iaspects = [Timeout 200, SetFlag UnderMelee] ++ iaspects backstoryBadTemplate , ieffects = [When (CalmGeq 80) $ SeqEffect [ toOrganBad S_WEAKENED (20 + 1 `d` 5) , toOrganBad S_DEAF (20 + 1 `d` 5) ]] , idesc = "Vice: Never underestimate a maddened, towering abomination, when you only have a stick to fend it off with. Bonus advice: the fact you excelled in school athletics doesn't mean every power in the universe is going to read you body language and cower." } backstoryBad3 = backstoryBadTemplate { iname = "\"Arrogance\"" , ifreq = [(BACKSTORY_BAD, 100), (BACKSTORY, 1)] , iaspects = [Timeout 200, SetFlag UnderMelee] ++ iaspects backstoryBadTemplate , ieffects = [When (CalmGeq 80) $ SeqEffect [ Discharge 3 40 , Yell , OneOf $ map (uncurry VerbMsg) [ ("yell: How dare you touch me?", "") , ("yell: Do you know who I am?", "") , ("yell: Calling my lawyer", "!") ] ]] , idesc = "Vice: Privilege can be a boon, but if taken for granted, it can be a doom." } backstoryBad4 = backstoryBadTemplate { iname = "\"Alcoholism\"" , ifreq = [(BACKSTORY_BAD, 100), (BACKSTORY, 1)] , iaspects = [ Timeout 200, SetFlag Periodic , SetFlag Unique ] -- a tragic backstory and so unique ++ iaspects backstoryBadTemplate , ieffects = [AtMostOneOf -- simple but pessimistic probability; not accurate [ DestroyItem 1 1 CStash ALCOHOL -- this is not drinking, but smashing; say, inner fight, won; -- @ConsumeItems [(1, ALCOHOL)] []@ would drink, but not from stash -- and only for alcohols that are durable, which is unlikely `OrEffect` -- only create if none available SeqEffect [ CreateItem (Just 1) CStash ALCOHOL timerNone , VerbMsg "explain: Some moonshine from gathered scraps, just in case" "." ] , NopEffect -- always fails, no identification ]] , idesc = "Vice: Adventurers that are abstaining alcoholics are double heroes, even if they too may trip sometimes. That doesn't make alcoholism a virtue, though." } backstoryMixedTemplate = backstoryFluffTemplate { iname = "unrevealed twist" , ifreq = [(BACKSTORY_MIXED_UNKNOWN, 1)] , iflavour = zipStory [cRisk, cGraveRisk] , iaspects = [ PresentAs BACKSTORY_MIXED_UNKNOWN, SetFlag MetaGame , SetFlag Durable, SetFlag MinorAspects ] } backstoryMixed1 = backstoryMixedTemplate { iname = "\"Heavy eyes\"" , ifreq = [(BACKSTORY_MIXED, 100), (BACKSTORY, 1)] , iaspects = [Timeout 100, SetFlag Periodic] ++ iaspects backstoryMixedTemplate , ieffects = [AtMostOneOf [ PutToSleep , NopEffect , NopEffect ]] -- mixed, sleep refills Calm fully, but hobbles the actor , idesc = "Twist: Can sleep anywhere, any time. The catch: sleeps anywhere, any time." } backstoryMixed2 = backstoryMixedTemplate { iname = "\"Too Young to Die\"" , ifreq = [(BACKSTORY_MIXED, 100), (BACKSTORY, 1)] , iaspects = [Timeout 1, SetFlag UnderRanged, SetFlag UnderMelee] ++ iaspects backstoryMixedTemplate , ieffects = [When (HpLeq 10) $ Unless (TriggeredBy ActivationTrigger) $ SeqEffect [RefillCalm (-10), toOrganGood S_HASTED 1, Recharge 1 20]] -- mixed: Calm lost but fury helps survive; may fire once per turn -- @TriggeredBy@ condition prevents micro-management , idesc = "Twist: Despair, fury, denial. Beastly reactions to approaching death. This is unforgivable in space, especially when getting acquainted with dying is so accessible, for a generation already, either via hibernation and nanobot revival or mental exercise culminating in writing a will to be notarized Earth-side." -- hint that the nanobot revival heroes use all the time may have stemmed from space travel hibernation research; if so, the culture followed, but some youngsters are lazy wimps } backstoryNeutralTemplate = backstoryFluffTemplate { iname = "unrevealed quirk" , ifreq = [(BACKSTORY_NEUTRAL_UNKNOWN, 1)] , iflavour = zipStory [cNeutralEvent, cRareNeutralEvent] , iaspects = [ PresentAs BACKSTORY_NEUTRAL_UNKNOWN, SetFlag MetaGame , SetFlag Durable, SetFlag MinorAspects ] } backstoryNeutral1 = backstoryNeutralTemplate { iname = "\"Letting Go\"" , ifreq = [(BACKSTORY_NEUTRAL, 100), (BACKSTORY, 1)] , ieffects = [ OnSmash (Explode S_YOUTH_SPRINKLE) -- may hit foes as well , Unless (TriggeredBy ActivationTrigger) $ VerbMsg "laugh warmly" "." ] -- never activated, but prevents premature identification , idesc = "Quirk: Dying beautifully is an art that takes a lifetime to master and leaves spectators peaceful and uplifted. That's true even for clinical death, potentially reversible with nano medbot treatment back in town." } -- Both can be moved to Mixed if less numerous, even though the effects mild. backstoryNeutral2 = backstoryNeutralTemplate { iname = "\"Mood swings\"" , ifreq = [(BACKSTORY_NEUTRAL, 100), (BACKSTORY, 1)] , iaspects = [Timeout 100, SetFlag Periodic] ++ iaspects backstoryMixedTemplate , ieffects = [When (HpLeq 50) $ OneOf [RefillCalm 20, RefillCalm (-20)]] , idesc = "Quirk: Hormonal imbalances make it hard to compensate for natural neural system unsteadiness." } backstoryNeutral3 = backstoryNeutralTemplate { iname = "\"Cracking under stress\"" , ifreq = [(BACKSTORY_NEUTRAL, 100), (BACKSTORY, 1)] , iaspects = [SetFlag UnderRanged, SetFlag UnderMelee] ++ iaspects backstoryMixedTemplate , ieffects = [When (HpLeq 50) $ Unless (TriggeredBy ActivationTrigger) $ OneOf [RefillCalm 10, RefillCalm (-10)]] -- @TriggeredBy@ condition prevents micro-management , idesc = "Quirk: Not everyone needs to be impassive. A brush with death may result in panic today, but in cheering up and rallying the whole team tomorrow. However, if the cost of bad outcomes is prohibitive, exposed posts and front line assignments are better avoided." -- 'the whole team' is an exaggeration, but it's in-character here } Allure-0.11.0.0/GameDefinition/Content/ItemKindTemporary.hs0000644000000000000000000002754407346545000021617 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Temporary aspect pseudo-item definitions. module Content.ItemKindTemporary ( -- * Group name patterns pattern S_IMMOBILE, pattern S_PACIFIED, pattern S_IRREPLACEABLE, pattern S_RETAINING, pattern S_IMPATIENT, pattern S_DISPOSSESSED, pattern S_WITHHOLDING, pattern S_PARSIMONIOUS , pattern S_MORE_MOBILE, pattern S_MORE_COMBATIVE, pattern S_MORE_DISPLACING, pattern S_MORE_MODIFYING, pattern S_MORE_PATIENT, pattern S_MORE_TIDY, pattern S_MORE_PROJECTING, pattern S_MORE_PRACTICAL , pattern S_STRENGTHENED, pattern S_WEAKENED, pattern S_PROTECTED_FROM_MELEE, pattern S_PROTECTED_FROM_RANGED, pattern S_DEFENSELESS, pattern S_RESOLUTE, pattern S_HASTED, pattern S_SLOWED, pattern S_FAR_SIGHTED, pattern S_BLIND, pattern S_KEEN_SMELLING, pattern S_FOUL_SMELLING, pattern S_ROSE_SMELLING, pattern S_RANGED_DEFLECTING, pattern S_MELEE_DEFLECTING, pattern S_SHINY_EYED, pattern S_DEAFENED, pattern S_DEAF, pattern S_DRUNK, pattern S_FRENZIED, pattern S_REGENERATING, pattern S_POISONED, pattern S_SLOW_RESISTANT, pattern S_POISON_RESISTANT , pattern S_PAINTED , temporariesGNSingleton, noStatGN, bonusStatGN , -- * Content temporaries ) where import Prelude () import Game.LambdaHack.Core.Prelude import Game.LambdaHack.Content.ItemKind import Game.LambdaHack.Core.Dice import Game.LambdaHack.Definition.Ability import Game.LambdaHack.Definition.Color import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.DefsInternal import Game.LambdaHack.Definition.Flavour -- * Group name patterns noStatGN :: [GroupName ItemKind] noStatGN = [S_IMMOBILE, S_PACIFIED, S_IRREPLACEABLE, S_RETAINING, S_IMPATIENT, S_DISPOSSESSED, S_WITHHOLDING, S_PARSIMONIOUS] bonusStatGN :: [GroupName ItemKind] bonusStatGN = [S_MORE_MOBILE, S_MORE_COMBATIVE, S_MORE_DISPLACING, S_MORE_MODIFYING, S_MORE_PATIENT, S_MORE_TIDY, S_MORE_PROJECTING, S_MORE_PRACTICAL] temporariesGNSingleton :: [GroupName ItemKind] temporariesGNSingleton = [S_STRENGTHENED, S_WEAKENED, S_PROTECTED_FROM_MELEE, S_PROTECTED_FROM_RANGED, S_DEFENSELESS, S_RESOLUTE, S_HASTED, S_SLOWED, S_FAR_SIGHTED, S_BLIND, S_KEEN_SMELLING, S_FOUL_SMELLING, S_ROSE_SMELLING, S_RANGED_DEFLECTING, S_MELEE_DEFLECTING, S_SHINY_EYED, S_DEAFENED, S_DEAF, S_DRUNK, S_FRENZIED, S_REGENERATING, S_POISONED, S_SLOW_RESISTANT, S_POISON_RESISTANT] ++ noStatGN ++ bonusStatGN ++ [S_PAINTED] pattern S_IMMOBILE, S_PACIFIED, S_IRREPLACEABLE, S_RETAINING, S_IMPATIENT, S_DISPOSSESSED, S_WITHHOLDING, S_PARSIMONIOUS :: GroupName ItemKind pattern S_MORE_MOBILE, S_MORE_COMBATIVE, S_MORE_DISPLACING, S_MORE_MODIFYING, S_MORE_PATIENT, S_MORE_TIDY, S_MORE_PROJECTING, S_MORE_PRACTICAL :: GroupName ItemKind pattern S_STRENGTHENED, S_WEAKENED, S_PROTECTED_FROM_MELEE, S_PROTECTED_FROM_RANGED, S_DEFENSELESS, S_RESOLUTE, S_HASTED, S_SLOWED, S_FAR_SIGHTED, S_BLIND, S_KEEN_SMELLING, S_FOUL_SMELLING, S_ROSE_SMELLING, S_RANGED_DEFLECTING, S_MELEE_DEFLECTING, S_SHINY_EYED, S_DEAFENED, S_DEAF, S_DRUNK, S_FRENZIED, S_REGENERATING, S_POISONED, S_SLOW_RESISTANT, S_POISON_RESISTANT :: GroupName ItemKind pattern S_PAINTED :: GroupName ItemKind pattern S_STRENGTHENED = GroupName "strengthened" pattern S_WEAKENED = GroupName "weakened" pattern S_PROTECTED_FROM_MELEE = GroupName "protected from melee" pattern S_PROTECTED_FROM_RANGED = GroupName "protected from ranged" pattern S_DEFENSELESS = GroupName "defenseless" pattern S_RESOLUTE = GroupName "resolute" pattern S_HASTED = GroupName "hasted" pattern S_SLOWED = GroupName "slowed" pattern S_FAR_SIGHTED = GroupName "far-sighted" pattern S_BLIND = GroupName "blind" pattern S_KEEN_SMELLING = GroupName "keen-smelling" pattern S_FOUL_SMELLING = GroupName "foul-smelling" pattern S_ROSE_SMELLING = GroupName "rose-smelling" pattern S_RANGED_DEFLECTING = GroupName "ranged-deflecting" pattern S_MELEE_DEFLECTING = GroupName "melee-deflecting" pattern S_SHINY_EYED = GroupName "shiny-eyed" pattern S_DEAFENED = GroupName "deafened" pattern S_DEAF = GroupName "deaf" pattern S_DRUNK = GroupName "drunk" pattern S_FRENZIED = GroupName "frenzied" pattern S_REGENERATING = GroupName "regenerating" pattern S_POISONED = GroupName "poisoned" pattern S_SLOW_RESISTANT = GroupName "slow resistant" pattern S_POISON_RESISTANT = GroupName "poison resistant" pattern S_IMMOBILE = GroupName "immobile" pattern S_PACIFIED = GroupName "pacified" pattern S_IRREPLACEABLE = GroupName "irreplaceable" pattern S_RETAINING = GroupName "retaining" pattern S_IMPATIENT = GroupName "impatient" pattern S_DISPOSSESSED = GroupName "dispossessed" pattern S_WITHHOLDING = GroupName "withholding" pattern S_PARSIMONIOUS = GroupName "parsimonious" pattern S_MORE_MOBILE = GroupName "super-mobile" pattern S_MORE_COMBATIVE = GroupName "super-combative" pattern S_MORE_DISPLACING = GroupName "super-displacing" pattern S_MORE_MODIFYING = GroupName "super-modifying" pattern S_MORE_PATIENT = GroupName "super-patient" pattern S_MORE_TIDY = GroupName "super-tidy" pattern S_MORE_PROJECTING = GroupName "super-projecting" pattern S_MORE_PRACTICAL = GroupName "super-practical" -- ** Allure-specific pattern S_PAINTED = GroupName "painted" -- * Content temporaries :: [ItemKind] temporaries = [tmpStrengthened, tmpWeakened, tmpProtectedMelee, tmpProtectedRanged, tmpDefenseless, tmpResolute, tmpFast20, tmpSlow10, tmpFarSighted, tmpBlind, tmpKeenSmelling, tmpFoulSmelling, tmpRoseSmelling, tmpRangedDeflecting, tmpMeleeDeflecting, tmpNoctovision, tmpDeafened, tmpDeaf, tmpDrunk, tmpBonusSkAggresion, tmpRegenerating, tmpPoisoned, tmpSlow10Resistant, tmpPoisonResistant, tmpNoSkMove, tmpNoSkMelee, tmpNoSkDisplace, tmpNoSkAlter, tmpNoSkWait, tmpNoSkMoveItem, tmpNoSkProject, tmpNoSkApply, tmpBonusSkMove, tmpBonusSkMelee, tmpBonusSkDisplace, tmpBonusSkAlter, tmpBonusSkWait, tmpBonusSkMoveItem, tmpBonusSkProject, tmpBonusSkApply] ++ [tmpPainted] tmpStrengthened, tmpWeakened, tmpProtectedMelee, tmpProtectedRanged, tmpDefenseless, tmpResolute, tmpFast20, tmpSlow10, tmpFarSighted, tmpBlind, tmpKeenSmelling, tmpFoulSmelling, tmpRoseSmelling, tmpRangedDeflecting, tmpMeleeDeflecting, tmpNoctovision, tmpDeafened, tmpDeaf, tmpDrunk, tmpBonusSkAggresion, tmpRegenerating, tmpPoisoned, tmpSlow10Resistant, tmpPoisonResistant, tmpNoSkMove, tmpNoSkMelee, tmpNoSkDisplace, tmpNoSkAlter, tmpNoSkWait, tmpNoSkMoveItem, tmpNoSkProject, tmpNoSkApply, tmpBonusSkMove, tmpBonusSkMelee, tmpBonusSkDisplace, tmpBonusSkAlter, tmpBonusSkWait, tmpBonusSkMoveItem, tmpBonusSkProject, tmpBonusSkApply :: ItemKind tmpPainted :: ItemKind -- The @name@ is be used in item description, so it should be an adjective -- describing the temporary set of aspects. -- The messages are needed also under @OnSmash@ to display when item removed -- via @DropItem@ and not via natural periodic activation. tmpAspects :: GroupName ItemKind -> [Aspect] -> ItemKind tmpAspects grp aspects = let name = fromGroupName grp -- @iname@ must match @ifreq@, see @myBadGrps@ in ItemKind { isymbol = toContentSymbol '+' , iname = name , ifreq = [(grp, 1), (CONDITION, 1)] , iflavour = zipPlain [BrWhite] , icount = 1 , irarity = [(1, 1)] , iverbHit = "affect" , iweight = 0 , idamage = 0 , iaspects = -- timeout is 0; activates and vanishes soon, -- depending on initial timer setting aspects ++ [SetFlag Periodic, SetFlag Fragile, SetFlag Condition] , ieffects = [ OnSmash $ verbMsgLess name -- announce partial neutralization, but don't spam -- about normal periodic wear each turn , OnSmash $ verbMsgNoLonger name -- for forced neutralization , verbMsgNoLonger name ] -- for periodic wear of last copy , idesc = "" -- no description needed; powers are enough , ikit = [] } tmpEffects :: GroupName ItemKind -> Dice -> [Effect] -> ItemKind tmpEffects grp icount effects = let tmp = tmpAspects grp [] in tmp { icount , ieffects = effects ++ ieffects tmp } tmpStrengthened = tmpAspects S_STRENGTHENED [AddSkill SkHurtMelee 20] tmpWeakened = tmpAspects S_WEAKENED [AddSkill SkHurtMelee (-30)] -- don't cancel out ^ tmpProtectedMelee = tmpAspects S_PROTECTED_FROM_MELEE [AddSkill SkArmorMelee 50] tmpProtectedRanged = tmpAspects S_PROTECTED_FROM_RANGED [AddSkill SkArmorRanged 25] tmpDefenseless = tmpAspects S_DEFENSELESS [ AddSkill SkArmorMelee (-50) , AddSkill SkArmorRanged (-25) ] tmpResolute = tmpAspects S_RESOLUTE [ AddSkill SkMaxCalm 60 , AddSkill SkHearing 10 ] tmpFast20 = tmpAspects S_HASTED [AddSkill SkSpeed 20] tmpSlow10 = tmpAspects S_SLOWED [AddSkill SkSpeed (-10)] tmpFarSighted = tmpAspects S_FAR_SIGHTED [AddSkill SkSight 5] tmpBlind = tmpAspects S_BLIND [ AddSkill SkSight (-99) , AddSkill SkArmorMelee (-30) , AddSkill SkHearing 10 ] tmpKeenSmelling = tmpAspects S_KEEN_SMELLING [AddSkill SkSmell 2] tmpFoulSmelling = tmpAspects S_FOUL_SMELLING [AddSkill SkOdor 2] tmpRoseSmelling = tmpAspects S_ROSE_SMELLING [AddSkill SkOdor (-4)] tmpRangedDeflecting = tmpAspects S_RANGED_DEFLECTING [AddSkill SkDeflectRanged 1] tmpMeleeDeflecting = tmpAspects S_MELEE_DEFLECTING [AddSkill SkDeflectMelee 1] tmpNoctovision = tmpAspects S_SHINY_EYED [AddSkill SkNocto 2] tmpDeafened = tmpAspects S_DEAFENED [AddSkill SkHearing (-6)] tmpDeaf = tmpAspects S_DEAF [ AddSkill SkHearing (-99) , AddSkill SkArmorMelee (-30) ] tmpDrunk = tmpAspects S_DRUNK [ AddSkill SkHurtMelee 30 -- fury , AddSkill SkArmorRanged (-30) , AddSkill SkSight (-8) ] tmpBonusSkAggresion = tmpAspects S_FRENZIED [ AddSkill SkAggression 5 , AddSkill SkArmorMelee (-30) ] tmpRegenerating = tmpEffects S_REGENERATING (4 + 1 `d` 2) [RefillHP 1] tmpPoisoned = tmpEffects S_POISONED (3 + 1 `d` 2) [RefillHP (-1)] tmpSlow10Resistant = tmpEffects S_SLOW_RESISTANT (8 + 1 `d` 4) [DropItem 1 1 COrgan S_SLOWED] tmpPoisonResistant = tmpEffects S_POISON_RESISTANT (8 + 1 `d` 4) [DropItem 1 maxBound COrgan S_POISONED] tmpNoSkMove = tmpAspects S_IMMOBILE [AddSkill SkMove (-99)] tmpNoSkMelee = tmpAspects S_PACIFIED [AddSkill SkMelee (-99)] tmpNoSkDisplace = tmpAspects S_IRREPLACEABLE [AddSkill SkDisplace (-99)] tmpNoSkAlter = tmpAspects S_RETAINING [AddSkill SkAlter (-99)] tmpNoSkWait = tmpAspects S_IMPATIENT [AddSkill SkWait (-99)] tmpNoSkMoveItem = tmpAspects S_DISPOSSESSED [AddSkill SkMoveItem (-99)] tmpNoSkProject = tmpAspects S_WITHHOLDING [AddSkill SkProject (-99)] tmpNoSkApply = tmpAspects S_PARSIMONIOUS [AddSkill SkApply (-99)] tmpBonusSkMove = tmpAspects S_MORE_MOBILE [AddSkill SkMove 5] tmpBonusSkMelee = tmpAspects S_MORE_COMBATIVE [AddSkill SkMelee 5] tmpBonusSkDisplace = tmpAspects S_MORE_DISPLACING [AddSkill SkDisplace 5] tmpBonusSkAlter = tmpAspects S_MORE_MODIFYING [AddSkill SkAlter 5] tmpBonusSkWait = tmpAspects S_MORE_PATIENT [AddSkill SkWait 5] tmpBonusSkMoveItem = tmpAspects S_MORE_TIDY [AddSkill SkMoveItem 5] tmpBonusSkProject = tmpAspects S_MORE_PROJECTING [AddSkill SkProject 8] -- TODO: 11, but let player control potion throwing by non-pointmen; -- beware also of capReinforced and other sources of the skill tmpBonusSkApply = tmpAspects S_MORE_PRACTICAL [AddSkill SkApply 5] -- ** Allure-specific tmpPainted = tmpAspects S_PAINTED [ AddSkill SkArmorMelee (-50) , AddSkill SkArmorRanged (-25) , AddSkill SkShine 1 ] Allure-0.11.0.0/GameDefinition/Content/ModeKind.hs0000644000000000000000000013313307346545000017672 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Definitions of game mode kinds. module Content.ModeKind ( -- * Group name patterns groupNamesSingleton, groupNames , -- * Content content #ifdef EXPOSE_INTERNAL -- * Group name patterns , pattern GAUNTLET, pattern RAID, pattern BRAWL, pattern LONG, pattern CRAWL, pattern FOGGY, pattern SHOOTOUT, pattern PERILOUS, pattern HUNT, pattern NIGHT, pattern FLIGHT, pattern BURNING, pattern ZOO, pattern RANGED, pattern AMBUSH, pattern SAFARI, pattern DIG, pattern SEE, pattern SHORT, pattern FUN, pattern CRAWL_EMPTY, pattern CRAWL_SURVIVAL, pattern SAFARI_SURVIVAL, pattern BATTLE, pattern BATTLE_DEFENSE, pattern BATTLE_SURVIVAL, pattern DEFENSE, pattern DEFENSE_EMPTY #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.Text as T import Game.LambdaHack.Content.CaveKind (CaveKind, pattern DEFAULT_RANDOM) import Game.LambdaHack.Content.FactionKind (Outcome (..)) import Game.LambdaHack.Content.ModeKind import Game.LambdaHack.Core.Dice import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.DefsInternal import Content.CaveKind hiding (content, groupNames, groupNamesSingleton) import Content.FactionKind hiding (content, groupNames, groupNamesSingleton) import Content.ItemKindActor -- * Group name patterns groupNamesSingleton :: [GroupName ModeKind] groupNamesSingleton = [GAUNTLET, RAID, BRAWL, LONG, CRAWL, FOGGY, SHOOTOUT, PERILOUS, HUNT, NIGHT, FLIGHT, BURNING, ZOO, RANGED, AMBUSH, SAFARI, DIG, SEE, SHORT, FUN, CRAWL_EMPTY, CRAWL_SURVIVAL, SAFARI_SURVIVAL, BATTLE, BATTLE_DEFENSE, BATTLE_SURVIVAL, DEFENSE, DEFENSE_EMPTY] pattern GAUNTLET, RAID, BRAWL, LONG, CRAWL, FOGGY, SHOOTOUT, PERILOUS, HUNT, NIGHT, FLIGHT, BURNING, ZOO, RANGED, AMBUSH, SAFARI, DIG, SEE, SHORT, FUN, CRAWL_EMPTY, CRAWL_SURVIVAL, SAFARI_SURVIVAL, BATTLE, BATTLE_DEFENSE, BATTLE_SURVIVAL, DEFENSE, DEFENSE_EMPTY :: GroupName ModeKind groupNames :: [GroupName ModeKind] groupNames = [] pattern GAUNTLET = GroupName "gauntlet" pattern RAID = GroupName "raid" pattern BRAWL = GroupName "brawl" pattern LONG = GroupName "long crawl" pattern CRAWL = GroupName "crawl" pattern FOGGY = GroupName "foggy shootout" pattern SHOOTOUT = GroupName "shootout" pattern PERILOUS = GroupName "perilous hunt" pattern HUNT = GroupName "hunt" pattern NIGHT = GroupName "night flight" pattern FLIGHT = GroupName "flight" pattern BURNING = GroupName "burning zoo" pattern ZOO = GroupName "zoo" pattern RANGED = GroupName "ranged ambush" pattern AMBUSH = GroupName "ambush" pattern SAFARI = GroupName "safari" pattern DIG = GroupName "dig" pattern SEE = GroupName "see" pattern SHORT = GroupName "short" pattern FUN = GroupName "fun" pattern CRAWL_EMPTY = GroupName "crawlEmpty" -- only the first word matters pattern CRAWL_SURVIVAL = GroupName "crawlSurvival" pattern SAFARI_SURVIVAL = GroupName "safariSurvival" pattern BATTLE = GroupName "battle" pattern BATTLE_DEFENSE = GroupName "battleDefense" pattern BATTLE_SURVIVAL = GroupName "battleSurvival" pattern DEFENSE = GroupName "defense" pattern DEFENSE_EMPTY = GroupName "defenseEmpty" -- * Content content :: [ModeKind] content = [gauntlet, raid, brawl, crawl, shootout, hunt, flight, zoo, ambush, safari, dig, see, short, fun, crawlEmpty, crawlSurvival, safariSurvival, battle, battleDefense, battleSurvival, defense, defenseEmpty, screensaverGauntlet, screensaverRaid, screensaverBrawl, screensaverCrawl, screensaverShootout, screensaverHunt, screensaverFlight, screensaverZoo, screensaverAmbush, screensaverSafari] gauntlet, raid, brawl, crawl, shootout, hunt, flight, zoo, ambush, safari, dig, see, short, fun, crawlEmpty, crawlSurvival, safariSurvival, battle, battleDefense, battleSurvival, defense, defenseEmpty, screensaverGauntlet, screensaverRaid, screensaverBrawl, screensaverCrawl, screensaverShootout, screensaverHunt, screensaverFlight, screensaverZoo, screensaverAmbush, screensaverSafari :: ModeKind -- What other symmetric (two only-one-moves factions) and asymmetric vs crowd -- scenarios make sense (e.g., are good for a tutorial or for standalone -- extreme fun or are impossible as part of a crawl)? -- sparse melee at night: no, shade ambush in brawl is enough -- dense melee: no, keeping big party together is a chore and big enemy -- party is less fun than huge enemy party -- crowd melee in daylight: no, possible in crawl and at night is more fun -- sparse ranged at night: no, less fun than dense and if no reaction fire, -- just a camp fest or firing blindly -- dense ranged in daylight: no, less fun than at night with flares -- crowd ranged: no, fish in a barrel, less predictable and more fun inside -- crawl, even without reaction fire gauntlet = ModeKind { mname = "gauntlet (tutorial, 1)" , mfreq = [(GAUNTLET, 1), (CAMPAIGN_SCENARIO, 1)] , mtutorial = True , mattract = False , mroster = rosterGauntlet , mcaves = cavesGauntlet , mendMsg = [ (Killed, "That was unfortunate. Perhaps the growing wave of rogue robots indeed could not be stemmed. The bill for the nano medbot treatment will reach the stars once the checkout clock alerts authorities and a full drone city sweep (another bill) recovers your remains.\nBut was it really impossible to run a few dozen meters into the tunnel, side-stepping or displacing (Shift-direction) enemies, and trigger the red alarm console? Perhaps one person could distract the replicants, while another searched for a passage around them? Or was the challenge just too difficult and could the difficulty have been lowered otherwise?") -- hint, hint , (Conquer, "Not alerting the authorities was a choice that paid off handsomely. You can now collect the semiconductors parts from the infected robots all for yourself. Nobody needs to know. Replicant scrap gives a hefty premium on the darknet, even counting in anonymizing intermediaries. This will make for an enormous PTSD-shedding party.") , (Escape, "The moment you press the red button, robots get distracted and disperse towards the walls, scanning. You disengage and watch fascinated, but you don't get to see what happens next. The security force contacts you and hauls you up the chute, where you are sternly reprimanded and, unexpectedly, released scot-free after being sworn to silence. Oh well, saving own life is definitely worth more than whatever makes the officer that shooed you off so excited.") ] , mrules = T.intercalate "\n" [ "* One level only" , "* Two heroes vs. Spawned enemies" , "* Incapacitate all enemies faster than they can spawn" , "* Or find and activate the red alarm console ASAP" ] , mdesc = T.intercalate "\n" [ "Taking this shortcut may not have been the best idea. The tunnel's entry chute was much deeper than the net search suggested and the landing turned out on a pile of robot scrap that dampened the shock, but promptly started moving on its own, shooting rays of light down the corridor and drowning the area in clanking and echoes." , "Gasping huddled behind a hardware stack you appraise your misery. That must be the Internet of Things gone wrong, the notorious Robot Replicants, viruses that take over robots or their components, modify, repair, rebuild, clone, merge and divide, spawn and multiply. You've heard about them but you weren't one of the lucky few that experienced the thrill of seeing them. And survived." ] , mreason = "This is a simple introductory tutorial adventure. It teaches (avoiding) combat, escape, particularly via displacing, aggression, audacity, speed and multiple good endings and dying." , mhint = "Speaking plainly, the two good endings are evacuation thanks to the alarm console and killing off all the replicants. The former requires a long and nerve-wrecking jog with lots of displacing (Shift-direction), while being harassed by robots, to the far end of the tunnel. The latter is hard, because the infected machines initially spawn faster than they can be killed and they keep spawning for as long as a single survivor hides under a crate somewhere. Killing off all robots results in higher score, unless it required much more time.\nWhen meleeing, it's best to keep all characters together, but when running past enemies, a sole sprinter will have a higher speed, though breaking through an unexpected wall of enemies may prove impossible for a single brave. If any of the endings seem unattainable, it may be wise to lower game difficulty level from main menu and/or return after trying out subsequent game modes, battle-hardened and full of mastery." } raid = ModeKind { mname = "raid (tutorial, 2)" , mfreq = [(RAID, 1), (CAMPAIGN_SCENARIO, 1)] , mtutorial = True , mattract = False , mroster = rosterRaid , mcaves = cavesRaid , mendMsg = [ (Killed, "The search&rescue and nano-medical revival fees are going to kill you (anew). Perhaps more stealth was needed? Perhaps the items lying around the area could aid survival instead of ending up ignored or passively hoarded? Or perhaps a wise course of action would be to choose a Neptune Economic Area Administration challenge with a lower difficulty?") , (Defeated, "Sadly, you got worked up in the tunnels while another team snatched the prize. Remember, you are at the Outer Frontier to gain wealth and independence through industriousness and commerce. This pits you in a fight against competing agents, not just against the feral nature.") , (Escape, "You are the first to clear a route through the sewer system. Triton City authorities will now be able to establish a perimeter and mop up the side tunnels. You collect your reward of 100 gold grains and start looking for a way to invest it profitably on this Solar System's commercial frontier, abounding in more or less (usually less) regulated opportunities.\nAfter some thought you decide to start by splurging on genetic enhancement for your team. The effects won't be visible at once, but you have to plan ahead, having just made fresh enemies.") ] , mrules = T.intercalate "\n" [ "* One level only" , "* Two heroes vs. Competition and Spawned enemies" , "* Gather gold" , "* Find a way out and escape ASAP" ] , mdesc = "Neptune Economic Area Administration confirms isolated spottings of oversize vermin in non-residential zones of the Neptune's Triton moon's largest city. To put it plainly: Triton City sewers need purging. The first person to break through to the other exit will be paid 100 gold grains. The Administration \"strongly urges participants not to resort to violence against each other.\" However, no punitive consequences are specified, not even disqualification from the contest." , mreason = "In addition to initiating the game plot, this adventure teaches treasure gathering and item use, looking after the shared inventory stash and dealing with many enemy factions at once. Combat, however, is not a focus, so relax, explore, gather loot, find the way out and escape. With some luck, you won't even need to fight anything." , mhint = "You can't use gathered items in your next encounters, so trigger any consumables at will, in particular the throwaway electronic chips as common as pebbles on the muddy sewer floors.\nFeel free to scout with only one of the heroes and keep the other one immobile, e.g., standing guard over the squad's shared inventory stash. If in grave danger, retreat with the scout to join forces with the guard. The more gold collected and the faster the victory, the higher your score in this encounter." } brawl = ModeKind -- sparse melee in daylight, with shade for melee ambush { mname = "brawl (tutorial, 3)" , mfreq = [(BRAWL, 1), (CAMPAIGN_SCENARIO, 1)] , mtutorial = True , mattract = False , mroster = rosterBrawl , mcaves = cavesBrawl , mendMsg = [ (Killed, "That treacherous villain didn't honour his word and brought his friends to the fight. It would still not turn so bad if we remembered to use terrain to protect us from missiles or even completely hide our presence and if we honourably kept together to the end, at the same time preventing the overwhelming enemy forces from brutishly ganging up on our modest-sized, though valiant, squad.\nHaving to repurchase the genetic therapy is the most painful result. If repeated, that's going to send you broke and in shame to Earth, to start collecting your Basic Income.") , (Conquer, "Bringing help was a sober and prudent move that resulted in well-earned victory and a splendid trophy of a title to a real inter-planetary space vessel. Unfortunately, the treacherous foe called reinforcements at the last moment, a new wave arriving even now. It may be wise to move the celebration of the victory to a more fitting area, assuming that the dignified translocation can be accomplished timely and inconspicuously.") ] , mrules = T.intercalate "\n" [ "* Two levels" , "* Three heroes vs. Six human enemies" , "* Minimize losses" , "* Incapacitate all enemies ASAP" ] , mdesc = "Last evening: \"You scoundrel! You cheated in the sewers, fighting two against one. Come alone to the woody biosphere behind the saloon at noon, if you dare. Given that I win, I take back all your gold. Otherwise, you get the scrapping rights for the giant spaceliner's hull in orbit.\nYes, it's mine, you tramp; here's the docking transmitter and the paperwork. The fight is to the last man standing, no evasion, no breaks for nano-healing in town.\"\nIt's noon now." , mreason = "In addition to advancing the game plot, this encounter trains melee, squad formation, stealth and stairs use. On each level separately, the battle is symmetric: three vs three. Similar are also goals (incapacitate all enemies) and squad capabilities (only the pointman moves, while all others either melee or wait). Observe and mimic the enemies. If you can't see an enemy that apparently can see you, in reversed circumstances you would have the same advantage. Savour the relative fairness --- you won't find any in the main crawl adventure that follows." , mhint = "Run a short distance with Shift or LMB, switch the pointman with Tab, repeat. In open terrain, if you keep distance between teammates, this resembles the leap frog infantry tactics. For best effects, end each sprint behind a cover or concealment.\nOnce you clear a level, descend by bumping into stairs. Use Tab to switch to remaining heroes until all gather on the new level.\nIf you get beaten repeatedly, try using all consumables you find, particularly the vials that collect healing extracts abounding in this rich biosphere. Ponder the hints from the defeat message, in particular the one about keeping your party together once the opponents are spotted. However, if you want to discover a winning tactics on your own, make sure to ignore any such tips until you succeed." } crawl = ModeKind { mname = "long crawl (main)" , mfreq = [(LONG, 1), (CRAWL, 1), (CAMPAIGN_SCENARIO, 1)] , mtutorial = False , mattract = False , mroster = rosterCrawl , mcaves = cavesCrawl , mendMsg = [ (Killed, "It was not supposed to end this way. Perhaps more stealth was in order? Perhaps foes that didn't carry any key resources for your survival nor escape could have been eluded and ignored? Perhaps the gathered items should be used for survival instead of hoarded? Or perhaps the challenge, chosen freely but without awareness of the grisly difficulty, was insurmountable and lost from the very start?") , (Escape, "The shuttle doors close behind, docking clamps grind in farewell and the giant rotating disc slowly tumbles away in rear view. You feel at once a relief and a sense of loss. This is not finished. You are changed forever, but you know nothing. You've heard the call, but you made no answer. You came for petty change, found a treasure beyond comprehension, then barely escaped with your life as the prize.\nAnd nobody will believe you at home. But you don't need their understanding any more. You have enough money to heal, regroup, track the ship down and try again. It's your personal space cruiser, after all, with a world of its own, inside.") ] , mrules = T.intercalate "\n" [ "* Many levels, some requiring tools to access" , "* Three heroes vs. Spawned enemies" , "* Gather gold, gems and stimpacks" , "* Find a way out and escape ASAP" ] , mdesc = "You are busy looting, with utmost satisfaction, the blasted bridge of an old and extravagantly luxurious cruise liner.\nSuddenly, the inert spaceship, supposedly long deserted and barely able to sustain life support, tremors and dials her fusion engines up to red overdrive. The space map flickering among the irreversibly damaged consoles shows the ship manoeuvre deftly off Triton orbit and purposefully climb the Neptune's gravity well. There's no way to control the ship and static floods all communication channels.\nYou decide to scour the nearby dilapidated decks for missing squad members, this time sending them in pairs and mapping the area properly, and then get back to the spaceport the way you came, in your shuttle. However, you are determined not to leave the ship without taking at least a portion of the wealth that is rightfully yours." , mreason = "This is the main, longest and most replayable scenario of the game. The fundamental goal is the survival of your crew. Sub-goals will present themselves as you take in newly visited spaceship decks and figure out ways to reach those that are presently cut off." , mhint = "If you keep dying, attempt the subsequent adventures as a breather (perhaps at lowered difficulty). They fill the gaps in the plot and teach particular skills that may come in handy and help you discover new tactics of your own or come up with a strategy for staving off the attrition. On the other hand, experimenting with the initial adventures, e.g., to obtain a higher score, may open to you more efficient ways of solving the puzzles." -- later, when the player can visit other level sections: you turn on the deck status list display and notice that most levels are fully pressurized, including the complete autonomous slice of the disc that includes the bridge deck } -- The trajectory tip is important because of tactics of scout looking from -- behind a bush and others hiding in mist. If no suitable bushes, -- fire once and flee into mist or behind cover. Then whomever is out of LOS -- range or inside mist can shoot at the last seen enemy locations, -- adjusting aim according to sounds and incoming missile trajectories. -- If the scout can't find bushes or glass building to set a lookout, -- the other team members are more spotters and guardians than snipers -- and that's their only role, so a small party makes sense. shootout = ModeKind -- sparse ranged in daylight { mname = "foggy shootout (4)" , mfreq = [(FOGGY, 1), (SHOOTOUT, 1), (CAMPAIGN_SCENARIO, 1)] , mtutorial = False , mattract = False , mroster = rosterShootout , mcaves = cavesShootout , mendMsg = [ (Killed, "This is a disgrace. How is a thuggish robbery in broad daylight even possible in a moon city that styles itself as the capital of Outer System technological innovation and commercial opportunity? Where are the municipal surveillance drones, normally so eager to eavesdrop and needlessly complicate an honest tax-free business, when one's health and wealth for once depend on their nosy presence?\nSpeaking of drones, we could use one in this skirmish, or even just a human lookout placed in a covered but unobstructed spot. Then the rest of the squad could snipe from concealment or from a safe distance.\nBarring that, we would end up in a better shape even if we all hid and fired blindly. We'd listen to impact sounds and wait vigilantly for incoming enemy missiles in order to register their trajectories and derive hints of enemy location. Apparently, ranged combat requires a change of pace and better planning than our previous illustrious successes accustomed us to.") , (Conquer, "That was a good fight, with skillful application of missiles, cover and concealment. The outcome is especially commendable given the high bar of tactical proficiency. Not even professional enforcement units can routinely deduce enemy position from the trajectory of their projectiles nor by firing without line of sight and interpreting auditory cues. However, while this steep hurdle is overcome, the chase is not over yet.") ] , mrules = T.intercalate "\n" [ "* One level only" , "* Three heroes vs. Three human enemies" , "* Minimize losses" , "* Incapacitate all enemies ASAP" ] , mdesc = "The fight crashes over to a nearby mechanized farm. Law enforcement, crippled by the ban on firearms, won't show up until only wounded and dying remain to be revived and locked up.\nParcels and flasks of agricultural chemicals, scattered around, beg to be flung at foes as improvised missiles. Intense light makes it easy to aim and to discern trajectory of soaring items (by pointing at enemy projectiles with the crosshair in aiming mode). The effects of your last infracellular therapy finally start showing." , mreason = "This adventure is a flashback, picking the plot up where brawl (2) left it. It also teaches specifically the ranged combat skill in the simplified setup of a fully symmetric battle." , mhint = "Try to come up with the best squad formation for this tactical challenge. Don't despair if you run out of ammo, because if you aim truly, enemy is left with few hit points remaining. Fight, ranged or melee, until all aggressors are disabled." } hunt = ModeKind -- melee vs ranged with reaction fire in daylight { mname = "perilous hunt (5)" , mfreq = [(PERILOUS, 1), (HUNT, 1), (CAMPAIGN_SCENARIO, 1)] , mtutorial = False , mattract = False , mroster = rosterHunt , mcaves = cavesHunt , mendMsg = [ (Killed, "Next time let's try to remember we are not on a sightseeing expedition. Also, leaving concealment is risky, leaving cover is foolhardy and wandering off is deadly. Also, what was that taking pictures by the mangrove tree all about? Were you trying to immortalize your handsome faces in case our shared pool of money was not enough to revive your sorry carcasses after the defeat?\nGood call, because after paying the techno-medical bills we are broke, while the gang foot soldiers that chase us seem to have military grade communication and reaction fire implants. And we were so close to complete victory and unfathomable wealth, if only we strove to lower the difficulty of this mission instead of raising it.") -- the guy is wrong about implants (though the items are genetically attuned), but being wrong is plausible when the team is killed off/chased off and can't scour the battleground -- this is in the middle of the scenario list and the mission is not tricky, so a subtle reminder about lowering difficulty, in case the player struggles , (Conquer, "We chased them off, like we knew that we would. It feels nice to stick together and prevail. Now we can do no wrong just minding our business and going our way to the spaceport. We taught them a lesson, despite their superior equipment, and nobody else needs to be harmed while we take possession of our rightful property, the glorious spaceship in Triton's orbit.") ] , mrules = T.intercalate "\n" [ "* One level only" , "* Seven heroes vs. Seven human enemies capable of concurrent attacks" , "* Minimize losses" , "* Incapacitate all human enemies ASAP" ] , mdesc = "Who is the hunter and who is the prey? The only criterion is last man standing when the chase ends." , mreason = "This is yet another reminiscence of the events that led to the long crawl adventure. This encounter is quite a tactical challenge, because enemies are allowed to fling their ammo simultaneously at your team, which has no such ability." , mhint = "Try not to outshoot the enemy, but to instead focus more on melee tactics. A useful concept here is communication overhead. Any team member that is not waiting and spotting for everybody, but acts, e.g., melees or moves or manages items, slows down all other team members by roughly 10%, because they need to keep track of his actions. Therefore, if other heroes melee, consider carefully if it makes sense to come to their aid, slowing them while you move, or if it's better to stay put and monitor the perimeter. This is true for all factions and all actors on each level separately, except the pointman of each faction, if it has one." -- this also eliminates lag in big battles and helps the player to focus on combat and not get distracted by distant team members frantically trying to reach the battleground in time } flight = ModeKind -- asymmetric ranged and stealth race at night { mname = "night flight (6)" , mfreq = [(NIGHT, 1), (FLIGHT, 1), (CAMPAIGN_SCENARIO, 1)] , mtutorial = False , mattract = False , mroster = rosterFlight , mcaves = cavesFlight , mendMsg = [ (Killed, "Somebody must have tipped the gang guards off. However, us walking along a lit trail, yelling, could have been a contributing factor. Also, it's worth noting that the torches prepared for this assault are best used as thrown makeshift flares.\nOn the other hand, equipping a lit torch makes one visible in the dark, regrettably but not quite unexpectedly. Lastly, the goal of this foray was to find the way back to the city, marked by a yellow '>' sign, and to gather some treasure along the way. Not to harass every local evildoer, as much as they do deserve it.") , (Conquer, "It was enough to reach the escape area, namely the exit tunnel from the park marked by yellow '>' symbol. Spilling that much blood was risky. unnecessary and alerted the authorities. Having said that --- impressive indeed.") , (Escape, "Congratulations, you took your revenge and it's heavy in your pockets.") ] , mrules = T.intercalate "\n" [ "* One level only" , "* Three heroes vs. Seven human enemies capable of concurrent attacks" , "* Minimize losses" , "* Gather gems" , "* Find a way out and escape ASAP" ] , mdesc = "Bloodied spaceship deed in hand notwithstanding, you can reach the derelict spaceliner only via a shuttle from the Central Triton Spaceport across the city. After hours of being chased in the opposite direction towards the border wall, you sneak back and make a desperate dash through the very den of the pursuing gang. Any valuables you come upon in this public park turned miscreant lair will be fair compensation for your losses, but you need to find the way out before the foes find you. Rein in your wrath and don't attack your tormentors. Foiling their plans by eluding them will be revenge enough." , mreason = "The focus of this installment is on stealthy exploration under the threat of numerically superior enemy." , mhint = "" } zoo = ModeKind -- asymmetric crowd melee at night { mname = "burning zoo (7)" , mfreq = [(BURNING, 1), (ZOO, 1), (CAMPAIGN_SCENARIO, 1)] , mtutorial = False , mattract = False , mroster = rosterZoo , mcaves = cavesZoo , mendMsg = [ (Killed, "Against such an onslaught, only clever positioning, use of terrain and patient vigilance gives any chance of survival.") , (Conquer, "That was a grim harvest. The city is safe again. So are your precious selves, with nothing and no one blocking your way to the spaceport any more.") ] , mrules = T.intercalate "\n" [ "* One level only" , "* Five heroes vs. Many enemies" , "* Minimize losses" , "* Incapacitate all enemies ASAP" ] , mdesc = "As justified and satisfying as the setting of enemy headquarters on fire has been, it backfires when the blaze immediately spreads to the public zoo on the path to the spaceport. Crazed animals mill around while the flames ignite greenery and consume nets, cages and security equipment. Whether that's a good sign or bad, apparently nobody is willing to pursue you any more. You are on your own, having to completely clean up the area, up to the last lurking predator, in order to safely move through." , mreason = "This is a crowd control exercise, at night, with a raging fire." , mhint = "Note that communication overhead, as explained in perilous hunt adventure hints, makes it impossible for any faction to hit your heroes by more than 10 normal speed actors each turn. However, this is still too many, so position is everything." } -- The tactic is to sneak in the dark, highlight enemy with thrown torches -- (and douse thrown enemy torches with blankets) and only if this fails, -- actually scout using extended noctovision. -- With reaction fire, larger team is more fun. -- -- For now, while we have no shooters with timeout, massive ranged battles -- without reaction fire don't make sense, because then usually only one hero -- shoots (and often also scouts) and others just gather ammo. ambush = ModeKind -- dense ranged with reaction fire vs melee at night { mname = "ranged ambush (8)" , mfreq = [(RANGED, 1), (AMBUSH, 1), (CAMPAIGN_SCENARIO, 1)] , mtutorial = False , mattract = False , mroster = rosterAmbush , mcaves = cavesAmbush , mendMsg = [ (Killed, "You turned out to be the prey, this time, not the hunter. In fact, you are not even in the hunters' league. When fighting against such odds, passively waiting for enemy to spring a trap is to no avail, because a professional team can sneak in darkness and ambush the ambushers.\nGranted, good positioning is crucial, so that each squad member can overwatch the battlefield and fire opportunistically, using the recently recovered mil-grade communication equipment. However, there is no hope without active scouting, throwing lit objects and probing suspect areas with missiles while paying attention to sounds. And that may still not be enough.") , (Conquer, "The new communication equipment enabling simultaneous ranged attacks with indirect aiming proved effective beyond expectation. With the mercenaries gone and nobody else having the slightest wish to interfere, the shuttle to the space cruiser at orbit is easy to launch at last. You let yourself bask in the battle's afterglow of bliss and relief. Now your turbulent adventure ends and the boring life of space cruiser scrap parts supplier or, as it may be, of a refurbished giant space liner operator, commences.\nA pity that the last round of shoddy genetic enhancements, bought at the grey market, scandalously auto-reverts at this very moment, leaving your personalized equipment that attuned to the previous genetic configuration inoperable. Fortunately, danger, debt and the gangster debt collectors are now behind you and the grey market won't see you ever again.") ] , mrules = T.intercalate "\n" [ "* One level only" , "* Three heroes with concurrent attacks vs. Unidentified foes" , "* Minimize losses" , "* Assert control of the situation ASAP" ] , mdesc = "Not even the unexplained carnage at the Central Triton Spaceport will prevent you from claiming the prize awaiting at the orbit. After all, you didn't take to the stars to let others decide your fate. There is still no news coverage from this ruin of what was the largest facility with tightest security in the whole Neptune Economic Area. Without waiting for explanations nor for the personnel to return, you creep along the burning booths, scouting for any airlock with a shuttle still attached and a way to restore power needed for the docking gear." , mreason = "In this encounter, finally, your heroes are able to all use ranged attacks simultaneously, given enough ammunition. Once you prevail in the encounter, the story catches up with the start of the main adventure, the long crawl." -- this is the only scenario with no objective specified, to give a bit of suspense, misdirection and mystery until the first win (death gives a hint only); being the last of the small scenarios, it won't scare off new players , mhint = "Beware of friendly fire, particularly from explosives. But you need no more hints. Go fulfill your destiny!" } safari = ModeKind -- Easter egg available only via screensaver { mname = "safari" , mfreq = [(SAFARI, 1)] , mtutorial = False , mattract = False , mroster = rosterSafari , mcaves = cavesSafari , mendMsg = [] , mrules = T.intercalate "\n" [ "* Three levels" , "* Many teammates capable of concurrent action vs. Many enemies" , "* Minimize losses" , "* Find a way out and escape ASAP" ] , mdesc = "\"In this simulation you'll discover the joys of hunting the most exquisite of Earth's flora and fauna, both animal and semi-intelligent. Exit at the topmost level.\" This is a VR recording recovered from an alien nest debris." , mreason = "This is an Easter egg. The default squad doctrine is that all team members follow the pointman, but it can be changed from the settings submenu of the main menu." , mhint = "" } -- * Testing modes dig = ModeKind { mname = "dig" , mfreq = [(DIG, 1)] , mtutorial = False , mattract = False , mroster = rosterCrawlEmpty , mcaves = cavesDig , mendMsg = [] , mrules = "" , mdesc = "Delve deeper!" , mreason = "" , mhint = "" } see = ModeKind { mname = "see" , mfreq = [(SEE, 1)] , mtutorial = False , mattract = False , mroster = rosterCrawlEmpty , mcaves = cavesSee , mendMsg = [] , mrules = "" , mdesc = "See all!" , mreason = "" , mhint = "" } short = ModeKind { mname = "short" , mfreq = [(SHORT, 1)] , mtutorial = False , mattract = False , mroster = rosterCrawlEmpty , mcaves = cavesShort , mendMsg = [] , mrules = "" , mdesc = "See all short scenarios!" , mreason = "" , mhint = "" } fun = ModeKind { mname = "fun" , mfreq = [(FUN, 1)] , mtutorial = False , mattract = False , mroster = rosterCrawlEmpty , mcaves = cavesFun , mendMsg = [] , mrules = "" , mdesc = "See all fun maps!" , mreason = "" , mhint = "" } crawlEmpty = ModeKind { mname = "crawl empty" , mfreq = [(CRAWL_EMPTY, 1)] , mtutorial = False , mattract = False , mroster = rosterCrawlEmpty , mcaves = cavesCrawlEmpty , mendMsg = [] , mrules = "" , mdesc = "Enjoy the extra legroom." , mreason = "" , mhint = "" } crawlSurvival = ModeKind { mname = "crawl survival" , mfreq = [(CRAWL_SURVIVAL, 1)] , mtutorial = False , mattract = False , mroster = rosterCrawlSurvival , mcaves = cavesCrawl , mendMsg = [] , mrules = "" , mdesc = "Lure the human intruders deeper and deeper." , mreason = "" , mhint = "" } safariSurvival = ModeKind { mname = "safari survival" , mfreq = [(SAFARI_SURVIVAL, 1)] , mtutorial = False , mattract = False , mroster = rosterSafariSurvival , mcaves = cavesSafari , mendMsg = [] , mrules = "" , mdesc = "In this simulation you'll discover the joys of being hunted among the most exquisite of Earth's flora and fauna, both animal and semi-intelligent." , mreason = "" , mhint = "" } battle = ModeKind { mname = "battle" , mfreq = [(BATTLE, 1)] , mtutorial = False , mattract = False , mroster = rosterBattle , mcaves = cavesBattle , mendMsg = [] , mrules = "" , mdesc = "Odds are stacked against those that reveal what should have been kept in the dark." , mreason = "" , mhint = "" } battleDefense = ModeKind { mname = "battle defense" , mfreq = [(BATTLE_DEFENSE, 1)] , mtutorial = False , mattract = False , mroster = rosterBattleDefense , mcaves = cavesBattle , mendMsg = [] , mrules = "" , mdesc = "Odds are stacked for those that set the rules." , mreason = "" , mhint = "" } battleSurvival = ModeKind { mname = "battle survival" , mfreq = [(BATTLE_SURVIVAL, 1)] , mtutorial = False , mattract = False , mroster = rosterBattleSurvival , mcaves = cavesBattle , mendMsg = [] , mrules = "" , mdesc = "Odds are stacked for those that ally with the strongest." , mreason = "" , mhint = "" } defense = ModeKind -- perhaps a real scenario in the future { mname = "defense" , mfreq = [(DEFENSE, 1)] , mtutorial = False , mattract = False , mroster = rosterDefense , mcaves = cavesCrawl , mendMsg = [] , mrules = "" , mdesc = "Don't let the half-witted humans derail your operation and flee, like the puny, naked, tentacle-less beasts that they are!" , mreason = "This is an initial sketch of the reversed crawl game mode. Play on high difficulty to avoid guaranteed victories against the pitiful humans." , mhint = "" } defenseEmpty = ModeKind { mname = "defense empty" , mfreq = [(DEFENSE_EMPTY, 1)] , mtutorial = False , mattract = False , mroster = rosterDefenseEmpty , mcaves = cavesCrawlEmpty , mendMsg = [] , mrules = "" , mdesc = "Lord over empty halls." , mreason = "" , mhint = "" } -- * Screensaver modes screensaverGauntlet = gauntlet { mname = "auto-gauntlet (1)" , mfreq = [] , mattract = True } screensaverRaid = raid { mname = "auto-raid (2)" , mfreq = [(INSERT_COIN, 2)] , mattract = True } screensaverBrawl = brawl { mname = "auto-brawl (3)" , mfreq = [] , mattract = True } screensaverCrawl = crawl { mname = "auto-crawl (long)" , mfreq = [] , mattract = True } screensaverShootout = shootout { mname = "auto-shootout (4)" , mfreq = [(INSERT_COIN, 2)] , mattract = True } screensaverHunt = hunt { mname = "auto-hunt (5)" , mfreq = [(INSERT_COIN, 2)] , mattract = True } screensaverFlight = flight { mname = "auto-flight (6)" , mfreq = [(INSERT_COIN, 2)] , mattract = True } screensaverZoo = zoo { mname = "auto-zoo (7)" , mfreq = [] , mattract = True } screensaverAmbush = ambush { mname = "auto-ambush (8)" , mfreq = [] , mattract = True } screensaverSafari = safari { mname = "auto-safari" , mfreq = [(INSERT_COIN, 1)] , mattract = True } rosterGauntlet, rosterRaid, rosterBrawl, rosterCrawl, rosterShootout, rosterHunt, rosterFlight, rosterZoo, rosterAmbush, rosterSafari, rosterCrawlEmpty, rosterCrawlSurvival, rosterSafariSurvival, rosterBattle, rosterBattleDefense, rosterBattleSurvival, rosterDefense, rosterDefenseEmpty :: Roster rosterGauntlet = [ ( EXPLORER_EXTERMINATOR , [(1, 2, EXTERMINATOR_HERO)] ) , ( ROBOT_GAUNTLET , [] ) -- avoid a robot that sleeps far away and keeps the faction spawning , (HORROR_REPRESENTATIVE, []) ] rosterRaid = [ ( ANIMAL_REPRESENTATIVE -- starting over escape , [(2, 2, ANIMAL)] ) , ( EXPLORER_SHORT , [(2, 2, HERO)] ) , ( COMPETITOR_SHORT , [(2, 1, RAIDER_HERO)] ) , ( ROBOT_REPRESENTATIVE , [(2, 1, ROBOT)] ) , (HORROR_REPRESENTATIVE, []) ] -- for summoned monsters rosterBrawl = [ ( EXPLORER_NO_ESCAPE , [(3, 3, BRAWLER_HERO)] ) -- start heroes on stairs, since they go first , ( COMPETITOR_NO_ESCAPE , [ (3, 3, BRAWLER_HERO) , (2, 3, BRAWLER_HERO) ] ) , (HORROR_REPRESENTATIVE, []) ] rosterCrawl = [ ( EXPLORER_REPRESENTATIVE -- start on stairs so that stash is handy , [(3, 3, CRAWL_HERO)] ) , ( MONSTER_REPRESENTATIVE , [] ) , ( ANIMAL_REPRESENTATIVE , [ (2, 5, ANIMAL) , (3, 4, ANIMAL) , -- Optional huge battle at the end: (16, 100, MOBILE_ANIMAL) ] ) , ( ROBOT_REPRESENTATIVE , [(2, 4, ROBOT)] ) , ( ROBOT_VIRUS , [] ) ] -- Exactly one scout gets a sight boost, to help the aggressor, because he uses -- the scout for initial attack, while camper (on big enough maps) -- can't guess where the attack would come and so can't position his single -- scout to counter the stealthy advance. rosterShootout = [ ( EXPLORER_NO_ESCAPE , [(5, 2, RANGER_HERO), (5, 1, SCOUT_HERO)] ) , ( COMPETITOR_NO_ESCAPE , [(5, 2, RANGER_HERO), (5, 1, SCOUT_HERO)] ) , (HORROR_REPRESENTATIVE, []) ] rosterHunt = [ ( EXPLORER_NO_ESCAPE , [(6, 7, SOLDIER_HERO)] ) , ( COMPETITOR_NO_ESCAPE , [(6, 6, AMBUSHER_HERO), (6, 1, SCOUT_HERO)] ) , (HORROR_REPRESENTATIVE, []) ] rosterFlight = [ ( COMPETITOR_NO_ESCAPE -- start on escape , [(7, 6, AMBUSHER_HERO), (7, 1, SCOUT_HERO)] ) , ( EXPLORER_MEDIUM , [(7, 2, ESCAPIST_HERO), (7, 1, SCOUT_HERO)] ) -- second on the list to let the bros occupy the escape , (HORROR_REPRESENTATIVE, []) ] rosterZoo = [ ( EXPLORER_TRAPPED , [(8, 5, SOLDIER_HERO)] ) , ( ANIMAL_CAPTIVE , [(8, 100, MOBILE_ANIMAL)] ) , (HORROR_REPRESENTATIVE, []) ] -- for summoned monsters rosterAmbush = [ ( EXPLORER_NO_ESCAPE , [(9, 5, AMBUSHER_HERO), (9, 1, SCOUT_HERO)] ) , ( OFF_WORLD_REPRESENTATIVE , [(9, 12, MERCENARY_HERO)] ) , (HORROR_REPRESENTATIVE, []) ] -- No horrors faction needed, because spawned heroes land in civilian faction. rosterSafari = [ ( MONSTER_TOURIST , [(5, 15, MONSTER)] ) , ( CONVICT_REPRESENTATIVE , [(5, 2, CIVILIAN)] ) , ( ANIMAL_MAGNIFICENT , [(10, 15, MOBILE_ANIMAL)] ) , ( ANIMAL_EXQUISITE -- start on escape , [(16, 20, MOBILE_ANIMAL)] ) , (HORROR_REPRESENTATIVE, []) ] -- construction hooter; neutral rosterCrawlEmpty = [ ( EXPLORER_PACIFIST , [(1, 1, CRAWL_HERO)] ) , (HORROR_PACIFIST, []) ] -- for spawned and summoned monsters rosterCrawlSurvival = [ ( EXPLORER_AUTOMATED , [(3, 3, CRAWL_HERO)] ) , ( MONSTER_REPRESENTATIVE , [(5, 1, MONSTER)] ) , ( ANIMAL_OR_ROBOT_NARRATING , [(5, 10, ANIMAL)] ) -- explore unopposed for some time , (HORROR_REPRESENTATIVE, []) ] rosterSafariSurvival = [ ( MONSTER_TOURIST_PASSIVE , [(5, 15, MONSTER)] ) , ( CONVICT_REPRESENTATIVE , [(5, 3, CIVILIAN)] ) , ( ANIMAL_MAGNIFICENT_NARRATING , [(10, 20, MOBILE_ANIMAL)] ) , ( ANIMAL_EXQUISITE , [(16, 30, MOBILE_ANIMAL)] ) , (HORROR_REPRESENTATIVE, []) ] rosterBattle = [ ( EXPLORER_TRAPPED , [(10, 5, SOLDIER_HERO)] ) , ( MONSTER_CAPTIVE , [(10, 35, MOBILE_MONSTER)] ) , ( ANIMAL_CAPTIVE , [(10, 20, MOBILE_ANIMAL)] ) , ( ROBOT_CAPTIVE , [(10, 15, MOBILE_ROBOT)] ) ] rosterBattleDefense = [ ( EXPLORER_AUTOMATED_TRAPPED , [(10, 5, SOLDIER_HERO)] ) , ( MONSTER_CAPTIVE_NARRATING , [(10, 35, MOBILE_MONSTER)] ) , ( ANIMAL_CAPTIVE , [(10, 20, MOBILE_ANIMAL)] ) , ( ROBOT_CAPTIVE , [(10, 15, MOBILE_ROBOT)] ) ] rosterBattleSurvival = [ ( EXPLORER_AUTOMATED_TRAPPED , [(10, 5, SOLDIER_HERO)] ) , ( MONSTER_CAPTIVE , [(10, 35, MOBILE_MONSTER)] ) , ( ANIMAL_CAPTIVE_NARRATING , [(10, 20, MOBILE_ANIMAL)] ) , ( ROBOT_CAPTIVE , [(10, 15, MOBILE_ROBOT)] ) ] rosterDefense = [ ( EXPLORER_AUTOMATED , [(3, 3, CRAWL_HERO)] ) , ( MONSTER_ANTI , [] ) , ( ANIMAL_REPRESENTATIVE , -- Fun from the start to avoid empty initial level: [ (3, 5 + 1 `d` 2, ANIMAL) -- many, because no spawning -- Optional huge battle at the end: , (16, 100, MOBILE_ANIMAL) ] ) , ( ROBOT_REPRESENTATIVE , [] ) ] rosterDefenseEmpty = [ ( MONSTER_ANTI_PACIFIST , [(4, 1, SCOUT_MONSTER)] ) , (HORROR_PACIFIST, []) ] -- for spawned and summoned animals cavesGauntlet, cavesRaid, cavesBrawl, cavesCrawl, cavesShootout, cavesHunt, cavesFlight, cavesZoo, cavesAmbush, cavesSafari, cavesDig, cavesSee, cavesShort, cavesFun, cavesCrawlEmpty, cavesBattle :: Caves cavesGauntlet = [([1], [CAVE_GAUNTLET])] cavesRaid = [([2], [CAVE_RAID])] cavesBrawl = reverse [([2], [CAVE_BRAWL_ALT]), ([3], [CAVE_BRAWL])] listCrawl :: [([Int], [GroupName CaveKind])] listCrawl = [ ([1], [CAVE_OUTERMOST]) , ([2], [CAVE_SHALLOW_ROGUE]) , ([3], [CAVE_BRIDGE]) , ([4], [CAVE_NOISE]) , ([8, 7, 6, 5], [CAVE_VIRUS, CAVE_ROGUE, CAVE_ARENA, CAVE_RESIDENTIAL]) -- reversed order, to match @reverse@ later on , ([9], [CAVE_LABORATORY]) , ([12, 11, 10], [DEFAULT_RANDOM, DEFAULT_RANDOM, CAVE_MUSEUM]) , ([13], [CAVE_EGRESS]) , ([15, 14], [DEFAULT_RANDOM, CAVE_CASINO]) , ([16], [CAVE_POWER]) ] cavesCrawl = reverse listCrawl cavesShootout = [([5], [CAVE_SHOOTOUT])] cavesHunt = [([6], [CAVE_HUNT])] cavesFlight = [([7], [CAVE_FLIGHT])] cavesZoo = [([8], [CAVE_ZOO])] cavesAmbush = [([9], [CAVE_AMBUSH])] cavesSafari = reverse [ ([5], [CAVE_SAFARI_1]) , ([10], [CAVE_SAFARI_2]) , ([16], [CAVE_SAFARI_3]) ] cavesDig = reverse $ concat $ zipWith (map . renumberCaves) [0, 16 ..] (replicate 100 listCrawl) -- [0, 2 ..] -- (replicate 100 [([1], [CAVE_OUTERMOST]),([2], [CAVE_EGRESS])]) renumberCaves :: Int -> ([Int], [GroupName CaveKind]) -> ([Int], [GroupName CaveKind]) renumberCaves offset (ns, l) = (map (+ offset) ns, l) cavesSee = let numberCaves n c = ([n], [c]) in reverse $ zipWith numberCaves [1..] $ concatMap (replicate 10) allCaves cavesShort = let numberCaves n c = ([n], [c]) in reverse $ zipWith numberCaves [1..] $ concatMap (replicate 100) $ take 8 allCaves cavesFun = let numberCaves n c = ([n], [c]) funModes = drop 4 (take 8 allCaves) funLevels = [ CAVE_OUTERMOST, CAVE_RESIDENTIAL, CAVE_ROGUE , CAVE_AMBUSH ] in reverse $ zipWith numberCaves [1..] $ concatMap (replicate 33) $ funModes ++ funLevels allCaves :: [GroupName CaveKind] allCaves = [ CAVE_GAUNTLET, CAVE_RAID, CAVE_BRAWL, CAVE_SHOOTOUT, CAVE_HUNT, CAVE_FLIGHT , CAVE_ZOO, CAVE_AMBUSH , CAVE_OUTERMOST, CAVE_SHALLOW_ROGUE, CAVE_BRIDGE, CAVE_NOISE, CAVE_ROGUE , CAVE_ARENA, CAVE_RESIDENTIAL, CAVE_VIRUS, CAVE_LABORATORY, CAVE_MUSEUM , CAVE_EGRESS, CAVE_CASINO, CAVE_POWER ] cavesCrawlEmpty = reverse $ map (\(ns, grps) -> (ns, if grps == [CAVE_BRIDGE] then [CAVE_SHALLOW_ROGUE] else grps)) listCrawl cavesBattle = [([10], [CAVE_BATTLE])] Allure-0.11.0.0/GameDefinition/Content/PlaceKind.hs0000644000000000000000000017140007346545000020031 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Definitions of place kinds. Every room in the game is an instantiated -- place kind. module Content.PlaceKind ( -- * Group name patterns pattern ROGUE, pattern LABORATORY, pattern ZOO, pattern BRAWL, pattern SHOOTOUT, pattern ARENA, pattern FLIGHT, pattern AMBUSH, pattern BATTLE, pattern NOISE, pattern EMPTY , pattern INDOOR_ESCAPE_DOWN, pattern INDOOR_ESCAPE_UP, pattern OUTDOOR_ESCAPE_DOWN, pattern TINY_STAIRCASE, pattern OPEN_STAIRCASE, pattern CLOSED_STAIRCASE, pattern WALLED_STAIRCASE, pattern GATED_TINY_STAIRCASE, pattern GATED_OPEN_STAIRCASE, pattern GATED_CLOSED_STAIRCASE, pattern OUTDOOR_TINY_STAIRCASE, pattern OUTDOOR_CLOSED_STAIRCASE, pattern OUTDOOR_WALLED_STAIRCASE , pattern RESIDENTIAL, pattern MUSEUM, pattern EGRESS, pattern VIRUS, pattern GAUNTLET, pattern RAID , pattern TINY_LIFT, pattern OPEN_LIFT, pattern WALLED_LIFT, pattern CLOSED_LIFT, pattern SPACESHIP_ESCAPE_DOWN, pattern ALARM_ESCAPE_UP, pattern DECON_TINY_STAIRCASE, pattern DECON_OPEN_STAIRCASE, pattern DECON_WALLED_STAIRCASE, pattern DECON_TINY_LIFT, pattern DECON_OPEN_LIFT, pattern DECON_WALLED_LIFT, pattern GATED_TINY_LIFT, pattern GATED_OPEN_LIFT, pattern GATED_CLOSED_LIFT, pattern WELDED_TINY_LIFT, pattern WELDED_OPEN_LIFT, pattern WELDED_WALLED_LIFT, pattern WELDED_TINY_STAIRCASE, pattern WELDED_OPEN_STAIRCASE, pattern WELDED_WALLED_STAIRCASE , groupNamesSingleton, groupNames , -- * Content content ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.EnumMap.Strict as EM import qualified Data.Text as T import Game.LambdaHack.Content.PlaceKind import Game.LambdaHack.Content.TileKind (TileKind) import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.DefsInternal import Content.TileKind hiding (content, groupNames, groupNamesSingleton) -- * Group name patterns groupNamesSingleton :: [GroupName PlaceKind] groupNamesSingleton = [] -- TODO: if we stick to the current system of generating extra kinds and their -- group names, let's also add the generated group names to @groupNames@. groupNames :: [GroupName PlaceKind] groupNames = [ROGUE, LABORATORY, ZOO, BRAWL, SHOOTOUT, ARENA, FLIGHT, AMBUSH, BATTLE, NOISE, EMPTY] ++ [INDOOR_ESCAPE_DOWN, INDOOR_ESCAPE_UP, OUTDOOR_ESCAPE_DOWN, TINY_STAIRCASE, OPEN_STAIRCASE, CLOSED_STAIRCASE, WALLED_STAIRCASE] ++ [RESIDENTIAL, MUSEUM, EGRESS, VIRUS, GAUNTLET, RAID] ++ [TINY_LIFT, OPEN_LIFT, WALLED_LIFT, CLOSED_LIFT, SPACESHIP_ESCAPE_DOWN, ALARM_ESCAPE_UP] ++ fst generatedStairs pattern ROGUE, LABORATORY, ZOO, BRAWL, SHOOTOUT, ARENA, FLIGHT, AMBUSH, BATTLE, NOISE, EMPTY :: GroupName PlaceKind pattern INDOOR_ESCAPE_DOWN, INDOOR_ESCAPE_UP, OUTDOOR_ESCAPE_DOWN, TINY_STAIRCASE, OPEN_STAIRCASE, CLOSED_STAIRCASE, WALLED_STAIRCASE, GATED_TINY_STAIRCASE, GATED_OPEN_STAIRCASE, GATED_CLOSED_STAIRCASE, OUTDOOR_TINY_STAIRCASE, OUTDOOR_CLOSED_STAIRCASE, OUTDOOR_WALLED_STAIRCASE :: GroupName PlaceKind pattern RESIDENTIAL, MUSEUM, EGRESS, VIRUS, GAUNTLET, RAID :: GroupName PlaceKind pattern TINY_LIFT, OPEN_LIFT, WALLED_LIFT, CLOSED_LIFT, SPACESHIP_ESCAPE_DOWN, ALARM_ESCAPE_UP, DECON_TINY_STAIRCASE, DECON_OPEN_STAIRCASE, DECON_WALLED_STAIRCASE, DECON_TINY_LIFT, DECON_OPEN_LIFT, DECON_WALLED_LIFT, GATED_TINY_LIFT, GATED_OPEN_LIFT, GATED_CLOSED_LIFT, WELDED_TINY_LIFT, WELDED_OPEN_LIFT, WELDED_WALLED_LIFT, WELDED_TINY_STAIRCASE, WELDED_OPEN_STAIRCASE, WELDED_WALLED_STAIRCASE :: GroupName PlaceKind pattern ROGUE = GroupName "rogue" pattern LABORATORY = GroupName "laboratory" pattern ZOO = GroupName "zoo" pattern BRAWL = GroupName "brawl" pattern SHOOTOUT = GroupName "shootout" pattern ARENA = GroupName "arena" pattern FLIGHT = GroupName "flight" pattern AMBUSH = GroupName "ambush" pattern BATTLE = GroupName "battle" pattern NOISE = GroupName "noise" pattern EMPTY = GroupName "empty" pattern INDOOR_ESCAPE_DOWN = GroupName "indoor escape down" pattern INDOOR_ESCAPE_UP = GroupName "indoor escape up" pattern OUTDOOR_ESCAPE_DOWN = GroupName "outdoor escape down" pattern TINY_STAIRCASE = GroupName "tiny staircase" pattern OPEN_STAIRCASE = GroupName "open staircase" pattern CLOSED_STAIRCASE = GroupName "closed staircase" pattern WALLED_STAIRCASE = GroupName "walled staircase" -- This is a rotten compromise, because these are synthesized below, -- so typos can happen. pattern GATED_TINY_STAIRCASE = GroupName "gated tiny staircase" pattern GATED_OPEN_STAIRCASE = GroupName "gated open staircase" pattern GATED_CLOSED_STAIRCASE = GroupName "gated closed staircase" pattern OUTDOOR_TINY_STAIRCASE = GroupName "outdoor tiny staircase" pattern OUTDOOR_CLOSED_STAIRCASE = GroupName "outdoor closed staircase" pattern OUTDOOR_WALLED_STAIRCASE = GroupName "outdoor walled staircase" -- ** Allure-specific pattern RESIDENTIAL = GroupName "residential" pattern MUSEUM = GroupName "museum" pattern EGRESS = GroupName "egress" pattern VIRUS = GroupName "virus" pattern GAUNTLET = GroupName "gauntlet" pattern RAID = GroupName "raid" pattern TINY_LIFT = GroupName "tiny lift" pattern OPEN_LIFT = GroupName "open lift" pattern WALLED_LIFT = GroupName "walled lift" pattern CLOSED_LIFT = GroupName "closed lift" pattern SPACESHIP_ESCAPE_DOWN = GroupName "spaceship escape down" pattern ALARM_ESCAPE_UP = GroupName "alarm escape up" -- This is a rotten compromise, because these are synthesized below, -- so typos can happen. pattern DECON_TINY_STAIRCASE = GroupName "decon tiny staircase" pattern DECON_OPEN_STAIRCASE = GroupName "decon open staircase" pattern DECON_WALLED_STAIRCASE = GroupName "decon walled staircase" pattern DECON_TINY_LIFT = GroupName "decon tiny lift" pattern DECON_OPEN_LIFT = GroupName "decon open lift" pattern DECON_WALLED_LIFT = GroupName "decon walled lift" pattern GATED_TINY_LIFT = GroupName "gated tiny lift" pattern GATED_OPEN_LIFT = GroupName "gated open lift" pattern GATED_CLOSED_LIFT = GroupName "gated closed lift" pattern WELDED_TINY_LIFT = GroupName "welded tiny lift" pattern WELDED_OPEN_LIFT = GroupName "welded open lift" pattern WELDED_WALLED_LIFT = GroupName "welded walled lift" pattern WELDED_TINY_STAIRCASE = GroupName "welded tiny staircase" pattern WELDED_OPEN_STAIRCASE = GroupName "welded open staircase" pattern WELDED_WALLED_STAIRCASE = GroupName "welded walled staircase" -- * Content content :: [PlaceKind] content = [deadEnd, rect, rect2, rectWindows, glasshouse, glasshouse2, glasshouse3, glasshouse4, pulpit, ruin, ruin2, collapsed, collapsed2, collapsed3, collapsed4, collapsed5, collapsed6, collapsed7, pillar, pillar2, pillar3, pillar4, pillar5, pillar6, colonnade, colonnade2, colonnade3, colonnade4, colonnade5, colonnade6, colonnade7, colonnade8, colonnade9, colonnade10, lampPost, lampPost2, lampPost3, lampPost4, treeShade, fogClump, fogClump2, smokeClump, smokeClump2, smokeClump3FGround, bushClump, escapeDown, escapeDown2, escapeDown3, escapeDown4, escapeDown5, escapeDown6, escapeDown7, escapeDown8, escapeDown9, staircase1, staircase2, staircase3, staircase4, staircase5, staircase6, staircase7, staircase8, staircase9, staircase10, staircase11, staircase12, staircase13, staircase14, staircase15, staircase16, staircase17, staircase18, staircase19, staircase20, staircase21, staircase22, staircase23, staircase24, staircase25, staircase26, staircase27, staircase28, staircase29, staircase30, staircase31, staircase32, staircase33, staircase34, staircase35, staircase36, staircase37] -- Allure-specific ++ [staircaseLift11, staircaseLift12, staircaseLift13, staircaseLift14, staircaseLift15, staircaseLift16, staircaseLift17, staircaseLift18, staircaseLift19, staircaseLift20, staircaseLift21, staircaseLift22, staircaseLift23, staircaseLift24, staircaseLift25] -- automatically generated ++ snd generatedStairs ++ generatedEscapes -- Allure-specific, continued ++ [ pumps, oval, ovalFloor, ovalSquare, ovalBasin, ovalBasin2, squareBasin, squareBasin2, floodedRoom, floodedRoom2, maze, maze2, maze3, maze4, mazeBig, mazeBig2, cells, cells2, cells3, cells4, cells5, cells6, cells7, tank, tank2, tank3, tank4, tank5, tank6, tank7, tank8, tank9, tank10, tank11, tank12, shuttleHusk, shuttleHusk2, shuttleHusk3, shuttleHusk4, shuttleHusk5, shuttleHusk6, dormitory, dormitory2, dormitory3, dormitory4, dormitory5, dormitory6] deadEnd, rect, rect2, rectWindows, glasshouse, glasshouse2, glasshouse3, glasshouse4, pulpit, ruin, ruin2, collapsed, collapsed2, collapsed3, collapsed4, collapsed5, collapsed6, collapsed7, pillar, pillar2, pillar3, pillar4, pillar5, pillar6, colonnade, colonnade2, colonnade3, colonnade4, colonnade5, colonnade6, colonnade7, colonnade8, colonnade9, colonnade10, lampPost, lampPost2, lampPost3, lampPost4, treeShade, fogClump, fogClump2, smokeClump, smokeClump2, smokeClump3FGround, bushClump, escapeDown, escapeDown2, escapeDown3, escapeDown4, escapeDown5, escapeDown6, escapeDown7, escapeDown8, escapeDown9, staircase1, staircase2, staircase3, staircase4, staircase5, staircase6, staircase7, staircase8, staircase9, staircase10, staircase11, staircase12, staircase13, staircase14, staircase15, staircase16, staircase17, staircase18, staircase19, staircase20, staircase21, staircase22, staircase23, staircase24, staircase25, staircase26, staircase27, staircase28, staircase29, staircase30, staircase31, staircase32, staircase33, staircase34, staircase35, staircase36, staircase37 :: PlaceKind -- Allure-specific staircaseLift11, staircaseLift12, staircaseLift13, staircaseLift14, staircaseLift15, staircaseLift16, staircaseLift17, staircaseLift18, staircaseLift19, staircaseLift20, staircaseLift21, staircaseLift22, staircaseLift23, staircaseLift24, staircaseLift25, pumps, oval, ovalFloor, ovalSquare, ovalBasin, ovalBasin2, squareBasin, squareBasin2, floodedRoom, floodedRoom2, maze, maze2, maze3, maze4, mazeBig, mazeBig2, cells, cells2, cells3, cells4, cells5, cells6, cells7, tank, tank2, tank3, tank4, tank5, tank6, tank7, tank8, tank9, tank10, tank11, tank12, shuttleHusk, shuttleHusk2, shuttleHusk3, shuttleHusk4, shuttleHusk5, shuttleHusk6, dormitory, dormitory2, dormitory3, dormitory4, dormitory5, dormitory6 :: PlaceKind staircase, staircaseLift :: PlaceKind -- templates staircaseBasic :: [PlaceKind] staircaseBasic = [staircase1, staircase2, staircase3, staircase4, staircase5, staircase6, staircase7, staircase8, staircase9, staircase10, staircase11, staircase12, staircase13, staircase14, staircase15, staircase16, staircase17, staircase18, staircase19, staircase20, staircase21, staircase22, staircase23, staircase24, staircase25, staircase26, staircase27, staircase28, staircase29, staircase30, staircase31, staircase32, staircase33, staircase34, staircase35, staircase36, staircase37] -- Allure-specific ++ [staircaseLift11, staircaseLift12, staircaseLift13, staircaseLift14, staircaseLift15, staircaseLift16, staircaseLift17, staircaseLift18, staircaseLift19, staircaseLift20, staircaseLift21, staircaseLift22, staircaseLift23, staircaseLift24, staircaseLift25] generatedStairs :: ([GroupName PlaceKind], [PlaceKind]) generatedStairs = let (stairs, lifts) = partition ((/= "a lift") . pname) staircaseBasic gatedStairs = map switchStairToGated stairs gatedLifts = map switchLiftToGated lifts deconStairs = map switchStairToDecon stairs deconLifts = map switchLiftToDecon lifts weldedStairs = map switchStairToWelded stairs weldedLifts = map switchLiftToWelded lifts outdoorStairs = map switchStairToOutdoor stairs stairsAll = stairs ++ gatedStairs ++ deconStairs ++ weldedStairs ++ outdoorStairs liftsAll = lifts ++ gatedLifts ++ deconLifts ++ weldedLifts genStairs = gatedStairs ++ gatedLifts ++ deconStairs ++ deconLifts ++ weldedStairs ++ weldedLifts ++ outdoorStairs ++ map (switchStairToUp "stair terminal") stairsAll ++ map (switchStairToUp "lift terminal") liftsAll ++ map (switchStairToDown "stair terminal") stairsAll ++ map (switchStairToDown "lift terminal") liftsAll in ( nub $ sort $ concatMap (map fst . pfreq) genStairs , genStairs ) escapeDownBasic :: [PlaceKind] escapeDownBasic = [ escapeDown, escapeDown2, escapeDown3, escapeDown4, escapeDown5, escapeDown6 , escapeDown7, escapeDown8, escapeDown9 ] generatedEscapes :: [PlaceKind] generatedEscapes = let upEscapes = map switchEscapeToUp escapeDownBasic outdoorEscapes = map switchEscapeToOutdoorDown escapeDownBasic spaceshipEscapes = map switchEscapeToSpaceshipDown escapeDownBasic upAlarms = map switchEscapeToAlarmUp escapeDownBasic in upEscapes ++ outdoorEscapes ++ spaceshipEscapes ++ upAlarms -- The dots below are @'\x00B7'@, as defined in 'TileKind.floorSymbol'. defaultLegendLit :: EM.EnumMap Char (GroupName TileKind) defaultLegendLit = EM.fromList [ ('#', FILLER_WALL) , ('0', S_PILLAR) , ('&', S_RUBBLE_PILE) , ('+', S_CLOSED_DOOR) , ('<', TILE_INDOOR_ESCAPE_UP) , ('>', TILE_INDOOR_ESCAPE_DOWN) , ('%', TRANSPARENT_WALL) , ('^', ICE_BUILDUP) , ('\'', S_OPEN_DOOR) , ('·', FLOOR_ACTOR_ITEM_LIT) , ('~', S_SHALLOW_WATER_LIT) , (':', WORKSHOP) , ('I', SIGNBOARD) ] defaultLegendDark :: EM.EnumMap Char (GroupName TileKind) defaultLegendDark = EM.fromList [ ('#', FILLER_WALL) , ('0', S_PILLAR) , ('&', S_RUBBLE_PILE) , ('+', S_CLOSED_DOOR) , ('<', TILE_INDOOR_ESCAPE_UP) , ('>', TILE_INDOOR_ESCAPE_DOWN) , ('%', TRANSPARENT_WALL) , ('^', ICE_BUILDUP) , ('\'', S_OPEN_DOOR) , ('·', FLOOR_ACTOR_ITEM_DARK) , ('~', S_SHALLOW_WATER_DARK) , (':', WORKSHOP) , ('I', SIGNBOARD) ] deadEnd = PlaceKind -- needs to have index 0 { pname = "a dead end" , pfreq = [] , prarity = [] , pcover = CStretch , pfence = FNone , ptopLeft = ["·"] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } rect = PlaceKind -- Valid for any nonempty area, hence low frequency. { pname = "a room" , pfreq = [(ROGUE, 100), (LABORATORY, 10), (RAID, 100)] , prarity = [(1, 10), (10, 6)] , pcover = CStretch , pfence = FWall , ptopLeft = ["·"] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } rect2 = rect { pname = "a pen" , pfreq = [(SHOOTOUT, 1), (ZOO, 10)] } rectWindows = overridePlaceKind [('%', RECT_WINDOWS)] $ PlaceKind { pname = "a shed" , pfreq = [(FLIGHT, 20)] , prarity = [(1, 10), (10, 10)] , pcover = CStretch , pfence = FNone , ptopLeft = [ "#%" , "%·" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } glasshouse = PlaceKind { pname = "a glasshouse" , pfreq = [(SHOOTOUT, 10)] , prarity = [(1, 10), (10, 7)] , pcover = CStretch , pfence = FNone , ptopLeft = [ "%%" , "%·" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } glasshouse2 = override2PlaceKind [('·', DAMP_FLOOR_DARK)] [('·', DAMP_FLOOR_LIT)] $ glasshouse { pname = "a glass cage" , pfreq = [(LABORATORY, 2), (ZOO, 30)] } glasshouse3 = glasshouse { pname = "an entertainment center" , pfreq = [(ARENA, 1), (AMBUSH, 10)] } glasshouse4 = glasshouse { pname = "an exhibition area" , pfreq = [(ARENA, 1), (MUSEUM, 1)] } pulpit = overridePlaceKind [('0', S_PULPIT)] $ PlaceKind -- except for floor, all will be lit, regardless of night/dark; OK { pname = "a stand podium" , pfreq = [(ARENA, 15), (MUSEUM, 15), (ZOO, 100)] , prarity = [(1, 1)] , pcover = CMirror , pfence = FGround , ptopLeft = [ "%%·" , "%··" , "··0" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } ruin = override2PlaceKind [('·', DAMP_FLOOR_DARK)] [('·', DAMP_FLOOR_LIT)] $ PlaceKind { pname = "ruins" , pfreq = [(BATTLE, 660), (AMBUSH, 70)] , prarity = [(1, 1)] , pcover = CStretch , pfence = FWall , ptopLeft = ["X"] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } ruin2 = ruin { pname = "a scaffolding" , pfreq = [(NOISE, 2000), (EGRESS, 5), (MUSEUM, 1)] } collapsed = overridePlaceKind [('#', DOORLESS_MACHINERY)] $ PlaceKind { pname = "a hardware stack" , pfreq = [(NOISE, 1), (VIRUS, 10), (GAUNTLET, 2)] -- no point taking up space if very little space taken, -- but if no other place can be generated, a failsafe is useful; -- this is also useful for tiny levels, such as GAUNTLET, -- where without cfenceApart, the other shapes could be cut off , prarity = [(1, 1)] , pcover = CStretch , pfence = FNone , ptopLeft = [ "#" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } collapsed2 = collapsed { pfreq = [(NOISE, 1000), (VIRUS, 50), (BATTLE, 200)] , ptopLeft = [ "X#" , "##" ] } collapsed3 = collapsed { pfreq = [(NOISE, 2000), (BATTLE, 200)] , ptopLeft = [ "XX#" , "###" ] } collapsed4 = collapsed { pfreq = [(NOISE, 2200), (BATTLE, 200)] , ptopLeft = [ "XXX#" , "####" ] } collapsed5 = collapsed { pfreq = [(NOISE, 3000), (BATTLE, 500)] , ptopLeft = [ "XX#" , "X##" , "###" ] } collapsed6 = collapsed { pfreq = [(NOISE, 4000), (BATTLE, 1000)] , ptopLeft = [ "XXX#" , "X###" , "####" ] } collapsed7 = collapsed { pfreq = [(NOISE, 4000), (BATTLE, 1000)] , ptopLeft = [ "XXX#" , "XX##" , "####" ] } pillar = PlaceKind { pname = "a court" , pfreq = [ (ROGUE, 250), (ARENA, 15), (MUSEUM, 10) , (LABORATORY, 200), (RAID, 50) ] , prarity = [(1, 1)] , pcover = CStretch , pfence = FWall -- Larger rooms require support pillars. , ptopLeft = [ "#··" , "···" , "···" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } pillar2 = pillar { pname = "a plaza" , pfreq = [ (ROGUE, 1500), (ARENA, 5000) , (MUSEUM, 4000), (LABORATORY, 1500) ] , ptopLeft = [ "#·#·" , "····" , "#···" , "····" ] } pillar3 = override2PlaceKind [('·', OILY_FLOOR_DARK)] [('·', OILY_FLOOR_LIT)] $ pillar { pname = "a market" , pfreq = [(ROGUE, 300), (ARENA, 10000), (EMPTY, 400)] , ptopLeft = [ "····" , "·0··" , "····" , "····" ] } pillar4 = override2PlaceKind [('~', S_POOL_DARK)] [('~', S_POOL_LIT)] $ pillar { pname = "a mall" , pfreq = [(ROGUE, 10000), (ARENA, 100000), (EMPTY, 4000)] , ptopLeft = [ "0····" , "·····" , "·····" , "···0·" , "····~" ] } pillar5 = overridePlaceKind [ ('&', CACHE_DEPOSIT) , ('i', FLOOR_ACTOR_ITEM) -- lit or not, randomly , ('p', TRAPPED_DOOR) ] $ pillar -- no STUCK_DOOR, because FWall, so would break global pathfinding { pname = "a bank outlet" , pfreq = [ (ROGUE, 1200), (ARENA, 6000) , (EMPTY, 600), (EGRESS, 600) ] , ptopLeft = [ "&i%·" , "ii#·" , "%#p·" , "····" ] } pillar6 = override2PlaceKind [('f', BUSH_GROVE_DARK)] [('f', BUSH_GROVE_LIT)] $ overridePlaceKind [ ('&', CACHE_JEWELRY) , ('0', S_LAMP_POST) , ('a', S_FLOOR_ACTOR_LIT) ] $ pillar { pname = "a jewelry store" , pfreq = [ (ROGUE, 1200), (ARENA, 6000) , (MUSEUM, 7000), (EMPTY, 600) ] , ptopLeft = [ "0a··" , "aaf·" , "·f&·" , "····" ] } colonnade = PlaceKind { pname = "a colonnade" , pfreq = [ (ROGUE, 12), (NOISE, 1000), (FLIGHT, 200) , (EGRESS, 30), (RAID, 12) ] , prarity = [(1, 12), (10, 12)] , pcover = CAlternate , pfence = FFloor , ptopLeft = [ "#·" , "··" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } colonnade2 = colonnade { pfreq = [(ROGUE, 300)] , prarity = [(1, 1)] , pfence = FWall , ptopLeft = [ "#·" , "·#" ] } colonnade3 = colonnade { prarity = [(1, 120), (10, 120)] , ptopLeft = [ "··#" , "·#·" , "#··" ] } colonnade4 = colonnade { prarity = [(1, 1)] , pfreq = [(ROGUE, 1000), (RAID, 1000)] , pfence = FWall , ptopLeft = [ "#··" , "·#·" , "··#" ] } colonnade5 = colonnade { prarity = [(1, 25), (10, 25)] , ptopLeft = [ "#··" , "··#" ] } colonnade6 = colonnade { prarity = [(1, 14), (10, 14)] , ptopLeft = [ "#·" , "··" , "·#" ] } colonnade7 = colonnade { pfreq = [(ARENA, 50), (MUSEUM, 30), (EMPTY, 800), (RAID, 40)] , prarity = [(1, 7), (10, 7)] , ptopLeft = [ "0·" , "··" ] } colonnade8 = colonnade7 { prarity = [(1, 50), (10, 50)] , ptopLeft = [ "··0" , "·0·" , "0··" ] } colonnade9 = colonnade7 { prarity = [(1, 20), (10, 20)] , ptopLeft = [ "0··" , "··0" ] } colonnade10 = colonnade7 { prarity = [(1, 10), (10, 10)] , ptopLeft = [ "0·" , "··" , "·0" ] } lampPost = overridePlaceKind [ ('0', S_LAMP_POST) , ('·', S_FLOOR_ACTOR_LIT) ] $ PlaceKind { pname = "a lamp-lit area" , pfreq = [ (FLIGHT, 200), (ZOO, 100), (AMBUSH, 1000) , (BATTLE, 100) ] , prarity = [(1, 1)] , pcover = CVerbatim , pfence = FNone , ptopLeft = [ "X·X" , "·0·" , "X·X" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } lampPost2 = lampPost { ptopLeft = [ "···" , "·0·" , "···" ] } lampPost3 = lampPost { pfreq = [(FLIGHT, 3000), (ZOO, 500), (BATTLE, 1100)] , ptopLeft = [ "XX·XX" , "X···X" , "··0··" , "X···X" , "XX·XX" ] } lampPost4 = lampPost { pfreq = [(FLIGHT, 3000), (ZOO, 500), (BATTLE, 600)] , ptopLeft = [ "X···X" , "·····" , "··0··" , "·····" , "X···X" ] } treeShade = override2PlaceKind [ ('0', S_TREE_DARK) , ('s', TREE_SHADE_WALKABLE_DARK) ] [ ('0', S_TREE_LIT) , ('s', TREE_SHADE_WALKABLE_LIT) ] $ overridePlaceKind [('·', S_SHADED_GROUND)] $ PlaceKind { pname = "a tree shade" , pfreq = [(BRAWL, 500)] , prarity = [(1, 1)] , pcover = CMirror , pfence = FNone , ptopLeft = [ "··s" , "s0·" , "Xs·" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } fogClump = override2PlaceKind [('f', FOG_CLUMP_DARK)] [('f', FOG_CLUMP_LIT)] $ overridePlaceKind [(';', S_FOG_LIT)] $ PlaceKind { pname = "a foggy patch" , pfreq = [(EMPTY, 500), (SHOOTOUT, 70), (FLIGHT, 60), (RAID, 20)] , prarity = [(1, 1)] , pcover = CMirror , pfence = FNone , ptopLeft = [ "f;" , ";f" , ";X" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } fogClump2 = fogClump { pfreq = [(EMPTY, 2500), (SHOOTOUT, 400), (FLIGHT, 100), (RAID, 50)] , ptopLeft = [ "X;f" , "f;f" , ";;f" , "Xff" ] } smokeClump = override2PlaceKind [ ('f', SMOKE_CLUMP_DARK) , ('·', S_FLOOR_ACTOR_DARK) ] [ ('f', SMOKE_CLUMP_LIT) , ('·', S_FLOOR_ACTOR_LIT) ] $ overridePlaceKind [(';', S_SMOKE_LIT)] $ PlaceKind { pname = "a smoky patch" , pfreq = [(EGRESS, 20), (ZOO, 40), (AMBUSH, 50), (VIRUS, 1)] , prarity = [(1, 1)] , pcover = CMirror , pfence = FNone , ptopLeft = [ "f;" , ";f" , ";X" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } smokeClump2 = smokeClump { pfreq = [(EGRESS, 100), (ZOO, 200), (AMBUSH, 150), (VIRUS, 2)] , ptopLeft = [ "X;f" , "f;f" , ";;f" , "Xff" ] } smokeClump3FGround = smokeClump { pname = "a burned out area" , pfreq = [(LABORATORY, 50)] -- close to guaranteed, but not overcrowded , prarity = [(1, 1)] , pcover = CMirror , pfence = FGround , ptopLeft = [ ";f:" -- workshop terrain , "f·f" , "f·f" , ";f;" ] -- should not be used in caves with trails, because bushes should -- not grow over such artificial trails } bushClump = override2PlaceKind [('f', BUSH_CLUMP_DARK)] [('f', BUSH_CLUMP_LIT)] $ overridePlaceKind [(';', S_BUSH_LIT)] $ PlaceKind { pname = "a bushy patch" , pfreq = [(SHOOTOUT, 120), (EMPTY, 160), (BRAWL, 30)] , prarity = [(1, 1)] , pcover = CMirror , pfence = FNone , ptopLeft = [ "f;X" -- the third column is needed to prevent blockage , ";Xf" , ";fX" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit -- should not be used in caves with trails, because bushes can't -- grow over such artificial trails } escapeDown = override2PlaceKind [('r', RUBBLE_OR_WASTE_DARK)] [('r', RUBBLE_OR_WASTE_LIT)] $ overridePlaceKind [ ('g', S_FROZEN_PATH) , ('0', S_LAMP_POST) , ('b', BARREL) , ('a', S_FLOOR_ACTOR_LIT) ] $ PlaceKind { pname = "an escape down" , pfreq = [(INDOOR_ESCAPE_DOWN, 1)] , prarity = [(1, 1)] , pcover = CVerbatim , pfence = FGround , ptopLeft = [ ">" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } escapeDown2 = escapeDown { pfreq = [(INDOOR_ESCAPE_DOWN, 200)] , pfence = FGround , ptopLeft = [ "#·#" , "·>·" , "#·#" ] } escapeDown3 = escapeDown { pfreq = [(INDOOR_ESCAPE_DOWN, 200)] , pfence = FFloor , ptopLeft = [ "·b·" , "b>b" , "·b·" ] } escapeDown4 = escapeDown { pfreq = [(INDOOR_ESCAPE_DOWN, 200)] , pfence = FWall , ptopLeft = [ "^·^" , "·>·" , "^·^" ] } escapeDown5 = escapeDown { pfreq = [(INDOOR_ESCAPE_DOWN, 200)] , pcover = CMirror , pfence = FFloor , ptopLeft = [ "r#·" , "r>#" , "rrr" ] } escapeDown6 = escapeDown { pfreq = [(INDOOR_ESCAPE_DOWN, 1000)] , pfence = FWall , ptopLeft = [ "··#··" , "·#g#·" , "#g>g#" , "·#g#·" , "··#··" ] } escapeDown7 = escapeDown { pfreq = [(INDOOR_ESCAPE_DOWN, 1000)] , pfence = FFloor , ptopLeft = [ "·g#g·" , "g#g#g" , "#g>g#" , "g#g#g" , "·g#g·" ] } escapeDown8 = escapeDown { pfreq = [(INDOOR_ESCAPE_DOWN, 1000)] , pcover = CMirror , pfence = FWall , ptopLeft = [ "··#g·" , "·#gg·" , "·#>g#" , "·gg#·" , "g·#··" ] } escapeDown9 = escapeDown { pfreq = [(INDOOR_ESCAPE_DOWN, 1000)] , pcover = CMirror , pfence = FFloor , ptopLeft = [ "·a·#" , "%a>·" , "%0a·" , "aa%%" ] } staircase = overridePlaceKind [ ('<', STAIRCASE_UP) , ('>', STAIRCASE_DOWN) , ('S', FILLER_WALL) ] $ PlaceKind { pname = "a staircase" , pfreq = [(TINY_STAIRCASE, 1)] -- no cover when arriving; low freq , prarity = [(1, 100), (10, 100)] , pcover = CVerbatim , pfence = FGround , ptopLeft = [ "" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } staircase1 = staircase { prarity = [(1, 1)] -- no cover when arriving; so low rarity } staircase2 = staircase { pfreq = [(TINY_STAIRCASE, 3)] , prarity = [(1, 1)] , pfence = FFloor , ptopLeft = [ "··" ] } -- Allure-specific: overrideLift :: [(Char, GroupName TileKind)] overrideLift = [ ('<', STAIRCASE_LIFT_UP), ('>', STAIRCASE_LIFT_DOWN) , ('S', S_LIFT_SHAFT) ] staircaseLift = overridePlaceKind overrideLift $ PlaceKind { pname = "a lift" , pfreq = [(TINY_LIFT, 1)] , prarity = [(1, 100), (10, 100)] , pcover = CVerbatim , pfence = FGround , ptopLeft = [ "" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } staircase3 = staircaseLift { prarity = [(1, 1)] } staircase4 = staircaseLift { pfreq = [(TINY_LIFT, 3)] , prarity = [(1, 1)] , ptopLeft = [ "··" ] } staircase5 = staircase { pfreq = [(OPEN_STAIRCASE, 200)] -- no cover, open , pfence = FGround , ptopLeft = [ "#·#" , "···" , "" , "···" , "#·#" ] } staircase6 = staircaseLift { pfreq = [(OPEN_LIFT, 300)] , pfence = FFloor , ptopLeft = [ "#·#·#" , "·····" , "··" , "·····" , "#·#·#" ] } staircase7 = staircase { pfreq = [(OPEN_STAIRCASE, 500)] , pfence = FGround , ptopLeft = [ "#·#·#·#" , "·······" , "#··#" , "·······" , "#·#·#·#" ] } staircase8 = staircaseLift { pfreq = [(OPEN_LIFT, 2000)] , pfence = FFloor , ptopLeft = [ "·#·#·#·" , "#·····#" , "····" , "#·····#" , "·#·#·#·" ] } staircase9 = staircase { pfreq = [(OPEN_STAIRCASE, 500)] , pfence = FFloor , ptopLeft = [ "#·······#" , "······" , "#·······#" ] } staircase10 = staircaseLift { pfreq = [(OPEN_LIFT, 500)] , pfence = FGround , ptopLeft = [ "0·····0" , "····" , "0·····0" ] } staircase11 = staircase { pfreq = [(CLOSED_STAIRCASE, 2000)] -- weak cover, low freq , pfence = FFloor , ptopLeft = [ "·#·" , "#·#" , "···" , "" , "···" , "#·#" , "·#·" ] } staircase12 = staircase { pfreq = [(CLOSED_STAIRCASE, 4000)] , pfence = FFloor , ptopLeft = [ "·#·#·" , "#·#·#" , "·····" , "··" , "·····" , "#·#·#" , "·#·#·" ] } staircase13 = staircase { pfreq = [(CLOSED_STAIRCASE, 6000)] , pfence = FFloor , ptopLeft = [ "·#·#·#·" , "#·#·#·#" , "·······" , "0··0" , "·······" , "#·#·#·#" , "·#·#·#·" ] } staircase14 = staircase { pfreq = [(CLOSED_STAIRCASE, 10000)] , pfence = FGround , ptopLeft = [ "#·#·#·#" , "·#·#·#·" , "#·····#" , "····" , "#·····#" , "·#·#·#·" , "#·#·#·#" ] } staircase15 = staircase { pfreq = [(CLOSED_STAIRCASE, 20000)] , pfence = FFloor , ptopLeft = [ "·#·#·#·#·" , "#·#·#·#·#" , "·#~~~~~#·" , "#~~~~#" , "·#~~~~~#·" , "#·#·#·#·#" , "·#·#·#·#·" ] } staircase16 = staircase { pfreq = [(CLOSED_STAIRCASE, 20000)] , pfence = FGround , ptopLeft = [ "#·#·#·#·#" , "·#·#·#·#·" , "#·······#" , "·#··#·" , "#·······#" , "·#·#·#·#·" , "#·#·#·#·#" ] } staircase17 = staircase { pfreq = [(CLOSED_STAIRCASE, 20000)] , pfence = FFloor , ptopLeft = [ "#·#·#·#·#·#" , "·#·#·#·#·#·" , "#·#·····#·#" , "·#····#·" , "#·#·····#·#" , "·#·#·#·#·#·" , "#·#·#·#·#·#" ] } staircase18 = staircase { pfreq = [(CLOSED_STAIRCASE, 80000)] , pfence = FGround , ptopLeft = [ "XX#·#·#·#XX" , "X#·#·#·#·#X" , "#·#·····#·#" , "·#····#·" , "#·#·····#·#" , "X#·#·#·#·#X" , "XX#·#·#·#XX" ] } staircase19 = staircase { pfreq = [(CLOSED_STAIRCASE, 20000)] , pfence = FFloor , ptopLeft = [ "·#·#·#·#·#·" , "#·#·#·#·#·#" , "·#·······#·" , "#·#··#·#" , "·#·······#·" , "#·#·#·#·#·#" , "·#·#·#·#·#·" ] } staircase20 = staircase { pfreq = [(CLOSED_STAIRCASE, 5000)] , pfence = FFloor , ptopLeft = [ "·#·#·0·#·#·" , "#·#·····#·#" , "·#····#·" , "#·#·····#·#" , "·#·#·I·#·#·" ] } staircase21 = staircase { pfreq = [(CLOSED_STAIRCASE, 5000)] , pfence = FGround , ptopLeft = [ "#·#·I·#·#" , "·#·····#·" , "#····#" , "·#·····#·" , "#·#·0·#·#" ] } staircase22 = staircase { pfreq = [(CLOSED_STAIRCASE, 2000)] , pfence = FGround , ptopLeft = [ "#·#·····#·#" , "·#····#·" , "#·#·····#·#" ] } staircase23 = staircase { pfreq = [(CLOSED_STAIRCASE, 1000)] , pfence = FFloor , ptopLeft = [ "·#·······#·" , "#·#··#·#" , "·#·······#·" ] } staircase24 = staircase { pfreq = [(CLOSED_STAIRCASE, 1000)] , pfence = FFloor , ptopLeft = [ "·#·····#·" , "#····#" , "·#·····#·" ] } staircase25 = staircase { pfreq = [(WALLED_STAIRCASE, 100)] , pfence = FWall , ptopLeft = [ "·····" , "··" , "·····" ] } staircase26 = staircase { pfreq = [(WALLED_STAIRCASE, 200)] , pfence = FWall , ptopLeft = [ "·······" , "····" , "·······" ] } staircase27 = staircaseLift { pfreq = [(WALLED_LIFT, 500)] , pfence = FWall , ptopLeft = [ "#·····#" , "····" , "#·····#" ] } staircase28 = staircaseLift { pfreq = [(WALLED_LIFT, 1000)] , pfence = FWall , ptopLeft = [ "·····" , "·····" , "··" , "·····" , "·····" ] } staircase29 = staircase { pfreq = [(WALLED_STAIRCASE, 1000)] , pfence = FWall , ptopLeft = [ "#···#" , "·····" , "··" , "·····" , "#···#" ] } staircase30 = staircaseLift { pfreq = [(WALLED_LIFT, 1000)] , pfence = FWall , ptopLeft = [ "#···#" , "·····" , "··" , "·····" , "#···#" ] } staircase31 = staircase { pfreq = [(WALLED_STAIRCASE, 2000)] , pfence = FWall , ptopLeft = [ "·······" , "·~~~~~·" , "·~~·" , "·~~~~~·" , "·······" ] } staircase32 = staircaseLift { pfreq = [(WALLED_LIFT, 5000)] , pfence = FWall , ptopLeft = [ "#·····#" , "·······" , "····" , "·······" , "#·····#" ] } staircase33 = staircase { pfreq = [(WALLED_STAIRCASE, 5000)] , pfence = FWall , ptopLeft = [ "#·#·#·#" , "·······" , "#··#" , "·······" , "#·#·#·#" ] } staircase34 = staircaseLift { pfreq = [(WALLED_LIFT, 5000)] , pfence = FWall , ptopLeft = [ "·#·#·#·" , "#·····#" , "····" , "#·····#" , "·#·#·#·" ] } staircase35 = staircase { pfreq = [(WALLED_STAIRCASE, 1000)] , pfence = FWall , ptopLeft = [ "·········" , "······" , "·········" ] } staircase36 = staircaseLift { pfreq = [(WALLED_LIFT, 1000)] , pfence = FWall , ptopLeft = [ "·#·····#·" , "#····#" , "·#·····#·" ] } staircase37 = staircase { pfreq = [(WALLED_STAIRCASE, 1000)] , pfence = FWall , ptopLeft = [ "·········" , "·0··0·" , "·········" ] } -- * Allure-specific staircaseLift11 = overridePlaceKind overrideLift $ staircase11 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 2000)] -- weak cover, low freq } staircaseLift12 = overridePlaceKind overrideLift $ staircase12 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 4000)] } staircaseLift13 = overridePlaceKind overrideLift $ staircase13 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 6000)] } staircaseLift14 = overridePlaceKind overrideLift $ staircase14 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 10000)] } staircaseLift15 = overridePlaceKind overrideLift $ staircase15 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 20000)] } staircaseLift16 = overridePlaceKind overrideLift $ staircase16 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 20000)] } staircaseLift17 = overridePlaceKind overrideLift $ staircase17 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 20000)] } staircaseLift18 = overridePlaceKind overrideLift $ staircase18 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 80000)] } staircaseLift19 = overridePlaceKind overrideLift $ staircase19 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 20000)] } staircaseLift20 = overridePlaceKind overrideLift $ staircase20 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 5000)] } staircaseLift21 = overridePlaceKind overrideLift $ staircase21 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 5000)] } staircaseLift22 = overridePlaceKind overrideLift $ staircase22 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 2000)] } staircaseLift23 = overridePlaceKind overrideLift $ staircase23 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 1000)] } staircaseLift24 = overridePlaceKind overrideLift $ staircase24 { pname = "a lift" , pfreq = [(CLOSED_LIFT, 1000)] } staircaseLift25 = overridePlaceKind overrideLift $ staircase25 { pname = "a lift" , pfreq = [(WALLED_LIFT, 100)] } pumps = override2PlaceKind [ ('·', DAMP_FLOOR_DARK) , ('f', PUMPS_DARK) , (';', UNDERBRUSH_CLUMP_DARK) ] [ ('·', DAMP_FLOOR_LIT) , ('f', PUMPS_LIT) , (';', UNDERBRUSH_CLUMP_LIT) ] $ overridePlaceKind [('d', DOORLESS_MACHINERY)] $ PlaceKind { pname = "water pumps" , pfreq = [ (ROGUE, 200), (LABORATORY, 100), (EMPTY, 2000) , (SHOOTOUT, 50), (RAID, 300) ] , prarity = [(1, 1)] , pcover = CAlternate , pfence = FWall , ptopLeft = [ "·f" , "d;" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } oval = override2PlaceKind [ ('1', STUCK_DOOR) , ('2', TRAPPED_DOOR) , ('~', S_POOL_DARK) , (';', S_UNDERBRUSH_DARK) ] [ ('1', TRAPPED_DOOR) -- reversed vs dark , ('2', STUCK_DOOR) , ('~', S_POOL_LIT) , (';', S_UNDERBRUSH_LIT) ] $ overridePlaceKind [ ('t', TRAIL_LIT) , ('p', TRAPPED_DOOR) , ('b', BARREL) , ('a', SAFE_TRAIL_LIT) , ('T', S_TREE_LIT) ] $ PlaceKind { pname = "a dome" , pfreq = [ (ROGUE, 20000), (ARENA, 30000), (MUSEUM, 30000) , (LABORATORY, 50000), (EMPTY, 3000), (EGRESS, 5000) , (AMBUSH, 20000), (RAID, 20000) ] , prarity = [(1, 1)] , pcover = CStretch , pfence = FWall , ptopLeft = [ "####·" , "##···" , "#··tt" , "#·t··" , "··t··" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } ovalFloor = oval { pfreq = [ (ROGUE, 150000), (ARENA, 60000), (MUSEUM, 60000) , (LABORATORY, 100000), (EMPTY, 20000), (EGRESS, 5000) , (AMBUSH, 100000), (RAID, 150000) ] , pfence = FGround , ptopLeft = [ "aXXX##" , "Xp###·" , "X#a···" , "X#·a·a" , "##··a;" , "#··a;;" ] } ovalSquare = oval { pfreq = [ (ROGUE, 20000), (ARENA, 30000), (MUSEUM, 30000) , (LABORATORY, 50000), (EMPTY, 8000), (EGRESS, 5000) , (AMBUSH, 20000), (RAID, 20000) ] , pfence = FGround , ptopLeft = [ "X###+" , "##···" , "#··;;" , "#·;;;" , "+·;;;" ] } ovalBasin = oval { pname = "a water basin" , pfreq = [ (ROGUE, 100000), (ARENA, 100000), (LABORATORY, 200000) , (EMPTY, 15000), (RAID, 100000) ] , pfence = FGround , ptopLeft = [ "XXX1##" , "X###··" , "X#····" , "2#··~~" , "#··~~~" , "#··~~~" ] } ovalBasin2 = oval { pname = "a water basin" , pfreq = [ (ROGUE, 600), (ARENA, 10000), (LABORATORY, 3000) , (EMPTY, 700), (RAID, 600) ] , pfence = FWall , ptopLeft = [ "#···" , "··~~" , "·~~~" , "·~~~" ] } squareBasin = oval { pname = "a water basin" , pfreq = [(ARENA, 10000), (LABORATORY, 5000), (EMPTY, 2000), (RAID, 1000)] -- keep it less common in raid not to overload the newbies , pfence = FNone , ptopLeft = [ "0bt0t" , "b~~~~" , "t~0~~" , "0~~~~" , "t~~~~" ] } squareBasin2 = oval { pname = "a water basin" , pfreq = [(ARENA, 200000), (EMPTY, 20000), (BRAWL, 100000)] -- can't do LABORATORY, because barrels might block corridors , pfence = FNone , ptopLeft = [ "T;T;;;" , ";~~~~~" , "T~~~~~" , ";~~0~~" , ";~~~~~" , "b~~~~~" ] } floodedRoom = PlaceKind -- Valid for any nonempty area, hence low frequency. { pname = "a flooded room" , pfreq = [(ROGUE, 10), (LABORATORY, 12), (ZOO, 50), (RAID, 7)] , prarity = [(1, 1)] , pcover = CStretch , pfence = FWall , ptopLeft = ["~"] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } floodedRoom2 = overridePlaceKind [('f', PUMPS_LIT)] $ PlaceKind { pname = "a pond" , pfreq = [(BRAWL, 100)] , prarity = [(1, 1)] , pcover = CMirror , pfence = FNone , ptopLeft = [ "XXf" , "f~~" , "~~X" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } maze = override2PlaceKind [ ('·', OILY_FLOOR_DARK) , ('f', BUSH_GROVE_DARK) , (';', S_UNDERBRUSH_DARK) ] [ ('·', OILY_FLOOR_LIT) , ('f', BUSH_GROVE_LIT) , (';', S_UNDERBRUSH_LIT) ] $ overridePlaceKind [ ('&', CACHE_MAZE) , ('p', TRAPPED_DOOR) , ('i', FLOOR_ACTOR_ITEM) -- lit or not, randomly , ('$', TRAPPABLE_WALL) ] $ PlaceKind { pname = "an intricate maze" , pfreq = [ (ROGUE, 60), (LABORATORY, 1500), (ARENA, 3) , (MUSEUM, 3), (EGRESS, 100), (RAID, 60) ] , prarity = [(1, 1)] , pcover = CStretch , pfence = FWall , ptopLeft = [ "##··" , "#··#" , "··#·" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } maze2 = maze { pfreq = [ (ROGUE, 120), (LABORATORY, 12000), (ARENA, 4) , (MUSEUM, 4), (EGRESS, 100), (RAID, 120) ] , ptopLeft = [ "#·%%·" , "·%··#" , "···#·" ] } maze3 = maze { pfreq = [ (ROGUE, 120), (LABORATORY, 1000), (ARENA, 8) , (MUSEUM, 4), (EMPTY, 300), (EGRESS, 50), (RAID, 120) ] , ptopLeft = [ "#·ff·" , "·f··#" , "···#;" ] } maze4 = maze { pfreq = [ (ROGUE, 300), (LABORATORY, 15000), (ARENA, 9) , (EGRESS, 200), (RAID, 300) ] , ptopLeft = [ "##·##·" , "#·#··#" , "~·f···" ] } mazeBig = maze { pfreq = [ (ROGUE, 1500), (LABORATORY, 8000), (ARENA, 10000) , (EGRESS, 1000), (RAID, 300) ] , pfence = FNone , ptopLeft = [ "X$$$$$" , "$··##·" , "$#····" , "$#·p%%" , "$··%:i" ] } mazeBig2 = mazeBig { ptopLeft = [ "XX$$$~" , "X#···%" , "$·###·" , "$·p&%%" , "$·#iii" ] } cells = override2PlaceKind [ ('b', RUBBLE_OR_WASTE_DARK) , ('f', BUSH_GROVE_DARK) , ('o', OIL_RESIDUE_DARK) , (';', UNDERBRUSH_CLUMP_DARK) ] [ ('b', RUBBLE_OR_WASTE_LIT) , ('f', BUSH_GROVE_LIT) , ('o', OIL_RESIDUE_LIT) , (';', UNDERBRUSH_CLUMP_LIT) ] $ overridePlaceKind [ ('d', DOORLESS_MACHINERY) , ('w', S_REINFORCED_WALL) ] $ PlaceKind { pname = "air filters" , pfreq = [ (ROGUE, 40), (LABORATORY, 48), (MUSEUM, 10) , (EGRESS, 150), (NOISE, 480) , (ZOO, 700), (AMBUSH, 80), (RAID, 40) ] , prarity = [(1, 1)] , pcover = CReflect , pfence = FWall , ptopLeft = [ "#··" , "·d·" , "··#" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } cells2 = cells { pname = "humidity equalizers" , prarity = [(1, 2), (10, 2)] , ptopLeft = [ "f;#·" -- extra column to avoid blocked exits , ";d;;" , "·db;" ] } cells3 = cells { pname = "thermostat units" , ptopLeft = [ "·^#" , "·#~" , ";;#" ] } cells4 = cells { pname = "a power node" , ptopLeft = [ "·o#" , "oob" , "#b·" ] } cells5 = cells -- this one is distinct enough from others, so needs a boost { pname = "broken robot holds" , pfreq = [ (ROGUE, 20), (LABORATORY, 15) , (EMPTY, 80), (EGRESS, 70), (NOISE, 150) ] , ptopLeft = [ "··w" , "·:w" , "wwo" ] } cells6 = cells { pname = "animal holding pens" , pfreq = [ (ARENA, 3), (LABORATORY, 20), (ZOO, 80)] , ptopLeft = [ ";;f" , "%%'" ] } cells7 = cells { pname = "a defunct control room" , pfreq = [ (ROGUE, 10), (LABORATORY, 20) , (EGRESS, 30), (NOISE, 200), (AMBUSH, 50) ] , pfence = FFloor , ptopLeft = [ "d·o" , "·#o" ] } tank = overridePlaceKind [ ('#', DOORLESS_WALL) , ('r', S_REINFORCED_WALL) , ('b', BARREL) ] $ PlaceKind { pname = "a tank" , pfreq = [(EMPTY, 2)] -- no point taking up space if very little space taken, -- but if no other place can be generated, a failsafe is useful , prarity = [(1, 1)] , pcover = CStretch , pfence = FNone , ptopLeft = [ "#" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } tank2 = tank { pname = "a barrel stack" , pfreq = [(EMPTY, 60), (EGRESS, 2), (NOISE, 1), (VIRUS, 10), (BATTLE, 1)] , ptopLeft = [ "b" ] } tank3 = tank { pfreq = [ (EMPTY, 300), (EGRESS, 15), (NOISE, 50), (GAUNTLET, 1) , (BATTLE, 25) ] , ptopLeft = [ "0#" , "##" ] } tank4 = tank { pname = "a barrel stack" , pfreq = [(EMPTY, 300), (EGRESS, 8), (NOISE, 50), (VIRUS, 40), (BATTLE, 25)] , ptopLeft = [ "Xb" , "bb" ] } tank5 = tank { pname = "a barrel yard" , pfreq = [(EMPTY, 4000), (EGRESS, 800), (NOISE, 800), (BATTLE, 350)] , pcover = CAlternate , ptopLeft = [ "bbX" , "bbX" , "XXX" ] } tank6 = tank { pname = "a barrel yard" , pfreq = [(EMPTY, 30000), (EGRESS, 5000), (NOISE, 5000), (BATTLE, 2500)] , pcover = CAlternate , ptopLeft = [ "bbbX" , "bbbX" , "bbbX" , "XXXX" ] } tank7 = tank { pfreq = [ (EMPTY, 600), (EGRESS, 5), (NOISE, 100), (BATTLE, 50) , (GAUNTLET, 1) ] , ptopLeft = [ "rr#" , "r##" , "###" ] } tank8 = tank { pfreq = [(EMPTY, 1000), (EGRESS, 15), (NOISE, 150), (BATTLE, 70)] , ptopLeft = [ "XX0#" , "Xrr#" , "0r##" , "####" ] } tank9 = tank { pname = "a barrel yard" , pfreq = [(EMPTY, 3000), (EGRESS, 150), (NOISE, 150), (BATTLE, 70)] , pcover = CReflect , ptopLeft = [ "XbbX" , "bbbX" , "bbbX" , "XXXX" ] } tank10 = tank { pname = "a cistern" , pfreq = [(EMPTY, 1000), (EGRESS, 15), (NOISE, 150), (BATTLE, 70)] , ptopLeft = [ "XXr#" , "Xr##" , "r###" , "####" ] } tank11 = tank { pname = "a barrel yard" , pfreq = [(EMPTY, 4000), (EGRESS, 250), (NOISE, 250), (BATTLE, 125)] , pcover = CReflect , ptopLeft = [ "bbbXX" , "bbbbX" , "XbbbX" , "XXXXX" ] } tank12 = tank { pname = "a barrel yard" , pfreq = [(EMPTY, 6000), (EGRESS, 500), (NOISE, 500), (BATTLE, 250)] , pcover = CReflect , ptopLeft = [ "XbbXX" , "bbbbX" , "bbbbX" , "Xbbbb" , "XXXbb" ] } shuttleHusk = override2PlaceKind [ ('·', OILY_FLOOR_DARK) , ('r', RUBBLE_OR_WASTE_DARK) ] [ ('·', OILY_FLOOR_LIT) , ('r', RUBBLE_OR_WASTE_LIT) ] $ overridePlaceKind [ ('#', S_SHUTTLE_HULL) , ('c', CACHE_SHUTTLE) , ('u', STUCK_DOOR) , ('h', S_HARDWARE_RACK) , ('w', S_REINFORCED_WALL) ] $ PlaceKind { pname = "a shuttle husk" , pfreq = [(EMPTY, 2000), (EGRESS, 15000), (AMBUSH, 15000)] , prarity = [(1, 1)] , pcover = CMirror , pfence = FGround , ptopLeft = [ "X·###·X" -- 7 x 9 , "X%#w#%X" , "#%···%#" , "#··h··#" , "#w··rw#" , "···rr&c" , "###&###" , "XhhchhX" , "hh#w#hh" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } shuttleHusk2 = shuttleHusk { pfreq = [(EMPTY, 4000), (EGRESS, 30000), (AMBUSH, 30000)] , ptopLeft = map (T.cons 'X' . flip T.snoc 'X') $ ptopLeft shuttleHusk -- 9 x 9 } shuttleHusk3 = shuttleHusk { pfreq = [(EMPTY, 600), (EGRESS, 5000), (AMBUSH, 5000)] , ptopLeft = [ ":··##··X" -- 8 x 8 , "X#%ww%#X" , "#w····w#" , "····h·r#" , "#·rrr&r#" , "###&&###" , "XhhcchhX" , "hh#ww#hh" ] } shuttleHusk4 = shuttleHusk3 { pfreq = [(EMPTY, 600), (EGRESS, 5000), (AMBUSH, 5000)] , ptopLeft = map (T.cons 'X' . flip T.snoc 'X') $ ptopLeft shuttleHusk3 -- 10 x 8 } shuttleHusk5 = shuttleHusk { pfreq = [(EGRESS, 80000), (AMBUSH, 80000)] -- can't have EMPTY or AI can't reach and kill the boss and get the key , ptopLeft = [ "···##···" -- 8 x 10 , "w#%ww%#w" , "X#····#X" , "Xu··h·#X" , "#w····w#" , "%rr····%" , "##&rrr##" , "X##&&##X" , "Xhhcc&hX" , "hh#w&#hh" ] } shuttleHusk6 = shuttleHusk { pfreq = [(EMPTY, 4000), (EGRESS, 120000), (AMBUSH, 120000)] , ptopLeft = [ "X··###··X" -- 9 x 10 , "X#%#w#%#X" , "##·h·h·##" , "········%" , "#w·····w#" , "%·····rr%" , "##·rr&r##" , "X###&###X" , ":XhhchhXX" , "Xhh#w#hhX" ] } dormitory = overridePlaceKind [ ('d', FLOOR_ACTOR_ITEM_LIT) , ('f', PUMPS_LIT) , ('$', TRAPPABLE_WALL) ] $ PlaceKind { pname = "dormitory" , pfreq = [(RESIDENTIAL, 30000)] , prarity = [(1, 1)] , pcover = CAlternate , pfence = FWall , ptopLeft = [ "··#" , "··#" , "+##" , "ddd" ] , plegendDark = defaultLegendDark , plegendLit = defaultLegendLit } dormitory2 = dormitory { pfreq = [(RESIDENTIAL, 10000)] , ptopLeft = [ "··+d" , "··#d" , "###d" ] } dormitory3 = dormitory { pfreq = [(RESIDENTIAL, 2000)] , pcover = CStretch , ptopLeft = [ "··#··" , "··+··" , "#+###" , "ddddd" ] } dormitory4 = dormitory2 { pfreq = [(RESIDENTIAL, 10000)] , pcover = CStretch , ptopLeft = [ "···#d" -- avoid huge corridor and tiny room , "···+d" , "##+#d" , "···#d" , "···#d" ] } dormitory5 = dormitory { pfreq = [(RESIDENTIAL, 100)] , pcover = CMirror , pfence = FNone , ptopLeft = [ "##$$$$$$$$$##" , "f#··#···+··#f" , "d#··+···#··+d" , "d#####+#####d" , "ddddddddddddd" ] } dormitory6 = dormitory { pfreq = [(RESIDENTIAL, 100)] , pcover = CMirror , pfence = FNone , ptopLeft = [ "#fddd" , "##+#d" , "$··#d" , "$··#d" , "$+##d" , "$··#d" , "$··#d" , "$··#d" , "##+#d" , "#fddd" ] } -- * Helper functions switchStairToUp :: Text -> PlaceKind -> PlaceKind switchStairToUp terminal s = override2PlaceKind [('>', GroupName $ terminal <+> "Dark")] [('>', GroupName $ terminal <+> "Lit")] $ s { pname = pname s <+> "up" , pfreq = renameFreqs (<+> "up") $ pfreq s } switchStairToDown :: Text -> PlaceKind -> PlaceKind switchStairToDown terminal s = override2PlaceKind [('<', GroupName $ terminal <+> "Dark")] [('<', GroupName $ terminal <+> "Lit")] $ s { pname = pname s <+> "down" , pfreq = renameFreqs (<+> "down") $ pfreq s } overrideGatedStaircase :: [(Char, GroupName TileKind)] overrideGatedStaircase = [ ('<', GATED_STAIRCASE_UP), ('>', GATED_STAIRCASE_DOWN) , ('S', FILLER_WALL) ] switchStairToGated :: PlaceKind -> PlaceKind switchStairToGated s = overridePlaceKind overrideGatedStaircase $ s { pname = T.unwords $ "a gated" : tail (T.words (pname s)) , pfreq = renameFreqs ("gated" <+>) $ pfreq s } overrideGatedLift :: [(Char, GroupName TileKind)] overrideGatedLift = [ ('<', GATED_LIFT_UP), ('>', GATED_LIFT_DOWN) , ('S', S_LIFT_SHAFT) ] switchLiftToGated :: PlaceKind -> PlaceKind switchLiftToGated s = overridePlaceKind overrideGatedLift $ s { pname = T.unwords $ "a gated" : tail (T.words (pname s)) , pfreq = renameFreqs ("gated" <+>) $ pfreq s } overrideDeconStaircase :: [(Char, GroupName TileKind)] overrideDeconStaircase = [ ('<', DECON_STAIRCASE_UP) , ('>', S_STAIRCASE_TRAP_DOWN_OIL) -- talter high enough , ('S', FILLER_WALL) ] switchStairToDecon :: PlaceKind -> PlaceKind switchStairToDecon s = overridePlaceKind overrideDeconStaircase $ s { pfreq = renameFreqs ("decon" <+>) $ pfreq s } overrideDeconLift :: [(Char, GroupName TileKind)] overrideDeconLift = [ ('<', DECON_LIFT_UP) , ('>', STAIRCASE_LIFT_DOWN) , ('S', S_LIFT_SHAFT) ] switchLiftToDecon :: PlaceKind -> PlaceKind switchLiftToDecon s = overridePlaceKind overrideDeconLift $ s { pfreq = renameFreqs ("decon" <+>) $ pfreq s } overrideWeldedStaircase :: [(Char, GroupName TileKind)] overrideWeldedStaircase = [ ('<', WELDED_STAIRCASE_UP), ('>', ORDINARY_STAIRCASE_DOWN) , ('S', FILLER_WALL) ] switchStairToWelded :: PlaceKind -> PlaceKind switchStairToWelded s = overridePlaceKind overrideWeldedStaircase $ s { pfreq = renameFreqs ("welded" <+>) $ pfreq s } overrideWeldedLift :: [(Char, GroupName TileKind)] overrideWeldedLift = [ ('<', WELDED_LIFT_UP), ('>', ORDINARY_LIFT_DOWN) , ('S', S_LIFT_SHAFT) ] switchLiftToWelded :: PlaceKind -> PlaceKind switchLiftToWelded s = overridePlaceKind overrideWeldedLift $ s { pfreq = renameFreqs ("welded" <+>) $ pfreq s } overrideOutdoor :: [(Char, GroupName TileKind)] overrideOutdoor = [ ('<', STAIRCASE_OUTDOOR_UP), ('>', STAIRCASE_OUTDOOR_DOWN) , ('S', FILLER_WALL) ] switchStairToOutdoor :: PlaceKind -> PlaceKind switchStairToOutdoor s = overridePlaceKind overrideOutdoor $ s { pname = "an outdoor area exit" , pfreq = renameFreqs ("outdoor" <+>) $ pfreq s } switchEscapeToUp :: PlaceKind -> PlaceKind switchEscapeToUp s = overridePlaceKind [('>', TILE_INDOOR_ESCAPE_UP)] $ s { pname = "an escape up" , pfreq = map (\(_, n) -> (INDOOR_ESCAPE_UP, n)) $ pfreq s } switchEscapeToOutdoorDown :: PlaceKind -> PlaceKind switchEscapeToOutdoorDown s = overridePlaceKind [('>', TILE_OUTDOOR_ESCAPE_DOWN)] $ s { pname = "outdoor escape route" , pfreq = map (\(_, n) -> (OUTDOOR_ESCAPE_DOWN, n)) $ pfreq s } switchEscapeToSpaceshipDown :: PlaceKind -> PlaceKind switchEscapeToSpaceshipDown s = overridePlaceKind [('>', TILE_SPACESHIP_ESCAPE_DOWN)] $ s { pname = "escape from spaceship" , pfreq = map (\(_, n) -> (SPACESHIP_ESCAPE_DOWN, n)) $ pfreq s } switchEscapeToAlarmUp :: PlaceKind -> PlaceKind switchEscapeToAlarmUp s = overridePlaceKind [('>', TILE_ALARM_ESCAPE_UP)] $ s { pname = "alarm console" , pfreq = map (\(_, n) -> (ALARM_ESCAPE_UP, n)) $ pfreq s } Allure-0.11.0.0/GameDefinition/Content/RuleKind.hs0000644000000000000000000000624007346545000017713 0ustar0000000000000000{-# LANGUAGE TemplateHaskell #-} -- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Game rules and assorted game setup data. module Content.RuleKind ( standardRules ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.Ini.Reader as Ini import Instances.TH.Lift () import Language.Haskell.TH.Syntax import System.FilePath import System.IO (IOMode (ReadMode), hGetContents, hSetEncoding, openFile, utf8) -- Cabal import qualified Paths_Allure as Self (version) import Game.LambdaHack.Content.ItemKind (ItemSymbolsUsedInEngine (..)) import Game.LambdaHack.Content.RuleKind import Game.LambdaHack.Definition.DefsInternal standardRules :: RuleContent standardRules = RuleContent { rtitle = "Allure of the Stars" , rWidthMax = 80 , rHeightMax = 42 , rexeVersion = Self.version -- The strings containing the default configuration file -- included from config.ui.default. , rcfgUIName = "config.ui" <.> "ini" , rcfgUIDefault = $(do let path = "GameDefinition" "config.ui" <.> "default" qAddDependentFile path !s <- qRunIO $ do inputHandle <- openFile path ReadMode hSetEncoding inputHandle utf8 hGetContents inputHandle let !cfgUIDefault = either (error . ("Ini.parse of default config" `showFailure`)) id $ Ini.parse s lift (s, cfgUIDefault)) , rwriteSaveClips = 1000 , rleadLevelClips = 50 , rscoresFileName = "Allure.scores" , rnearby = 30 , rstairWordCarried = ["staircase", "lift"] , ritemSymbols = ItemSymbolsUsedInEngine { rsymbolProjectile = toContentSymbol '{' , rsymbolLight = toContentSymbol '(' , rsymbolTool = toContentSymbol ')' , rsymbolSpecial = toContentSymbol '*' -- don't overuse; it clashes with projectiles , rsymbolGold = toContentSymbol '$' -- also gems , rsymbolNecklace = toContentSymbol '"' , rsymbolRing = toContentSymbol '=' , rsymbolPotion = toContentSymbol '!' -- also concoction, bottle, jar, vial, canister , rsymbolFlask = toContentSymbol '!' , rsymbolScroll = toContentSymbol '?' -- book, note, tablet, remote, chip, card , rsymbolTorsoArmor = toContentSymbol '[' , rsymbolMiscArmor = toContentSymbol '[' , rsymbolClothes = toContentSymbol '[' , rsymbolShield = toContentSymbol ']' , rsymbolPolearm = toContentSymbol '/' , rsymbolEdged = toContentSymbol '|' , rsymbolHafted = toContentSymbol '\\' , rsymbolWand = toContentSymbol '-' -- transmitter, pistol, rifle, instrument , rsymbolFood = toContentSymbol ',' -- also body part; distinct enough from floor, which is middle dot } } Allure-0.11.0.0/GameDefinition/Content/TileKind.hs0000644000000000000000000020517107346545000017705 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Definitions of tile kinds. Every terrain tile in the game is -- an instantiated tile kind. module Content.TileKind ( -- * Group name patterns -- ** Used in CaveKind and perhaps elsewhere. pattern FILLER_WALL, pattern FLOOR_CORRIDOR_LIT, pattern FLOOR_CORRIDOR_DARK, pattern TRAIL_LIT, pattern SAFE_TRAIL_LIT, pattern LAB_TRAIL_LIT, pattern DAMP_FLOOR_LIT, pattern DAMP_FLOOR_DARK, pattern DIRT_LIT, pattern DIRT_DARK, pattern FLOOR_ARENA_LIT, pattern FLOOR_ARENA_DARK , pattern HABITAT_CONTAINMENT_WALL, pattern TRANSPORT_ROUTE, pattern ORIELS_FENCE, pattern AIRLOCK_FENCE, pattern EMPTY_AIRLOCK_FENCE, pattern OPENABLE_WALL, pattern TRAPPABLE_WALL, pattern OILY_FLOOR_LIT, pattern OILY_FLOOR_DARK , pattern EMPTY_SET_LIT, pattern EMPTY_SET_DARK, pattern NOISE_SET_LIT, pattern POWER_SET_LIT, pattern POWER_SET_DARK, pattern BATTLE_SET_LIT, pattern BATTLE_SET_DARK, pattern BRAWL_SET_LIT, pattern SHOOTOUT_SET_LIT, pattern ZOO_SET_LIT, pattern ZOO_SET_DARK, pattern FLIGHT_SET_LIT, pattern FLIGHT_SET_DARK, pattern AMBUSH_SET_LIT, pattern AMBUSH_SET_DARK, pattern ARENA_SET_LIT, pattern ARENA_SET_DARK , pattern ROGUE_SET, pattern MUSEUM_SET_LIT, pattern MUSEUM_SET_DARK, pattern HUNT_SET_LIT, pattern EGRESS_SET_LIT, pattern VIRUS_SET_LIT, pattern VIRUS_SET_DARK -- ** Used in PlaceKind, but not in CaveKind. , pattern TREE_SHADE_WALKABLE_LIT, pattern TREE_SHADE_WALKABLE_DARK, pattern SMOKE_CLUMP_LIT, pattern SMOKE_CLUMP_DARK, pattern BUSH_CLUMP_LIT, pattern BUSH_CLUMP_DARK, pattern FOG_CLUMP_LIT, pattern FOG_CLUMP_DARK, pattern STAIR_TERMINAL_LIT, pattern STAIR_TERMINAL_DARK, pattern SIGNBOARD, pattern STAIRCASE_UP, pattern ORDINARY_STAIRCASE_UP, pattern STAIRCASE_OUTDOOR_UP, pattern GATED_STAIRCASE_UP, pattern STAIRCASE_DOWN, pattern ORDINARY_STAIRCASE_DOWN, pattern STAIRCASE_OUTDOOR_DOWN, pattern GATED_STAIRCASE_DOWN, pattern TILE_INDOOR_ESCAPE_UP, pattern TILE_INDOOR_ESCAPE_DOWN, pattern TILE_OUTDOOR_ESCAPE_DOWN, pattern TRANSPARENT_WALL, pattern ICE_BUILDUP, pattern WORKSHOP, pattern FLOOR_ACTOR_ITEM, pattern FLOOR_ACTOR_ITEM_LIT, pattern FLOOR_ACTOR_ITEM_DARK , pattern S_PILLAR, pattern S_RUBBLE_PILE, pattern S_LAMP_POST, pattern S_TREE_LIT, pattern S_TREE_DARK, pattern S_PULPIT, pattern S_BUSH_LIT, pattern S_FOG_LIT, pattern S_SMOKE_LIT, pattern S_FLOOR_ACTOR_LIT, pattern S_FLOOR_ACTOR_DARK, pattern S_FLOOR_ASHES_LIT, pattern S_FLOOR_ASHES_DARK, pattern S_SHADED_GROUND, pattern S_SHALLOW_WATER_LIT, pattern S_SHALLOW_WATER_DARK , pattern BUSH_GROVE_LIT, pattern BUSH_GROVE_DARK, pattern UNDERBRUSH_CLUMP_LIT, pattern UNDERBRUSH_CLUMP_DARK, pattern ASHES_SMOKE_LIT, pattern ASHES_SMOKE_DARK, pattern RECT_WINDOWS, pattern DOORLESS_MACHINERY, pattern PUMPS_LIT, pattern PUMPS_DARK, pattern DOORLESS_WALL, pattern OIL_RESIDUE_LIT, pattern OIL_RESIDUE_DARK, pattern LIFT_TERMINAL_LIT, pattern LIFT_TERMINAL_DARK, pattern STAIRCASE_LIFT_UP, pattern STAIRCASE_LIFT_DOWN, pattern GATED_LIFT_UP, pattern GATED_LIFT_DOWN, pattern DECON_STAIRCASE_UP, pattern DECON_STAIRCASE_DOWN, pattern DECON_LIFT_UP, pattern DECON_LIFT_DOWN, pattern WELDED_STAIRCASE_UP, pattern WELDED_LIFT_UP, pattern TILE_ALARM_ESCAPE_UP, pattern TILE_SPACESHIP_ESCAPE_DOWN, pattern ORDINARY_LIFT_UP, pattern ORDINARY_LIFT_DOWN, pattern RUBBLE_OR_WASTE_LIT, pattern RUBBLE_OR_WASTE_DARK, pattern CACHE_DEPOSIT, pattern CACHE_JEWELRY, pattern CACHE_MAZE, pattern CACHE_SHUTTLE, pattern TRAPPED_DOOR, pattern STUCK_DOOR, pattern BARREL , pattern S_POOL_LIT, pattern S_POOL_DARK, pattern S_CLOSED_DOOR, pattern S_OPEN_DOOR, pattern S_OIL_SPILL, pattern S_FROZEN_PATH, pattern S_LIFT_SHAFT, pattern S_REINFORCED_WALL, pattern S_SHUTTLE_HULL, pattern S_HARDWARE_RACK, pattern S_STAIRCASE_TRAP_DOWN_OIL, pattern S_UNDERBRUSH_LIT, pattern S_UNDERBRUSH_DARK , groupNamesSingleton, groupNames -- * Content , content ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.Text as T import Game.LambdaHack.Content.TileKind import Game.LambdaHack.Definition.Color import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.DefsInternal import Content.ItemKindActor import Content.ItemKindBlast import Content.ItemKindEmbed import Content.ItemKindOrgan -- * Group name patterns -- Warning, many of these are also sythesized, so typos can happen. groupNamesSingleton :: [GroupName TileKind] groupNamesSingleton = [S_PILLAR, S_RUBBLE_PILE, S_LAMP_POST, S_TREE_LIT, S_TREE_DARK, S_PULPIT, S_BUSH_LIT, S_FOG_LIT, S_SMOKE_LIT, S_FLOOR_ACTOR_LIT, S_FLOOR_ACTOR_DARK, S_FLOOR_ASHES_LIT, S_FLOOR_ASHES_DARK, S_SHADED_GROUND, S_SHALLOW_WATER_LIT, S_SHALLOW_WATER_DARK] ++ [S_POOL_LIT, S_POOL_DARK, S_CLOSED_DOOR, S_OPEN_DOOR, S_OIL_SPILL, S_FROZEN_PATH, S_LIFT_SHAFT, S_REINFORCED_WALL, S_SHUTTLE_HULL, S_HARDWARE_RACK] ++ [ S_SIGNBOARD_UNREAD] ++ [S_SUSPECT_WALL, S_STAIRCASE_TRAP_DOWN_OIL, S_BURNING_INSTALLATION, S_BURNING_TREE, S_BURNING_BUSH, S_BURNING_UNDERBRUSH, S_BURNING_OIL, S_UNDERBRUSH_LIT, S_UNDERBRUSH_DARK] ++ [S_BUSH_DARK] -- ** Used in PlaceKind, but not in CaveKind. pattern S_PILLAR, S_RUBBLE_PILE, S_LAMP_POST, S_TREE_LIT, S_TREE_DARK, S_PULPIT, S_BUSH_LIT, S_FOG_LIT, S_SMOKE_LIT, S_FLOOR_ACTOR_LIT, S_FLOOR_ACTOR_DARK, S_FLOOR_ASHES_LIT, S_FLOOR_ASHES_DARK, S_SHADED_GROUND, S_SHALLOW_WATER_LIT, S_SHALLOW_WATER_DARK :: GroupName TileKind -- ** Allure-specific pattern S_POOL_LIT, S_POOL_DARK, S_CLOSED_DOOR, S_OPEN_DOOR, S_OIL_SPILL, S_FROZEN_PATH, S_LIFT_SHAFT, S_REINFORCED_WALL, S_SHUTTLE_HULL, S_HARDWARE_RACK :: GroupName TileKind -- ** Used only internally in other TileKind definitions or never used. pattern S_SIGNBOARD_UNREAD :: GroupName TileKind -- ** Allure-specific pattern S_SUSPECT_WALL, S_STAIRCASE_TRAP_DOWN_OIL, S_BURNING_INSTALLATION, S_BURNING_TREE, S_BURNING_BUSH, S_BURNING_UNDERBRUSH, S_BURNING_OIL, S_UNDERBRUSH_LIT, S_UNDERBRUSH_DARK :: GroupName TileKind -- * Not used, but needed, because auto-generated. Singletons. pattern S_BUSH_DARK :: GroupName TileKind -- TODO: if we stick to the current system of generating extra kinds and their -- group names, let's also add the generated group names to @groupNames@. groupNames :: [GroupName TileKind] groupNames = [AQUATIC] ++ [FILLER_WALL, FLOOR_CORRIDOR_LIT, FLOOR_CORRIDOR_DARK, TRAIL_LIT, SAFE_TRAIL_LIT, LAB_TRAIL_LIT, DAMP_FLOOR_LIT, DAMP_FLOOR_DARK, DIRT_LIT, DIRT_DARK, FLOOR_ARENA_LIT, FLOOR_ARENA_DARK] ++ [HABITAT_CONTAINMENT_WALL, TRANSPORT_ROUTE, ORIELS_FENCE, AIRLOCK_FENCE, EMPTY_AIRLOCK_FENCE, OPENABLE_WALL, TRAPPABLE_WALL, OILY_FLOOR_LIT, OILY_FLOOR_DARK] ++ [EMPTY_SET_LIT, EMPTY_SET_DARK, NOISE_SET_LIT, POWER_SET_LIT, POWER_SET_DARK, BATTLE_SET_LIT, BATTLE_SET_DARK, BRAWL_SET_LIT, SHOOTOUT_SET_LIT, ZOO_SET_LIT, ZOO_SET_DARK, FLIGHT_SET_LIT, FLIGHT_SET_DARK, AMBUSH_SET_LIT, AMBUSH_SET_DARK, ARENA_SET_LIT, ARENA_SET_DARK] ++ [ROGUE_SET, MUSEUM_SET_LIT, MUSEUM_SET_DARK, HUNT_SET_LIT, EGRESS_SET_LIT, VIRUS_SET_LIT, VIRUS_SET_DARK] ++ [TREE_SHADE_WALKABLE_LIT, TREE_SHADE_WALKABLE_DARK, SMOKE_CLUMP_LIT, SMOKE_CLUMP_DARK, BUSH_CLUMP_LIT, BUSH_CLUMP_DARK, FOG_CLUMP_LIT, FOG_CLUMP_DARK, STAIR_TERMINAL_LIT, STAIR_TERMINAL_DARK, SIGNBOARD, STAIRCASE_UP, ORDINARY_STAIRCASE_UP, STAIRCASE_OUTDOOR_UP, GATED_STAIRCASE_UP, STAIRCASE_DOWN, ORDINARY_STAIRCASE_DOWN, STAIRCASE_OUTDOOR_DOWN, GATED_STAIRCASE_DOWN, TILE_INDOOR_ESCAPE_UP, TILE_INDOOR_ESCAPE_DOWN, TILE_OUTDOOR_ESCAPE_DOWN, TRANSPARENT_WALL, ICE_BUILDUP, WORKSHOP, FLOOR_ACTOR_ITEM, FLOOR_ACTOR_ITEM_LIT, FLOOR_ACTOR_ITEM_DARK] ++ [BUSH_GROVE_LIT, BUSH_GROVE_DARK, UNDERBRUSH_CLUMP_LIT, UNDERBRUSH_CLUMP_DARK, ASHES_SMOKE_LIT, ASHES_SMOKE_DARK, RECT_WINDOWS, DOORLESS_MACHINERY, PUMPS_LIT, PUMPS_DARK, DOORLESS_WALL, OIL_RESIDUE_LIT, OIL_RESIDUE_DARK, LIFT_TERMINAL_LIT, LIFT_TERMINAL_DARK, STAIRCASE_LIFT_UP, STAIRCASE_LIFT_DOWN, GATED_LIFT_UP, GATED_LIFT_DOWN, DECON_STAIRCASE_UP, DECON_STAIRCASE_DOWN, DECON_LIFT_UP, DECON_LIFT_DOWN, WELDED_STAIRCASE_UP, WELDED_LIFT_UP, TILE_ALARM_ESCAPE_UP, TILE_SPACESHIP_ESCAPE_DOWN, ORDINARY_LIFT_UP, ORDINARY_LIFT_DOWN, RUBBLE_OR_WASTE_LIT, RUBBLE_OR_WASTE_DARK, CACHE_DEPOSIT, CACHE_JEWELRY, CACHE_MAZE, CACHE_SHUTTLE, TRAPPED_DOOR, STUCK_DOOR, BARREL] ++ [TREE_BURNING_OR_NOT, BUSH_BURNING_OR_NOT] ++ [OBSCURED_WALL, CACHE_DEPOSIT_OR_NOT, CACHE_DEPOSIT_BREACHED, CACHE_JEWELRY_OR_NOT, CACHE_JEWELRY_TRAPPED_OR_NOT, CACHE_ABANDONED_OR_NOT, RUBBLE_BURNING_OR_NOT] ++ [BRAWL_SET_DARK, NOISE_SET_DARK, SHOOTOUT_SET_DARK, EGRESS_SET_DARK, HUNT_SET_DARK] pattern FILLER_WALL, FLOOR_CORRIDOR_LIT, FLOOR_CORRIDOR_DARK, TRAIL_LIT, SAFE_TRAIL_LIT, LAB_TRAIL_LIT, DAMP_FLOOR_LIT, DAMP_FLOOR_DARK, DIRT_LIT, DIRT_DARK, FLOOR_ARENA_LIT, FLOOR_ARENA_DARK :: GroupName TileKind -- ** Allure-specific pattern HABITAT_CONTAINMENT_WALL, TRANSPORT_ROUTE, ORIELS_FENCE, AIRLOCK_FENCE, EMPTY_AIRLOCK_FENCE, OPENABLE_WALL, TRAPPABLE_WALL, OILY_FLOOR_LIT, OILY_FLOOR_DARK :: GroupName TileKind pattern EMPTY_SET_LIT, EMPTY_SET_DARK, NOISE_SET_LIT, POWER_SET_LIT, POWER_SET_DARK, BATTLE_SET_LIT, BATTLE_SET_DARK, BRAWL_SET_LIT, SHOOTOUT_SET_LIT, ZOO_SET_LIT, ZOO_SET_DARK, FLIGHT_SET_LIT, FLIGHT_SET_DARK, AMBUSH_SET_LIT, AMBUSH_SET_DARK, ARENA_SET_LIT, ARENA_SET_DARK :: GroupName TileKind -- ** Allure-specific pattern ROGUE_SET, MUSEUM_SET_LIT, MUSEUM_SET_DARK, HUNT_SET_LIT, EGRESS_SET_LIT, VIRUS_SET_LIT, VIRUS_SET_DARK :: GroupName TileKind -- ** Used in PlaceKind, but not in CaveKind. pattern TREE_SHADE_WALKABLE_LIT, TREE_SHADE_WALKABLE_DARK, SMOKE_CLUMP_LIT, SMOKE_CLUMP_DARK, BUSH_CLUMP_LIT, BUSH_CLUMP_DARK, FOG_CLUMP_LIT, FOG_CLUMP_DARK, STAIR_TERMINAL_LIT, STAIR_TERMINAL_DARK, SIGNBOARD, STAIRCASE_UP, ORDINARY_STAIRCASE_UP, STAIRCASE_OUTDOOR_UP, GATED_STAIRCASE_UP, STAIRCASE_DOWN, ORDINARY_STAIRCASE_DOWN, STAIRCASE_OUTDOOR_DOWN, GATED_STAIRCASE_DOWN, TILE_INDOOR_ESCAPE_UP, TILE_INDOOR_ESCAPE_DOWN, TILE_OUTDOOR_ESCAPE_DOWN, TRANSPARENT_WALL, ICE_BUILDUP, WORKSHOP, FLOOR_ACTOR_ITEM, FLOOR_ACTOR_ITEM_LIT, FLOOR_ACTOR_ITEM_DARK :: GroupName TileKind -- ** Allure-specific pattern BUSH_GROVE_LIT, BUSH_GROVE_DARK, UNDERBRUSH_CLUMP_LIT, UNDERBRUSH_CLUMP_DARK, ASHES_SMOKE_LIT, ASHES_SMOKE_DARK, RECT_WINDOWS, DOORLESS_MACHINERY, PUMPS_LIT, PUMPS_DARK, DOORLESS_WALL, OIL_RESIDUE_LIT, OIL_RESIDUE_DARK, LIFT_TERMINAL_LIT, LIFT_TERMINAL_DARK, STAIRCASE_LIFT_UP, STAIRCASE_LIFT_DOWN, GATED_LIFT_UP, GATED_LIFT_DOWN, DECON_STAIRCASE_UP, DECON_STAIRCASE_DOWN, DECON_LIFT_UP, DECON_LIFT_DOWN, WELDED_STAIRCASE_UP, WELDED_LIFT_UP, TILE_ALARM_ESCAPE_UP, TILE_SPACESHIP_ESCAPE_DOWN, ORDINARY_LIFT_UP, ORDINARY_LIFT_DOWN, RUBBLE_OR_WASTE_LIT, RUBBLE_OR_WASTE_DARK, CACHE_DEPOSIT, CACHE_JEWELRY, CACHE_MAZE, CACHE_SHUTTLE, TRAPPED_DOOR, STUCK_DOOR, BARREL :: GroupName TileKind -- ** Used only internally in other TileKind definitions or never used. pattern TREE_BURNING_OR_NOT, BUSH_BURNING_OR_NOT :: GroupName TileKind -- ** Allure-specific pattern OBSCURED_WALL, CACHE_DEPOSIT_OR_NOT, CACHE_DEPOSIT_BREACHED, CACHE_JEWELRY_OR_NOT, CACHE_JEWELRY_TRAPPED_OR_NOT, CACHE_ABANDONED_OR_NOT, RUBBLE_BURNING_OR_NOT :: GroupName TileKind -- * Not used, but needed, because auto-generated. Not singletons. pattern BRAWL_SET_DARK, NOISE_SET_DARK, SHOOTOUT_SET_DARK, EGRESS_SET_DARK, HUNT_SET_DARK :: GroupName TileKind -- ** Used in CaveKind and perhaps elsewhere (or a dark/lit version thereof). pattern FILLER_WALL = GroupName "fillerWall" pattern FLOOR_CORRIDOR_LIT = GroupName "floorCorridorLit" pattern FLOOR_CORRIDOR_DARK = GroupName "floorCorridorDark" pattern TRAIL_LIT = GroupName "trailLit" pattern SAFE_TRAIL_LIT = GroupName "safeTrailLit" pattern LAB_TRAIL_LIT = GroupName "labTrailLit" -- these three would work without @_LIT@, but it will be needed when -- in the future a lit trail is made from terrain that has an autogenerated -- dark variant pattern DAMP_FLOOR_LIT = GroupName "damp floor Lit" pattern DAMP_FLOOR_DARK = GroupName "damp floor Dark" pattern DIRT_LIT = GroupName "dirt Lit" pattern DIRT_DARK = GroupName "dirt Dark" pattern FLOOR_ARENA_LIT = GroupName "floorArenaLit" pattern FLOOR_ARENA_DARK = GroupName "floorArenaDark" -- ** Allure-specific pattern HABITAT_CONTAINMENT_WALL = GroupName "habitat containment wall" pattern TRANSPORT_ROUTE = GroupName "transport route" pattern ORIELS_FENCE = GroupName "oriels fence" pattern AIRLOCK_FENCE = GroupName "airlock fence" pattern EMPTY_AIRLOCK_FENCE = GroupName "empty airlock fence" pattern OPENABLE_WALL = GroupName "openableWall" pattern TRAPPABLE_WALL = GroupName "trappableWall" pattern OILY_FLOOR_LIT = GroupName "oily floor Lit" pattern OILY_FLOOR_DARK = GroupName "oily floor Dark" -- ** Used in CaveKind and perhaps elsewhere; sets of tiles for filling cave. pattern EMPTY_SET_LIT = GroupName "emptySetLit" pattern EMPTY_SET_DARK = GroupName "emptySetDark" pattern NOISE_SET_LIT = GroupName "noiseSetLit" pattern POWER_SET_LIT = GroupName "powerSetLit" pattern POWER_SET_DARK = GroupName "powerSetDark" pattern BATTLE_SET_LIT = GroupName "battleSetLit" pattern BATTLE_SET_DARK = GroupName "battleSetDark" pattern BRAWL_SET_LIT = GroupName "brawlSetLit" pattern SHOOTOUT_SET_LIT = GroupName "shootoutSetLit" pattern ZOO_SET_LIT = GroupName "zooSetLit" pattern ZOO_SET_DARK = GroupName "zooSetDark" pattern FLIGHT_SET_LIT = GroupName "flightSetLit" pattern FLIGHT_SET_DARK = GroupName "flightSetDark" pattern AMBUSH_SET_LIT = GroupName "ambushSetLit" pattern AMBUSH_SET_DARK = GroupName "ambushSetDark" pattern ARENA_SET_LIT = GroupName "arenaSetLit" pattern ARENA_SET_DARK = GroupName "arenaSetDark" -- ** Allure-specific pattern ROGUE_SET = GroupName "rogueSet" pattern MUSEUM_SET_LIT = GroupName "museumSetLit" pattern MUSEUM_SET_DARK = GroupName "museumSetDark" pattern HUNT_SET_LIT = GroupName "huntSetLit" pattern EGRESS_SET_LIT = GroupName "egressSetLit" pattern VIRUS_SET_LIT = GroupName "virusSetLit" pattern VIRUS_SET_DARK = GroupName "virusSetDark" -- ** Used in PlaceKind, but not in CaveKind. Not singletons. pattern TREE_SHADE_WALKABLE_LIT = GroupName "treeShadeWalkableLit" pattern TREE_SHADE_WALKABLE_DARK = GroupName "treeShadeWalkableDark" pattern SMOKE_CLUMP_LIT = GroupName "smokeClumpLit" pattern SMOKE_CLUMP_DARK = GroupName "smokeClumpDark" pattern BUSH_CLUMP_LIT = GroupName "bushClumpLit" pattern BUSH_CLUMP_DARK = GroupName "bushClumpDark" pattern FOG_CLUMP_LIT = GroupName "fogClumpLit" pattern FOG_CLUMP_DARK = GroupName "fogClumpDark" pattern STAIR_TERMINAL_LIT = GroupName "stair terminal Lit" pattern STAIR_TERMINAL_DARK = GroupName "stair terminal Dark" pattern SIGNBOARD = GroupName "signboard" pattern STAIRCASE_UP = GroupName "staircase up" pattern ORDINARY_STAIRCASE_UP = GroupName "ordinary staircase up" pattern STAIRCASE_OUTDOOR_UP = GroupName "staircase outdoor up" pattern GATED_STAIRCASE_UP = GroupName "gated staircase up" pattern STAIRCASE_DOWN = GroupName "staircase down" pattern ORDINARY_STAIRCASE_DOWN = GroupName "ordinary staircase down" pattern STAIRCASE_OUTDOOR_DOWN = GroupName "staircase outdoor down" pattern GATED_STAIRCASE_DOWN = GroupName "gated staircase down" pattern TILE_INDOOR_ESCAPE_UP = GroupName "indoor escape up" pattern TILE_INDOOR_ESCAPE_DOWN = GroupName "indoor escape down" pattern TILE_OUTDOOR_ESCAPE_DOWN = GroupName "outdoor escape down" pattern TRANSPARENT_WALL = GroupName "transparent wall" pattern ICE_BUILDUP = GroupName "ice buildup" pattern WORKSHOP = GroupName "workshop" pattern FLOOR_ACTOR_ITEM = GroupName "floorActorItem" pattern FLOOR_ACTOR_ITEM_LIT = GroupName "floorActorItemLit" pattern FLOOR_ACTOR_ITEM_DARK = GroupName "floorActorItemDark" -- ** Used in PlaceKind, but not in CaveKind. Singletons. pattern S_PILLAR = GroupName "pillar" pattern S_RUBBLE_PILE = GroupName "rubble pile" pattern S_LAMP_POST = GroupName "lamp post" pattern S_TREE_LIT = GroupName "tree Lit" pattern S_TREE_DARK = GroupName "tree Dark" pattern S_PULPIT = GroupName "pulpit" pattern S_BUSH_LIT = GroupName "bush Lit" pattern S_FOG_LIT = GroupName "fog Lit" pattern S_SMOKE_LIT = GroupName "smoke Lit" pattern S_FLOOR_ACTOR_LIT = GroupName "floor with actors Lit" pattern S_FLOOR_ACTOR_DARK = GroupName "floor with actors Dark" pattern S_FLOOR_ASHES_LIT = GroupName "floor with ashes Lit" pattern S_FLOOR_ASHES_DARK = GroupName "floor with ashes Dark" pattern S_SHADED_GROUND = GroupName "shaded ground" pattern S_SHALLOW_WATER_LIT = GroupName "shallow water Lit" pattern S_SHALLOW_WATER_DARK = GroupName "shallow water Dark" -- ** Allure-specific pattern BUSH_GROVE_LIT = GroupName "bushGroveLit" pattern BUSH_GROVE_DARK = GroupName "bushGroveDark" pattern UNDERBRUSH_CLUMP_LIT = GroupName "underbrushClumpLit" pattern UNDERBRUSH_CLUMP_DARK = GroupName "underbrushClumpDark" pattern ASHES_SMOKE_LIT = GroupName "ashesSmokeLit" pattern ASHES_SMOKE_DARK = GroupName "ashesSmokeDark" pattern RECT_WINDOWS = GroupName "rectWindows" pattern DOORLESS_MACHINERY = GroupName "doorlessMachinery" pattern PUMPS_LIT = GroupName "pumpsLit" pattern PUMPS_DARK = GroupName "pumpsDark" pattern DOORLESS_WALL = GroupName "doorlessWall" pattern OIL_RESIDUE_LIT = GroupName "oilResidueLit" pattern OIL_RESIDUE_DARK = GroupName "oilResidueDark" pattern LIFT_TERMINAL_LIT = GroupName "lift terminal Lit" pattern LIFT_TERMINAL_DARK = GroupName "lift terminal Dark" pattern STAIRCASE_LIFT_UP = GroupName "staircase lift up" pattern STAIRCASE_LIFT_DOWN = GroupName "staircase lift down" pattern GATED_LIFT_UP = GroupName "gated lift up" pattern GATED_LIFT_DOWN = GroupName "gated lift down" pattern DECON_STAIRCASE_UP = GroupName "decon staircase up" pattern DECON_STAIRCASE_DOWN = GroupName "decon staircase down" pattern DECON_LIFT_UP = GroupName "decon lift up" pattern DECON_LIFT_DOWN = GroupName "decon lift down" pattern WELDED_STAIRCASE_UP = GroupName "welded staircase up" pattern WELDED_LIFT_UP = GroupName "welded lift up" pattern TILE_ALARM_ESCAPE_UP = GroupName "alarm escape up" pattern TILE_SPACESHIP_ESCAPE_DOWN = GroupName "spaceship escape down" pattern ORDINARY_LIFT_UP = GroupName "ordinary lift up" pattern ORDINARY_LIFT_DOWN = GroupName "ordinary lift down" pattern RUBBLE_OR_WASTE_LIT = GroupName "rubbleOrWaste_Lit" pattern RUBBLE_OR_WASTE_DARK = GroupName "rubbleOrWaste_Dark" pattern CACHE_DEPOSIT = GroupName "cache deposit" pattern CACHE_JEWELRY = GroupName "cache jewelry" pattern CACHE_MAZE = GroupName "cache maze" pattern CACHE_SHUTTLE = GroupName "cache shuttle" pattern TRAPPED_DOOR = GroupName "trapped door" pattern STUCK_DOOR = GroupName "stuck door" pattern BARREL = GroupName "barrel" pattern S_POOL_LIT = GroupName "poolLit" pattern S_POOL_DARK = GroupName "poolDark" pattern S_CLOSED_DOOR = GroupName "closed door" pattern S_OPEN_DOOR = GroupName "open door" pattern S_OIL_SPILL = GroupName "oil spill" pattern S_FROZEN_PATH = GroupName "frozen path" pattern S_LIFT_SHAFT = GroupName "lift shaft" pattern S_REINFORCED_WALL = GroupName "reinforced wall" pattern S_SHUTTLE_HULL = GroupName "shuttle hull" pattern S_HARDWARE_RACK = GroupName "hardware rack" -- ** Used only internally in other TileKind definitions. Not singletons. pattern TREE_BURNING_OR_NOT = GroupName "tree burning or not" pattern BUSH_BURNING_OR_NOT = GroupName "bush burning or not" -- ** Used only internally in other TileKind definitions. Singletons. pattern S_SIGNBOARD_UNREAD = GroupName "signboard unread" -- ** Allure-specific pattern OBSCURED_WALL = GroupName "obscured wall" pattern CACHE_DEPOSIT_OR_NOT = GroupName "cache deposit or not" pattern CACHE_DEPOSIT_BREACHED = GroupName "cache deposit breached" pattern CACHE_JEWELRY_OR_NOT = GroupName "cache jewelry or not" pattern CACHE_JEWELRY_TRAPPED_OR_NOT = GroupName "cache jewelry trapped or not" pattern CACHE_ABANDONED_OR_NOT = GroupName "cache abandoned or not" pattern RUBBLE_BURNING_OR_NOT = GroupName "rubble burning or not" pattern S_SUSPECT_WALL = GroupName "suspect wall" pattern S_STAIRCASE_TRAP_DOWN_OIL = GroupName "slippery staircase down" pattern S_BURNING_INSTALLATION = GroupName "burning installation" pattern S_BURNING_TREE = GroupName "burning tree" pattern S_BURNING_BUSH = GroupName "burning bush" pattern S_BURNING_UNDERBRUSH = GroupName "burning underbrush" pattern S_BURNING_OIL = GroupName "burning oil" pattern S_UNDERBRUSH_LIT = GroupName "underbrush Lit" pattern S_UNDERBRUSH_DARK = GroupName "underbrush Dark" -- * Not used, but needed, because auto-generated. Not singletons. -- This is a rotten compromise, because these are synthesized below, -- so typos can happen. Similarly below pattern BRAWL_SET_DARK = GroupName "brawlSetDark" pattern NOISE_SET_DARK = GroupName "noiseSetDark" pattern SHOOTOUT_SET_DARK = GroupName "shootoutSetDark" pattern EGRESS_SET_DARK = GroupName "egressSetDark" pattern HUNT_SET_DARK = GroupName "huntSetDark" -- * Not used, but needed, because auto-generated. Singletons. pattern S_BUSH_DARK = GroupName "bush Dark" -- * Content content :: [TileKind] content = [unknown, unknownOuterFence, basicOuterFence, bedrock, wall, wallSuspect, wallObscured, wallObscuredDefaced, wallObscuredFrescoed, pillar, pillarCache, lampPost, signboardUnread, signboardRead, treeLit, treeBurnt, treeBurning, rubble, rubbleSpice, doorTrapped, doorClosed, stairsUp, stairsTrappedUp, stairsOutdoorUp, stairsGatedUp, stairsDown, stairsTrappedDown, stairsOutdoorDown, stairsGatedDown, escapeUp, escapeDown, escapeOutdoorDown, wallGlass, wallGlassSpice, pillarIce, pulpit, bushLit, bushBurnt, bushBurning, fog, fogDark, smoke, smokeDark, doorOpen, floorCorridor, floorArena, floorDamp, floorDirt, floorDirtSpice, floorActor, floorActorItem, floorAshes, shallowWater, shallowWaterSpice, shallowWater2, floorRed, floorBlue, floorBrown, floorArenaShade ] ++ map makeDarkColor ldarkColorable -- Allure-specific ++ [oriel, outerHullWall, rubbleBurning, rubbleBurningSpice, wallOpenable, wallObscuredSafety, signboardReadExtinguisher, wallObscured3dBillboard, wallObscuredPipework, wallObscuredScary, liftShaft, rock, pillarCache2, pillarCache3, pillarCache4, pillarCache5, stairsTrappedDownOil, stairsDecontaminatingUp, stairsWelded, stairsLiftUp, stairsLiftTrappedUp, stairsLiftGatedUp, stairsLiftDecontaminatingUp, stairsLiftWelded, stairsDecontaminatingDown, stairsLiftDown, stairsLiftTrappedDown, stairsLiftGatedDown, stairsLiftDecontaminatingDown, escapeAlarmUp, escapeSpaceshipDown, emptyAirlock, reinforcedWall, reinforcedWallSpice, wallShuttle, wallShuttleSpice, doorStuck, barrel, barrelSpice, machineWall, machineWallSpice, bushEdible, bushEdibleSpice, underbrushBurning, floorOily, oilSpill, oilSpillSpice, oilBurning, floorWindow, underbrush, workshop] unknown, unknownOuterFence, basicOuterFence, bedrock, wall, wallSuspect, wallObscured, wallObscuredDefaced, wallObscuredFrescoed, pillar, pillarCache, lampPost, signboardUnread, signboardRead, treeLit, treeBurnt, treeBurning, rubble, rubbleSpice, doorTrapped, doorClosed, stairsUp, stairsTrappedUp, stairsOutdoorUp, stairsGatedUp, stairsDown, stairsTrappedDown, stairsOutdoorDown, stairsGatedDown, escapeUp, escapeDown, escapeOutdoorDown, wallGlass, wallGlassSpice, pillarIce, pulpit, bushLit, bushBurnt, bushBurning, fog, fogDark, smoke, smokeDark, doorOpen, floorCorridor, floorArena, floorDamp, floorDirt, floorDirtSpice, floorActor, floorActorItem, floorAshes, shallowWater, shallowWaterSpice, shallowWater2, floorRed, floorBlue, floorBrown, floorArenaShade :: TileKind -- Allure-specific oriel, outerHullWall, rubbleBurning, rubbleBurningSpice, wallOpenable, wallObscuredSafety, signboardReadExtinguisher, wallObscured3dBillboard, wallObscuredPipework, wallObscuredScary, liftShaft, rock, pillarCache2, pillarCache3, pillarCache4, pillarCache5, stairsTrappedDownOil, stairsDecontaminatingUp, stairsWelded, stairsLiftUp, stairsLiftTrappedUp, stairsLiftGatedUp, stairsLiftDecontaminatingUp, stairsLiftWelded, stairsDecontaminatingDown, stairsLiftDown, stairsLiftTrappedDown, stairsLiftGatedDown, stairsLiftDecontaminatingDown, escapeAlarmUp, escapeSpaceshipDown, emptyAirlock, reinforcedWall, reinforcedWallSpice, wallShuttle, wallShuttleSpice, doorStuck, barrel, barrelSpice, machineWall, machineWallSpice, bushEdible, bushEdibleSpice, underbrushBurning, floorOily, oilSpill, oilSpillSpice, oilBurning, floorWindow, underbrush, workshop :: TileKind ldarkColorable :: [TileKind] ldarkColorable = [treeLit, bushLit, floorCorridor, floorArena, floorDamp, floorDirt, floorDirtSpice, floorActor, floorActorItem, shallowWater, shallowWaterSpice, shallowWater2, floorOily] -- Symbols to be used: -- LOS noLOS -- Walk .'~ :; -- noWalk %^ #O&<>+ -- -- can be opened ^&+ -- can be closed ' -- some noWalk can be changed without opening, regardless of symbol -- not used yet: -- : (curtain, etc., not flowing, but solid and static) -- ` (not distinct enough from ' and already used for some blasts) -- White, cyan and green terrain is usually inert, red is burning or trapped, -- blue activable or trapped, magenta searchable or activable. -- Note that for AI hints and UI comfort, most multiple-use @Embed@ tiles -- should have a variant, which after first use transforms into a different -- colour tile without @ChangeTo@ and similar (which then AI no longer touches). -- If a tile is supposed to be repeatedly activated by AI (e.g., cache), -- it should keep @ChangeTo@ for the whole time. -- * Main tiles, modified for Allure; some removed -- ** Not walkable -- *** Not clear unknown = TileKind -- needs to have index 0 and alter 1; no other with 1 { tsymbol = ' ' , tname = "unknown space" , tfreq = [(S_UNKNOWN_SPACE, 1)] , tcolor = defFG , tcolor2 = defFG , talter = 1 , tfeature = [Dark] } unknownOuterFence = TileKind { tsymbol = ' ' , tname = "unknown space" , tfreq = [(S_UNKNOWN_OUTER_FENCE, 1)] , tcolor = defFG , tcolor2 = defFG , talter = maxBound -- impenetrable , tfeature = [Dark] } basicOuterFence = TileKind { tsymbol = '#' , tname = "habitat containment wall" , tfreq = [(HABITAT_CONTAINMENT_WALL, 1)] , tcolor = BrBlack , tcolor2 = BrBlack , talter = maxBound -- impenetrable , tfeature = [] } bedrock = TileKind { tsymbol = '#' , tname = "wall" , tfreq = [ (FILLER_WALL, 1) , (ROGUE_SET, 60), (MUSEUM_SET_DARK, 4), (NOISE_SET_LIT, 450) , (POWER_SET_DARK, 450), (BATTLE_SET_DARK, 250) , (FLIGHT_SET_DARK, 4) , (STAIR_TERMINAL_LIT, 100), (STAIR_TERMINAL_DARK, 100) , (DOORLESS_WALL, 80), (DOORLESS_MACHINERY, 1) ] , tcolor = BrWhite , tcolor2 = defFG , talter = 100 , tfeature = [] } wall = bedrock -- fireproof { tfreq = [(TRAPPABLE_WALL, 1), (RECT_WINDOWS, 80)] , tfeature = [BuildAs S_SUSPECT_WALL] } wallSuspect = TileKind -- only on client { tsymbol = '#' , tname = "suspect wall" , tfreq = [(S_SUSPECT_WALL, 1)] , tcolor = BrWhite , tcolor2 = defFG , talter = 2 , tfeature = [ RevealAs TRAPPED_DOOR , ObscureAs OBSCURED_WALL ] } wallObscured = TileKind { tsymbol = '#' , tname = "scratched wall" , tfreq = [(OBSCURED_WALL, 25)] , tcolor = BrWhite , tcolor2 = defFG , talter = 5 , tfeature = [ Embed SCRATCH_ON_WALL , HideAs S_SUSPECT_WALL ] } wallObscuredDefaced = TileKind { tsymbol = '#' , tname = "defaced wall" , tfreq = [ (OBSCURED_WALL, 25), (FLIGHT_SET_DARK, 2) , (MUSEUM_SET_DARK, 2) ] , tcolor = BrWhite , tcolor2 = defFG , talter = 5 , tfeature = [ Embed OBSCENE_PICTOGRAM , HideAs S_SUSPECT_WALL ] } wallObscuredFrescoed = TileKind { tsymbol = '#' , tname = "subtle mural" , tfreq = [(OBSCURED_WALL, 5), (MUSEUM_SET_DARK, 2)] , tcolor = BrWhite , tcolor2 = defFG , talter = 5 , tfeature = [ Embed SUBTLE_FRESCO , HideAs S_SUSPECT_WALL ] -- a bit beneficial, but AI would loop if allowed to trigger -- so no @ConsideredByAI@ } pillar = TileKind { tsymbol = '0' , tname = "construction beam" , tfreq = [(S_PILLAR, 1), (MUSEUM_SET_DARK, 20), (EMPTY_SET_LIT, 60)] , tcolor = BrCyan -- not BrWhite, to tell from heroes , tcolor2 = Cyan , talter = 100 , tfeature = [] } pillarCache = TileKind { tsymbol = '#' , tname = "abandoned stash" , tfreq = [ (CACHE_ABANDONED_OR_NOT, 40) , (CACHE_MAZE, 33), (CACHE_SHUTTLE, 25) ] , tcolor = BrBlue , tcolor2 = Blue , talter = 5 , tfeature = [ Embed ABANDONED_CACHE , ChangeTo CACHE_ABANDONED_OR_NOT, ConsideredByAI ] -- Not explorable, but prominently placed, so hard to miss. -- Very beneficial, so AI eager to trigger. } lampPost = TileKind { tsymbol = '0' , tname = "lamp post" , tfreq = [(S_LAMP_POST, 1)] , tcolor = BrYellow , tcolor2 = Brown , talter = 100 , tfeature = [] -- embed something and explain how there's often -- artificial ambient light in the habitats, but not in all -- of them and in both cases lamps are used to provide fancy -- (extra) lighting; say how low energy drain, such as -- permanent ambient light, is not a problem due to tech -- and also because it's a tiny fraction of what is needed -- for the ecosystem/life support } signboardUnread = TileKind -- client only, indicates never used by this faction { tsymbol = '0' , tname = "signboard" , tfreq = [(S_SIGNBOARD_UNREAD, 1)] , tcolor = BrCyan , tcolor2 = Cyan , talter = 5 , tfeature = [ ConsideredByAI -- changes after use, so safe for AI, which -- in this way uses all kinds of signboards , RevealAs SIGNBOARD -- to display as hidden ] } signboardRead = TileKind { tsymbol = '0' , tname = "signboard" , tfreq = [ (SIGNBOARD, 80), (EMPTY_SET_LIT, 7) , (ARENA_SET_LIT, 1), (ARENA_SET_DARK, 2), (MUSEUM_SET_DARK, 1) , (FLIGHT_SET_DARK, 2) ] , tcolor = BrCyan , tcolor2 = Cyan , talter = 5 , tfeature = [Embed SIGNAGE, HideAs S_SIGNBOARD_UNREAD] -- can't transform or the hidden version would not trigger -- but only reveal the real version; needed extra keystroke } treeLit = TileKind { tsymbol = '0' , tname = "tree" , tfreq = [ (ARENA_SET_LIT, 9), (EMPTY_SET_LIT, 4), (BRAWL_SET_LIT, 140) , (SHOOTOUT_SET_LIT, 10), (HUNT_SET_LIT, 10) , (FLIGHT_SET_LIT, 35), (ZOO_SET_DARK, 20) , (S_TREE_LIT, 1) ] , tcolor = BrGreen , tcolor2 = Green , talter = 4 , tfeature = [ChangeWith ProjYes [(1, FIRE_SOURCE)] S_BURNING_TREE] } treeBurnt = TileKind { tsymbol = '0' , tname = "burnt tree" , tfreq = [(ZOO_SET_DARK, 10), (TREE_BURNING_OR_NOT, 30)] , tcolor = BrBlack , tcolor2 = BrBlack , talter = 4 , tfeature = [Dark] -- even burned too hard to topple } treeBurning = TileKind -- present in EMPTY_SET_LIT as early light/fire source { tsymbol = '0' , tname = "burning tree" , tfreq = [ (EMPTY_SET_LIT, 2), (ZOO_SET_DARK, 60) , (TREE_BURNING_OR_NOT, 70), (S_BURNING_TREE, 1) ] , tcolor = BrRed , tcolor2 = Red , talter = 5 , tfeature = [Embed BIG_FIRE, ChangeTo TREE_BURNING_OR_NOT] -- too tall to douse with a fireproof cloth or water; have to break off -- and isolate smaller branches and let it smolder out -- TODO: breaking the burning tree has more use when it periodically -- explodes, hitting and lighting up the team and so betraying it } rubble = TileKind { tsymbol = '&' , tname = "rubble pile" , tfreq = [ (S_RUBBLE_PILE, 1), (RUBBLE_BURNING_OR_NOT, 50) , (STAIR_TERMINAL_LIT, 6), (STAIR_TERMINAL_DARK, 6) , (LIFT_TERMINAL_LIT, 6), (LIFT_TERMINAL_DARK, 6) , (EMPTY_SET_LIT, 12), (EGRESS_SET_LIT, 6), (VIRUS_SET_DARK, 6) , (NOISE_SET_LIT, 40), (POWER_SET_DARK, 120) , (ZOO_SET_DARK, 150), (AMBUSH_SET_DARK, 3) ] , tcolor = BrYellow , tcolor2 = Brown , talter = 4 -- boss can dig through , tfeature = [ OpenWith ProjYes [(1, BLAST_SOURCE)] S_FLOOR_ASHES_LIT -- can as well be first, because projectiles can't activate -- embeds with non-zero talter; for non-projectiles, -- if a @BLAST_SOURCE@ item could be found, -- this is a safe way to open rubble, with no loot though , Embed RUBBLE , OpenTo S_FLOOR_ASHES_LIT ] -- Getting the item is risky and, e.g., AI doesn't attempt it. -- Also, AI doesn't go out of its way to clear the way for heroes. -- Rubble can't be ignited, but burning installation, when doused, -- becomes rubble. That's different than with trees and bushes. } rubbleSpice = rubble { tfreq = [ (SMOKE_CLUMP_LIT, 1), (SMOKE_CLUMP_DARK, 1) , (RUBBLE_OR_WASTE_LIT, 1), (RUBBLE_OR_WASTE_DARK, 1) , (CACHE_DEPOSIT, 33) ] , tfeature = Spice : tfeature rubble } doorTrapped = TileKind { tsymbol = '+' , tname = "trapped door" , tfreq = [(TRAPPED_DOOR, 1)] , tcolor = BrRed , tcolor2 = Red , talter = 2 , tfeature = [ ChangeWith ProjNo [(1, WIRECUTTING_TOOL)] S_CLOSED_DOOR , Embed DOORWAY_TRAP , OpenTo S_OPEN_DOOR , HideAs S_SUSPECT_WALL ] } doorClosed = TileKind -- fireproof { tsymbol = '+' , tname = "closed door" , tfreq = [(S_CLOSED_DOOR, 1)] , tcolor = Brown , tcolor2 = BrBlack , talter = 2 , tfeature = [ OpenTo S_OPEN_DOOR -- never hidden , OpenWith ProjYes [(1, BLAST_SOURCE)] S_OPEN_DOOR ] } stairsUp = TileKind -- fireproof { tsymbol = '<' , tname = "staircase up" , tfreq = [(STAIRCASE_UP, 90), (ORDINARY_STAIRCASE_UP, 1)] , tcolor = BrWhite , tcolor2 = defFG , talter = 0 -- very easy stairs, unlike all others; projectiles trigger , tfeature = [Embed STAIRS_UP, ConsideredByAI] } stairsTrappedUp = TileKind { tsymbol = '<' , tname = "windy staircase up" , tfreq = [(STAIRCASE_UP, 10)] , tcolor = BrRed , tcolor2 = Red , talter = talterForStairs , tfeature = [ Embed STAIRS_UP , Embed STAIRS_TRAP_UP , ConsideredByAI, ChangeTo ORDINARY_STAIRCASE_UP ] -- AI uses despite the trap; exploration more important } stairsOutdoorUp = stairsUp { tfreq = [(STAIRCASE_OUTDOOR_UP, 1)] , talter = talterForStairs , tfeature = [Embed STAIRS_UP_OUTDOOR, ConsideredByAI] } stairsGatedUp = stairsUp { tname = "gated staircase up" , tfreq = [(GATED_STAIRCASE_UP, 1)] , talter = talterForStairs + 2 -- animals and bosses can't use } stairsDown = TileKind { tsymbol = '>' , tname = "staircase down" , tfreq = [(STAIRCASE_DOWN, 90), (ORDINARY_STAIRCASE_DOWN, 1)] , tcolor = BrWhite , tcolor2 = defFG , talter = 0 -- very easy stairs, unlike all others; projectiles trigger , tfeature = [ ChangeWith ProjYes [(1, OIL_SOURCE)] S_STAIRCASE_TRAP_DOWN_OIL -- even random oil explosions can create this trap , Embed STAIRS_DOWN , ConsideredByAI ] } stairsTrappedDown = TileKind { tsymbol = '>' , tname = "cracked staircase down" , tfreq = [(STAIRCASE_DOWN, 5)] , tcolor = BrRed , tcolor2 = Red , talter = talterForStairs , tfeature = [ Embed STAIRS_DOWN , Embed STAIRS_TRAP_DOWN , ConsideredByAI, ChangeTo ORDINARY_STAIRCASE_DOWN ] } stairsOutdoorDown = stairsDown { tfreq = [(STAIRCASE_OUTDOOR_DOWN, 1)] , talter = talterForStairs , tfeature = [Embed STAIRS_DOWN_OUTDOOR, ConsideredByAI] } stairsGatedDown = stairsDown { tname = "gated staircase down" , tfreq = [(GATED_STAIRCASE_DOWN, 1)] , talter = talterForStairs + 2 -- animals and bosses can't use } escapeUp = TileKind { tsymbol = '<' , tname = "escape hatch up" , tfreq = [(TILE_INDOOR_ESCAPE_UP, 1)] , tcolor = BrYellow , tcolor2 = BrYellow , talter = 0 -- anybody can escape (or guard escape) , tfeature = [Embed ESCAPE, ConsideredByAI] } escapeDown = TileKind { tsymbol = '>' , tname = "escape trapdoor down" , tfreq = [(TILE_INDOOR_ESCAPE_DOWN, 1)] , tcolor = BrYellow , tcolor2 = BrYellow , talter = 0 -- anybody can escape (or guard escape) , tfeature = [Embed ESCAPE, ConsideredByAI] } escapeOutdoorDown = escapeDown { tname = "escape back to town" , tfreq = [(TILE_OUTDOOR_ESCAPE_DOWN, 1)] } -- *** Clear wallGlass = TileKind { tsymbol = '%' , tname = "transparent polymer wall" , tfreq = [(TRANSPARENT_WALL, 1), (MUSEUM_SET_DARK, 8)] , tcolor = BrCyan , tcolor2 = Cyan , talter = 10 , tfeature = [ BuildAs S_CLOSED_DOOR -- when ending a corridor, have doors , Clear ] } wallGlassSpice = wallGlass { tfreq = [ (RECT_WINDOWS, 20) , (CACHE_JEWELRY, 40) , (CACHE_JEWELRY_OR_NOT, 60) , (CACHE_JEWELRY_TRAPPED_OR_NOT, 60) ] , tfeature = Spice : tfeature wallGlass } pillarIce = TileKind { tsymbol = '^' , tname = "ice buildup" , tfreq = [ (ICE_BUILDUP, 1), (NOISE_SET_LIT, 200) , (BRAWL_SET_LIT, 15), (LIFT_TERMINAL_DARK, 4) ] -- ice only in dark staircases , tcolor = BrBlue , tcolor2 = Blue , talter = 4 -- boss can dig through , tfeature = [ Clear , Embed FROST , OpenTo S_SHALLOW_WATER_LIT , OpenWith ProjYes [(1, BLAST_SOURCE)] DAMP_FLOOR_LIT ] } pulpit = TileKind { tsymbol = '%' , tname = "VR booth" , tfreq = [(S_PULPIT, 1)] , tcolor = BrYellow , tcolor2 = Brown , talter = 5 , tfeature = [ ChangeWith ProjYes [(1, FIRE_SOURCE)] S_BURNING_INSTALLATION -- wastes the loot; cruel, but rare; usually player's fault , Embed LECTERN , Clear ] -- mixed blessing, so AI ignores, saved for player's fun } bushLit = TileKind { tsymbol = '%' , tname = "bush" , tfreq = [ (S_BUSH_LIT, 1), (EMPTY_SET_LIT, 8), (ARENA_SET_LIT, 13) , (BRAWL_SET_LIT, 5), (SHOOTOUT_SET_LIT, 30), (HUNT_SET_LIT, 30) , (FLIGHT_SET_LIT, 40), (ZOO_SET_DARK, 100) , (BUSH_CLUMP_LIT, 2), (BUSH_CLUMP_DARK, 2) -- always lit , (BUSH_GROVE_LIT, 5), (BUSH_GROVE_DARK, 5) -- always lit , (PUMPS_LIT, 300) -- dark in PUMPS_DARK , (LIFT_TERMINAL_LIT, 4) ] , tcolor = BrGreen , tcolor2 = Green , talter = 4 , tfeature = [ ChangeWith ProjYes [(1, FIRE_SOURCE)] S_BURNING_BUSH , Clear ] -- too tough to topple, has to be burned first } bushBurnt = TileKind { tsymbol = '%' , tname = "burnt bush" , tfreq = [ (BATTLE_SET_DARK, 30), (AMBUSH_SET_DARK, 3) , (ZOO_SET_DARK, 100), (BUSH_BURNING_OR_NOT, 50) ] , tcolor = BrBlack , tcolor2 = BrBlack , talter = 4 , tfeature = [Dark, Clear, OpenTo DIRT_DARK] } bushBurning = TileKind { tsymbol = '%' , tname = "burning bush" , tfreq = [ (EMPTY_SET_LIT, 3), (AMBUSH_SET_DARK, 10), (ZOO_SET_DARK, 300) , (BUSH_BURNING_OR_NOT, 50), (S_BURNING_BUSH, 1) ] , tcolor = BrRed , tcolor2 = Red , talter = 5 , tfeature = [ Clear , Embed SMALL_FIRE_5 -- crafting via embed first, transformation a fallback , OpenWith ProjYes [(3, WATER_SOURCE)] S_SMOKE_LIT , ChangeWith ProjNo [(1, FIREPROOF_CLOTH)] S_BUSH_LIT -- full effects experienced, but bush saved for repeat , ChangeTo BUSH_BURNING_OR_NOT ] } -- ** Walkable -- *** Not clear fog = TileKind -- always lit { tsymbol = ';' , tname = "faint fog" , tfreq = [ (S_FOG_LIT, 1), (EMPTY_SET_LIT, 200), (NOISE_SET_LIT, 120) , (SHOOTOUT_SET_LIT, 30), (HUNT_SET_LIT, 30) , (FOG_CLUMP_LIT, 60), (FOG_CLUMP_DARK, 60) , (LIFT_TERMINAL_LIT, 20) ] -- lit fog is OK for shootout, because LOS is mutual, as opposed -- to dark fog, and so camper has little advantage, especially -- on big maps, where he doesn't know on which side of fog patch to hide , tcolor = BrCyan , tcolor2 = Cyan , talter = 0 , tfeature = [Walkable, NoItem, OftenActor] } fogDark = fog -- always dark { tname = "thick fog" , tfreq = [(FLIGHT_SET_DARK, 50), (LIFT_TERMINAL_DARK, 40)] , tfeature = Dark : tfeature fog } smoke = TileKind -- always lit { tsymbol = ';' , tname = "billowing smoke" , tfreq = [ (S_SMOKE_LIT, 1), (LAB_TRAIL_LIT, 1) , (STAIR_TERMINAL_LIT, 2), (LIFT_TERMINAL_LIT, 6) , (SMOKE_CLUMP_LIT, 3), (SMOKE_CLUMP_DARK, 3) , (ASHES_SMOKE_LIT, 1), (ASHES_SMOKE_DARK, 1) , (EGRESS_SET_LIT, 20), (VIRUS_SET_DARK, 30) , (AMBUSH_SET_DARK, 20) ] , tcolor = Brown , tcolor2 = BrBlack , talter = 0 , tfeature = [Walkable, NoItem] -- not dark, embers } smokeDark = smoke -- always dark { tname = "lingering smoke" , tfreq = [ (POWER_SET_DARK, 100), (VIRUS_SET_DARK, 30) , (ZOO_SET_DARK, 20), (AMBUSH_SET_DARK, 40), (BATTLE_SET_DARK, 5) , (STAIR_TERMINAL_DARK, 2), (LIFT_TERMINAL_DARK, 6) ] , tfeature = Dark : tfeature smoke } -- *** Clear doorOpen = TileKind -- fireproof { tsymbol = '\'' , tname = "open door" , tfreq = [(S_OPEN_DOOR, 1)] , tcolor = Brown , tcolor2 = BrBlack , talter = 4 , tfeature = [ Walkable, Clear, NoItem, NoActor , CloseTo S_CLOSED_DOOR -- not explorable due to that ] } floorCorridor = TileKind { tsymbol = floorSymbol , tname = "floor" , tfreq = [(FLOOR_CORRIDOR_LIT, 1)] , tcolor = BrWhite , tcolor2 = defFG , talter = 0 , tfeature = [Walkable, Clear] -- porous, so spilling doesn't transform } floorArena = floorCorridor { tfreq = [ (FLOOR_ARENA_LIT, 1), (ARENA_SET_LIT, 400) , (MUSEUM_SET_LIT, 400), (NOISE_SET_LIT, 50), (POWER_SET_LIT, 50) , (EMPTY_SET_LIT, 400), (EGRESS_SET_LIT, 100), (VIRUS_SET_LIT, 80) , (ZOO_SET_LIT, 500) ] } floorDamp = floorArena { tname = "damp floor" , tfreq = [ (NOISE_SET_LIT, 550), (EMPTY_SET_LIT, 3000) , (FLIGHT_SET_LIT, 300), (DAMP_FLOOR_LIT, 1) , (STAIR_TERMINAL_LIT, 20), (LIFT_TERMINAL_LIT, 6) ] , tfeature = ChangeWith ProjYes [(1, OIL_SOURCE)] S_OIL_SPILL -- oil floats : ChangeWith ProjYes [(1, COLD_SOURCE)] S_FROZEN_PATH : ChangeWith ProjYes [(5, WATER_SOURCE)] S_SHALLOW_WATER_LIT : tfeature floorArena } floorDirt = floorArena { tname = "dirt floor" , tfreq = [ (BRAWL_SET_LIT, 900), (SHOOTOUT_SET_LIT, 900) , (HUNT_SET_LIT, 900), (FLIGHT_SET_LIT, 700) , (AMBUSH_SET_LIT, 1000), (BATTLE_SET_LIT, 500) , (DIRT_LIT, 1) ] } floorDirtSpice = floorDirt { tfreq = [ (TREE_SHADE_WALKABLE_LIT, 1), (BUSH_CLUMP_LIT, 1) , (UNDERBRUSH_CLUMP_LIT, 1), (PUMPS_LIT, 100) ] , tfeature = Spice : tfeature floorDirt } floorActor = floorArena { tfreq = [(S_FLOOR_ACTOR_LIT, 1)] , tfeature = OftenActor : tfeature floorArena } floorActorItem = floorActor { tfreq = [(FLOOR_ACTOR_ITEM, 1), (FLOOR_ACTOR_ITEM_LIT, 1)] , tfeature = VeryOftenItem : tfeature floorActor } floorAshes = floorActor -- always lit { tfreq = [ (SMOKE_CLUMP_LIT, 1) , (S_FLOOR_ASHES_LIT, 1), (S_FLOOR_ASHES_DARK, 1) , (ASHES_SMOKE_LIT, 2), (ASHES_SMOKE_DARK, 5) , (RUBBLE_BURNING_OR_NOT, 25) ] , tname = "dirt and ash pile" , tcolor = Brown , tcolor2 = Brown } shallowWater = TileKind { tsymbol = '~' , tname = "water puddle" , tfreq = [ (AQUATIC, 1), (S_SHALLOW_WATER_LIT, 1) , (EMPTY_SET_LIT, 20), (NOISE_SET_LIT, 30), (SHOOTOUT_SET_LIT, 5) , (HUNT_SET_LIT, 250), (LIFT_TERMINAL_LIT, 4) ] , tcolor = BrCyan , tcolor2 = Cyan , talter = 2 -- projectiles won't trigger embeds , tfeature = Embed SHALLOW_WATER -- crafting via embed first, transformations a fallback : ChangeWith ProjYes [(1, OIL_SOURCE)] S_OIL_SPILL -- oil floats : ChangeWith ProjYes [(1, COLD_SOURCE)] S_FROZEN_PATH : tfeature floorActor -- can't make fog from water, because air would need to be cool, too; -- if concealment needed, make smoke from fire instead } shallowWaterSpice = shallowWater { tfreq = [ (FOG_CLUMP_LIT, 40), (PUMPS_LIT, 200) , (RUBBLE_OR_WASTE_LIT, 1) ] , tfeature = Spice : tfeature shallowWater } shallowWater2 = shallowWater { tname = "water pool" , tfreq = [(S_POOL_LIT, 1)] } floorRed = floorCorridor -- always lit { tname = "emergency walkway" , tfreq = [(TRAIL_LIT, 50), (SAFE_TRAIL_LIT, 50)] , tcolor = BrRed , tcolor2 = Red , tfeature = [ ChangeWith ProjYes [(1, OIL_SOURCE)] S_OIL_SPILL -- non-porous enough , Embed STRAIGHT_PATH , Trail, Walkable, Clear ] } floorBlue = floorRed -- always lit { tname = "frozen path" , tfreq = [(TRAIL_LIT, 50), (S_FROZEN_PATH, 1)] , tcolor = BrBlue , tcolor2 = Blue , talter = 0 , tfeature = [ ChangeWith ProjYes [(1, FIRE_SOURCE)] S_SHALLOW_WATER_LIT , ChangeWith ProjYes [(1, OIL_SOURCE)] S_OIL_SPILL -- non-porous enough , Embed FROZEN_GROUND , Trail, Walkable, Clear ] } floorBrown = floorRed -- always lit { tname = "transport route" , tfreq = [ (TRAIL_LIT, 50), (SAFE_TRAIL_LIT, 50) , (TRANSPORT_ROUTE, 1) ] , tcolor = BrMagenta , tcolor2 = Magenta } floorArenaShade = floorActor -- always dark { tname = "shaded ground" , tfreq = [ (S_SHADED_GROUND, 1) , (TREE_SHADE_WALKABLE_LIT, 2), (TREE_SHADE_WALKABLE_DARK, 2)] , tcolor = BrYellow -- match others, even though no lit counterpart , tcolor2 = BrBlack , tfeature = Dark : NoItem : tfeature floorActor } -- * Allure-specific -- ** Not walkable -- *** Not clear oriel = TileKind -- no dark variant; it looks dark even when lit { tsymbol = '%' -- story-wise it's transparent, hence the symbol , tname = "oriel" , tfreq = [ (ORIELS_FENCE, 15) , (AIRLOCK_FENCE, 5), (EMPTY_AIRLOCK_FENCE, 5) ] , tcolor = BrBlack , tcolor2 = BrBlack , talter = 5 , tfeature = [Embed BLACK_STARRY_SKY] -- this is morally @Clear@, but technically it would reach outside the map } outerHullWall = basicOuterFence { tname = "outer hull wall" , tfreq = [ (S_BASIC_OUTER_FENCE, 1), (ORIELS_FENCE, 85) , (AIRLOCK_FENCE, 40), (EMPTY_AIRLOCK_FENCE, 40) ] } rubbleBurning = TileKind -- present in EMPTY_SET_LIT as early light/fire source { tsymbol = '&' , tname = "burning installation" , tfreq = [ (EMPTY_SET_LIT, 2), (POWER_SET_DARK, 20) , (AMBUSH_SET_DARK, 15), (ZOO_SET_DARK, 30) , (STAIR_TERMINAL_LIT, 4), (STAIR_TERMINAL_DARK, 4) , (LIFT_TERMINAL_LIT, 4), (LIFT_TERMINAL_DARK, 4) , (S_BURNING_INSTALLATION, 1), (RUBBLE_BURNING_OR_NOT, 25) ] , tcolor = BrRed , tcolor2 = Red , talter = 4 -- boss can dig through , tfeature = [ OpenWith ProjYes [(3, WATER_SOURCE)] S_SMOKE_LIT , OpenWith ProjYes [(1, BLAST_SOURCE)] ASHES_SMOKE_LIT , Embed BIG_FIRE -- not as tall as a tree, so quenchable , ChangeWith ProjNo [(1, FIREPROOF_CLOTH)] S_RUBBLE_PILE -- full effects experienced, but rubble saved for repeat , OpenWith ProjNo [] RUBBLE_BURNING_OR_NOT ] -- no pathfinding through } rubbleBurningSpice = rubbleBurning { tfreq = [ (SMOKE_CLUMP_LIT, 1), (SMOKE_CLUMP_DARK, 1) , (CACHE_DEPOSIT, 33) ] , tfeature = Spice : tfeature rubbleBurning } wallOpenable = bedrock { tfreq = [(OPENABLE_WALL, 1)] , tfeature = [BuildAs S_CLOSED_DOOR] -- when ending a corridor, have doors } wallObscuredSafety = TileKind { tsymbol = '#' , tname = "safety procedures board" , tfreq = [(OBSCURED_WALL, 4), (EGRESS_SET_LIT, 1), (VIRUS_SET_DARK, 1)] , tcolor = BrWhite , tcolor2 = defFG , talter = 5 , tfeature = [ Embed RUINED_FIRST_AID_KIT , HideAs S_SUSPECT_WALL ] } signboardReadExtinguisher = TileKind { tsymbol = '0' , tname = "fire extinguisher cabinet" , tfreq = [ (SIGNBOARD, 20) , (LIFT_TERMINAL_LIT, 10), (LIFT_TERMINAL_DARK, 10) , (EMPTY_SET_LIT, 7), (ARENA_SET_LIT, 1), (ARENA_SET_DARK, 2) , (MUSEUM_SET_DARK, 1), (EGRESS_SET_LIT, 1), (VIRUS_SET_DARK, 1) , (NOISE_SET_LIT, 1), (FLIGHT_SET_DARK, 1) , (AMBUSH_SET_DARK, 1) ] , tcolor = BrCyan , tcolor2 = Cyan , talter = 5 , tfeature = [ Embed FIRE_FIGHTING_GEAR , HideAs S_SIGNBOARD_UNREAD ] } wallObscured3dBillboard = TileKind { tsymbol = '#' , tname = "3D billboard" , tfreq = [(OBSCURED_WALL, 15)] , tcolor = BrWhite , tcolor2 = defFG , talter = 5 , tfeature = [ Embed DISPLAY_3D , HideAs S_SUSPECT_WALL ] } wallObscuredPipework = TileKind { tsymbol = '#' , tname = "exposed pipework" , tfreq = [(OBSCURED_WALL, 25)] , tcolor = BrWhite , tcolor2 = defFG , talter = 5 , tfeature = [ Embed CRACKED_FLUE , HideAs S_SUSPECT_WALL ] } wallObscuredScary = TileKind { tsymbol = '#' , tname = "stained wall" , tfreq = [(OBSCURED_WALL, 35)] , tcolor = BrWhite , tcolor2 = defFG , talter = 5 , tfeature = [ Embed BLOOD_ON_WALL , HideAs S_SUSPECT_WALL ] } liftShaft = pillar { tname = "lift shaft" , tfreq = [(S_LIFT_SHAFT, 1)] } rock = pillar { tname = "rock outcrop" , tfreq = [(ARENA_SET_LIT, 6), (BRAWL_SET_LIT, 30)] } pillarCache2 = pillarCache { tname = "rack of deposit boxes" , tfreq = [ (CACHE_DEPOSIT_OR_NOT, 33) , (CACHE_DEPOSIT_BREACHED, 1) ] , tfeature = [ Embed DEPOSIT_BOX , ChangeTo CACHE_DEPOSIT_OR_NOT , ConsideredByAI ] } pillarCache3 = pillarCache { tname = "rack of sealed deposit boxes" , tfreq = [ (CACHE_DEPOSIT, 33), (ARENA_SET_DARK, 4) , (STAIR_TERMINAL_LIT, 1), (STAIR_TERMINAL_DARK, 1) ] , tfeature = [ ChangeWith ProjNo [(1, BREACHING_TOOL)] CACHE_DEPOSIT_BREACHED -- @BLAST_SOURCE@ not enough , ConsideredByAI ] } pillarCache4 = pillarCache { tname = "jewelry display" , tfreq = [(CACHE_JEWELRY_OR_NOT, 40)] , tfeature = [ Embed JEWELRY_CASE , ChangeTo CACHE_JEWELRY_OR_NOT , ConsideredByAI ] } pillarCache5 = pillarCache { tname = "jewelry display" , tfreq = [ (CACHE_JEWELRY_TRAPPED_OR_NOT, 40), (CACHE_JEWELRY, 60) , (MUSEUM_SET_DARK, 2) ] , tfeature = [ Embed JEWELRY_CASE , ChangeWith ProjNo [(1, COLD_SOURCE)] CACHE_JEWELRY_TRAPPED_OR_NOT -- halts watchdog , ChangeWith ProjNo [(1, WIRECUTTING_TOOL)] CACHE_JEWELRY_OR_NOT -- disarms trap altogether , Embed JEWELRY_DISPLAY_TRAP , ChangeTo CACHE_JEWELRY_TRAPPED_OR_NOT ] -- not ConsideredByAI, to leave the risk and reward to the player } stairsTrappedDownOil = TileKind { tsymbol = '>' , tname = "slippery staircase down" , tfreq = [(STAIRCASE_DOWN, 5), (S_STAIRCASE_TRAP_DOWN_OIL, 1)] , tcolor = BrRed , tcolor2 = Red , talter = talterForStairs , tfeature = [ ChangeWith ProjNo [(1, THICK_CLOTH)] ORDINARY_STAIRCASE_DOWN -- safely soaks oil; marginal --- no warning if fails , Embed STAIRS_DOWN , Embed STAIRS_TRAP_DOWN_OIL , ChangeTo ORDINARY_STAIRCASE_DOWN , ConsideredByAI ] } stairsDecontaminatingUp = stairsUp { tname = "decontaminating staircase up" , tfreq = [(DECON_STAIRCASE_UP, 1)] , tcolor = BrBlue , tcolor2 = Blue , talter = talterForStairs , tfeature = Embed DECONTAMINATION_CHAMBER : tfeature stairsUp } stairsWelded = stairsUp { tname = "staircase up welded shut" , tfreq = [(WELDED_STAIRCASE_UP, 1)] , tcolor = BrMagenta , tcolor2 = Magenta , talter = talterForStairs + 3 -- gear or level up needed , tfeature = [ Embed S_CRUDE_WELD -- the embed goes first, because the embed is marginal here , ChangeWith ProjNo [(1, COLD_SOURCE)] ORDINARY_STAIRCASE_UP , ChangeWith ProjNo [(1, BLOWTORCH)] ORDINARY_STAIRCASE_UP , ConsideredByAI ] } stairsLiftUp = stairsUp -- fireproof { tname = "lift up" , tfreq = [(STAIRCASE_LIFT_UP, 9), (ORDINARY_LIFT_UP, 1)] , talter = talterForStairs , tcolor = BrCyan , tcolor2 = Cyan , tfeature = [Embed LIFT_UP, ConsideredByAI] } stairsLiftTrappedUp = stairsTrappedUp { tname = "corroded lift up" , tfreq = [(STAIRCASE_LIFT_UP, 1)] , tcolor = BrBlue , tcolor2 = Blue , tfeature = [ Embed LIFT_UP , Embed LIFT_TRAP , ConsideredByAI, ChangeTo ORDINARY_LIFT_UP ] -- AI uses despite the trap; exploration more important } stairsLiftGatedUp = stairsLiftUp { tname = "manually opened lift up" , tfreq = [(GATED_LIFT_UP, 1)] , talter = talterForStairs + 2 -- animals and bosses can't use } stairsLiftDecontaminatingUp = stairsLiftUp { tname = "decontaminating lift up" , tfreq = [(DECON_LIFT_UP, 1)] , tcolor = BrBlue , tcolor2 = Blue , tfeature = Embed DECONTAMINATION_CHAMBER : tfeature stairsLiftUp } stairsLiftWelded = stairsLiftUp { tname = "lift up welded shut" , tfreq = [(WELDED_LIFT_UP, 1)] , tcolor = BrMagenta , tcolor2 = Magenta , talter = talterForStairs + 3 -- gear or level up needed , tfeature = [ Embed S_CRUDE_WELD -- the embed goes first, because marginal , ChangeWith ProjNo [(1, COLD_SOURCE)] ORDINARY_LIFT_UP , ChangeWith ProjNo [(1, BLOWTORCH)] ORDINARY_LIFT_UP , ConsideredByAI ] } stairsDecontaminatingDown = stairsDown { tname = "decontaminating staircase down" , tfreq = [(DECON_STAIRCASE_DOWN, 1)] , tcolor = BrBlue , tcolor2 = Blue , talter = talterForStairs , tfeature = Embed DECONTAMINATION_CHAMBER : tfeature stairsDown } stairsLiftDown = stairsDown { tname = "lift down" , tfreq = [(STAIRCASE_LIFT_DOWN, 9), (ORDINARY_LIFT_DOWN, 1)] , tcolor = BrCyan , tcolor2 = Cyan , talter = talterForStairs , tfeature = [Embed LIFT_DOWN, ConsideredByAI] } stairsLiftTrappedDown = stairsTrappedDown { tname = "corroded lift down" , tfreq = [(STAIRCASE_LIFT_DOWN, 1)] , tcolor = BrBlue , tcolor2 = Blue , tfeature = [ Embed LIFT_DOWN , Embed LIFT_TRAP , ConsideredByAI, ChangeTo ORDINARY_LIFT_DOWN ] } stairsLiftGatedDown = stairsLiftDown { tname = "manually opened lift down" , tfreq = [(GATED_LIFT_DOWN, 1)] , talter = talterForStairs + 2 -- animals and bosses can't use } stairsLiftDecontaminatingDown = stairsLiftDown { tname = "decontaminating lift down" , tfreq = [(DECON_LIFT_DOWN, 1)] , tcolor = BrBlue , tcolor2 = Blue , tfeature = Embed DECONTAMINATION_CHAMBER : tfeature stairsLiftDown } escapeAlarmUp = escapeUp { tname = "alarm console" , tfreq = [(TILE_ALARM_ESCAPE_UP, 1)] , tcolor = BrRed , tcolor2 = Red } escapeSpaceshipDown = escapeDown { tname = "airlock to a shuttle" , tfreq = [(TILE_SPACESHIP_ESCAPE_DOWN, 1), (AIRLOCK_FENCE, 3)] } emptyAirlock = escapeDown { tname = "empty airlock" , tfreq = [ (AIRLOCK_FENCE, 2), (EMPTY_AIRLOCK_FENCE, 7) , (EMPTY_SET_LIT, 8), (AMBUSH_SET_DARK, 7) ] -- not in egressSetLit; space can't be seen , tcolor = BrBlack , tcolor2 = BrBlack , tfeature = [Embed DISENGAGED_DOCKING_GEAR] } reinforcedWall = TileKind { tsymbol = '#' , tname = "reinforced wall" , tfreq = [ (S_REINFORCED_WALL, 1), (ROGUE_SET, 15), (EGRESS_SET_LIT, 20) , (VIRUS_SET_LIT, 30), (VIRUS_SET_DARK, 6)] , tcolor = White , tcolor2 = BrBlack , talter = 100 , tfeature = [] } reinforcedWallSpice = reinforcedWall { tfreq = [ (DOORLESS_WALL, 20), (CACHE_MAZE, 33) , (CACHE_ABANDONED_OR_NOT, 60), (CACHE_DEPOSIT_OR_NOT, 66) ] , tfeature = Spice : tfeature reinforcedWall } wallShuttle = bedrock { tname = "shuttle hull" , tfreq = [(S_SHUTTLE_HULL, 1)] , tfeature = [Embed SHUTTLE_HARDWARE] } wallShuttleSpice = wallShuttle { tfreq = [(CACHE_SHUTTLE, 75)] , tfeature = Spice : tfeature wallShuttle } doorStuck = TileKind { tsymbol = '+' , tname = "stuck door" , tfreq = [(STUCK_DOOR, 1)] , tcolor = BrBlue , tcolor2 = Blue , talter = 2 , tfeature = [ OpenWith ProjNo [(1, BREACHING_TOOL)] S_OPEN_DOOR , OpenWith ProjYes [(1, BLAST_SOURCE)] S_OPEN_DOOR , Embed DOOR_TRAP_PUSH , OpenWith ProjNo [] S_OPEN_DOOR ] -- no pathfinding } barrel = TileKind { tsymbol = '0' , tname = "large barrel" , tfreq = [ (BARREL, 1) , (EGRESS_SET_LIT, 3), (VIRUS_SET_DARK, 10), (NOISE_SET_LIT, 20) , (POWER_SET_DARK, 50), (ZOO_SET_DARK, 30) , (AMBUSH_SET_DARK, 2) ] , tcolor = BrBlue , tcolor2 = Blue , talter = 0 -- projectiles can trigger the embed , tfeature = [ Embed BARREL_CONTENTS , OpenWith ProjYes [] ASHES_SMOKE_LIT ] -- no pathfinding through } barrelSpice = barrel { tfreq = [ (SMOKE_CLUMP_LIT, 1), (SMOKE_CLUMP_DARK, 1) , (RUBBLE_OR_WASTE_LIT, 2), (RUBBLE_OR_WASTE_DARK, 2) , (CACHE_MAZE, 33) ] , tfeature = Spice : tfeature barrel } -- *** Clear machineWall = TileKind { tsymbol = '%' , tname = "hardware rack" , tfreq = [ (S_HARDWARE_RACK, 1) , (ROGUE_SET, 25), (NOISE_SET_LIT, 250), (POWER_SET_DARK, 250) , (EGRESS_SET_LIT, 30), (VIRUS_SET_LIT, 60), (VIRUS_SET_DARK, 30) , (LIFT_TERMINAL_LIT, 40), (LIFT_TERMINAL_DARK, 40) ] , tcolor = White , tcolor2 = BrBlack , talter = 100 , tfeature = [Clear] } machineWallSpice = machineWall { tfreq = [(DOORLESS_MACHINERY, 1)] , tfeature = Spice : tfeature machineWall } bushEdible = TileKind { tsymbol = '%' , tname = "ripe bush" , tfreq = [ (EMPTY_SET_LIT, 4), (ARENA_SET_LIT, 2), (ARENA_SET_DARK, 4) , (SHOOTOUT_SET_LIT, 1), (HUNT_SET_LIT, 1) , (FLIGHT_SET_DARK, 4), (ZOO_SET_DARK, 1) , (LIFT_TERMINAL_LIT, 1), (LIFT_TERMINAL_DARK, 1) ] , tcolor = BrMagenta , tcolor2 = Magenta , talter = 4 , tfeature = [ Clear , Embed EDIBLE_PLANT_RIPE -- loot granted even when ignited, but missiles can't reap , ChangeWith ProjYes [(1, FIRE_SOURCE)] S_BURNING_BUSH , ChangeTo S_BUSH_LIT ] } bushEdibleSpice = bushEdible { tfreq = [ (BUSH_GROVE_LIT, 1), (BUSH_GROVE_DARK, 1) , (PUMPS_LIT, 100), (PUMPS_DARK, 100) ] , tfeature = Spice : tfeature bushEdible } -- ** Walkable -- *** Not clear underbrushBurning = TileKind -- always lit { tsymbol = ';' , tname = "burning underbrush" , tfreq = [ (AMBUSH_SET_DARK, 1), (ZOO_SET_DARK, 5) , (S_BURNING_UNDERBRUSH, 1) ] , tcolor = BrRed , tcolor2 = Red , talter = 2 -- due to this, ordinary projectiles can't put out the fire -- and don't get burned , tfeature = [ Walkable, NoItem, NoActor -- not clear, due to smoke , Embed SMALL_FIRE -- little mass, so one fire only , ChangeWith ProjYes [(1, WATER_SOURCE)] S_SMOKE_LIT -- transformation only a fallback if crafting unintended , ChangeWith ProjNo [(1, FIREPROOF_CLOTH)] S_UNDERBRUSH_LIT -- underbrush saved for repeat , ChangeTo S_FLOOR_ASHES_LIT ] -- not enough matter for smoke } -- *** Clear floorOily = floorArena { tname = "oily floor" , tfreq = [ (MUSEUM_SET_LIT, 40), (POWER_SET_LIT, 550) , (EGRESS_SET_LIT, 800), (VIRUS_SET_LIT, 700) , (BATTLE_SET_LIT, 1000) , (OILY_FLOOR_LIT, 1), (RUBBLE_OR_WASTE_LIT, 1) , (OIL_RESIDUE_LIT, 4) ] , tfeature = ChangeWith ProjYes [(1, OIL_SOURCE)] S_OIL_SPILL -- non-porous enough : tfeature floorArena } oilSpill = TileKind -- always lit { tsymbol = '~' , tname = "oil spill" , tfreq = [ (POWER_SET_DARK, 35), (EGRESS_SET_LIT, 9), (VIRUS_SET_DARK, 15) , (AMBUSH_SET_DARK, 20), (S_OIL_SPILL, 1) ] , tcolor = BrYellow , tcolor2 = BrGreen , talter = 2 -- projectiles won't trigger embeds; doesn't matter -- for others, because walkable; -- TODO: not everything should be able/willing to enter , tfeature = [ Embed OIL_PUDDLE -- embed goes first, because transformation and crafting -- may use the same item and crafting needs priority , ChangeWith ProjYes [(1, FIRE_SOURCE)] S_BURNING_OIL , ChangeWith ProjNo [(1, THICK_CLOTH)] OILY_FLOOR_LIT , Walkable, Clear ] } oilSpillSpice = oilSpill { tfreq = [ (RUBBLE_OR_WASTE_LIT, 1), (RUBBLE_OR_WASTE_DARK, 1) , (OIL_RESIDUE_LIT, 1), (OIL_RESIDUE_DARK, 1) ] , tfeature = Spice : tfeature oilSpill } oilBurning = TileKind -- always lit { tsymbol = '~' , tname = "burning oil" , tfreq = [ (POWER_SET_DARK, 1), (VIRUS_SET_DARK, 1), (AMBUSH_SET_DARK, 1) , (S_BURNING_OIL, 1) ] , tcolor = BrRed , tcolor2 = Red , talter = 2 -- due to this, projectiles can't put out the fire -- and don't get burned , tfeature = [ Walkable, Clear -- clear, no smoke, as in oil lamps , NoItem, NoActor , Embed OIL_PUDDLE , Embed SMALL_FIRE_5 , ChangeWith ProjNo [(1, FIREPROOF_CLOTH)] OILY_FLOOR_LIT -- safely soaks oil, if crafting fails or unintended , ChangeTo S_OIL_SPILL ] -- TODO: change only after all 5 fires used up } floorWindow = floorArena -- no dark variant; it looks dark even when lit { tsymbol = floorSymbol -- story-wise it's transparent, but no good symbol , tname = "floor window" , tfreq = [(EMPTY_SET_LIT, 24)] , tcolor = BrBlack -- not yellow, because light sucked away , tcolor2 = BrBlack , tfeature = Embed BLACK_STARRY_SKY : tfeature floorArena } underbrush = TileKind -- always lit { tsymbol = floorSymbol , tname = "underbrush" , tfreq = [ (S_UNDERBRUSH_LIT, 1), (S_UNDERBRUSH_DARK, 1) , (UNDERBRUSH_CLUMP_LIT, 1), (UNDERBRUSH_CLUMP_DARK, 1) , (EMPTY_SET_LIT, 200), (ARENA_SET_LIT, 80), (BRAWL_SET_LIT, 100) , (SHOOTOUT_SET_LIT, 100), (HUNT_SET_LIT, 100) , (FLIGHT_SET_LIT, 100), (ZOO_SET_DARK, 5) , (AMBUSH_SET_DARK, 20) , (BUSH_CLUMP_LIT, 1), (BUSH_CLUMP_DARK, 1) , (TRAIL_LIT, 50), (SAFE_TRAIL_LIT, 50) ] , tcolor = BrGreen , tcolor2 = Green , talter = 0 , tfeature = [ ChangeWith ProjYes [(1, FIRE_SOURCE)] S_BURNING_UNDERBRUSH , Trail, Walkable, Clear, NoItem ] } workshop = TileKind -- always lit { tsymbol = ':' , tname = "workshop" , tfreq = [ (WORKSHOP, 100), (EMPTY_SET_LIT, 16), (SHOOTOUT_SET_LIT, 2) , (AMBUSH_SET_DARK, 4), (BATTLE_SET_DARK, 4) ] , tcolor = BrBlue , tcolor2 = Blue , talter = 2 -- projectiles cannot craft (otherwise durable tools -- would be applicable without harmful side-effects) , tfeature = [ Walkable, NoItem, NoActor -- not clear, due to overhang , Embed WORKSHOP_BENCH ] } -- * Helper functions makeDark :: TileKind -> TileKind makeDark k = let darkenText :: GroupName TileKind -> GroupName TileKind darkenText t = maybe t (GroupName . (<> "Dark")) $ T.stripSuffix "Lit" $ fromGroupName t darkenFreq :: (GroupName TileKind, Int) -> [(GroupName TileKind, Int)] darkenFreq (t, n) = case T.stripSuffix "Lit" $ fromGroupName t of Nothing -> [(t, n)] Just stripped -> let dark = GroupName $ stripped <> "Dark" in -- lit plays the role of dark in a @Dark@ group [(dark, n) | isNothing $ dark `lookup` darkFreq] (darkFreq, notDarkFreq) = partition (T.isSuffixOf "Dark" . fromGroupName . fst) (tfreq k) darkFrequency :: Freqs TileKind darkFrequency = concatMap darkenFreq notDarkFreq darkFeat (OpenTo t) = Just $ OpenTo $ darkenText t darkFeat (CloseTo t) = Just $ CloseTo $ darkenText t darkFeat (ChangeTo t) = Just $ ChangeTo $ darkenText t darkFeat (OpenWith proj grps t) = Just $ OpenWith proj grps $ darkenText t darkFeat (CloseWith proj grps t) = Just $ CloseWith proj grps $ darkenText t darkFeat (ChangeWith proj grps t) = Just $ ChangeWith proj grps $ darkenText t darkFeat (HideAs t) = Just $ HideAs $ darkenText t darkFeat (BuildAs t) = Just $ BuildAs $ darkenText t darkFeat (RevealAs t) = Just $ RevealAs $ darkenText t darkFeat (ObscureAs t) = Just $ ObscureAs $ darkenText t darkFeat VeryOftenItem = Just OftenItem darkFeat OftenItem = Nothing -- items not common in the dark darkFeat feat = Just feat in k { tfreq = darkFrequency , tfeature = Dark : mapMaybe darkFeat (tfeature k) } -- The yellow colour represents a dark tile lit by artificial light source, -- or seen (felt, if very close) via noctovision. It is used to distinguish -- ambiently lit tiles and dark tiles lit by dynamic light. makeDarkColor :: TileKind -> TileKind makeDarkColor k = (makeDark k) { tcolor = if tsymbol k == floorSymbol && tcolor k == BrWhite then BrYellow else tcolor k , tcolor2 = BrBlack } Allure-0.11.0.0/GameDefinition/0000755000000000000000000000000007346545000014226 5ustar0000000000000000Allure-0.11.0.0/GameDefinition/InGameHelp.txt0000644000000000000000000001721407346545000016745 0ustar0000000000000000This is a snapshot of in-game help, rendered with the default config file. For more general gameplay information see https://github.com/AllureOfTheStars/Allure/blob/master/GameDefinition/PLAYING.md Minimal cheat sheet for casual play Walk throughout a level with mouse or numeric keypad (right diagram below) or the Vi editor keys (middle) or the left-hand movement keys (left). Run until disturbed with Shift or Control. Go-to a position with LMB (left mouse button). In aiming mode, the same keys (and mouse) move the aiming crosshair. q w e y k u 7 8 9 \|/ \|/ \|/ a-s-d h-.-l 4-5-6 /|\ /|\ /|\ z x c b j n 1 2 3 Press `KP_5` (`5` on keypad) to wait, bracing for impact, which reduces any damage taken and prevents displacement by foes. Press `S-KP_5` or `C-KP_5` (the same key with Shift or Control) to lurk 0.1 of a turn, without bracing. Displace enemies by running into them with Shift/Control or S-LMB. Search, open, descend and melee by bumping into walls, doors, stairs and enemies. The best, and not on cooldown, melee weapon is automatically chosen for attack from your equipment and from among your body parts. The following few commands, joined with the movement and running keys, let you accomplish almost anything in the game, though not necessarily with the fewest keystrokes. You can also play the game exclusively with a mouse, or both mouse and keyboard (e.g., mouse for go-to and terrain inspection and keyboard for everything else). Lastly, you can select a command with arrows or mouse directly from the help screen or the dashboard and execute it on the spot. keys command I manage the shared inventory stash g or , grab item(s) ESC clear messages/open main menu/finish aiming RET or INS open dashboard/accept target SPACE clear messages/show history/cycle detail level TAB cycle among all party members * cycle crosshair among enemies / cycle crosshair among items M modify any admissible terrain % yell or yawn and stop sleeping Optional mouse commands Screen area and UI mode (exploration/aiming) determine mouse click effects. Here we give an overview of effects of each button over the game map area. The list includes not only left and right buttons, but also the optional middle mouse button (MMB) and the mouse wheel, which is also used over menus to move selection. For mice without RMB, one can use Control key with LMB and for mice without MMB, one can use C-RMB or C-S-LMB. keys command (exploration/aiming) LMB go to pointer for 25 steps/fling at enemy S-LMB run to pointer collectively for 25 steps/fling at enemy RMB or C-LMB start aiming at enemy under pointer/cycle detail level S-RMB modify terrain at pointer MMB or C-RMB snap crosshair to floor under pointer/cycle detail level WHEEL-UP swerve the aiming line WHEEL-DN unswerve the aiming line Note that mouse is optional. Keyboard suffices, occasionally requiring a lookup for an obscure command key in help screens. Mouse button effects per screen area, in exploration and in aiming modes Exploration LMB (left mouse button) RMB (right mouse button) message line show history display help pointman tile grab item(s) remove item(s) party on map pick new pointman on screen select party member on screen the map area go to pointer for 25 steps set crosshair to enemy level number move aiming one level up move aiming one level down level caption open dashboard clear msgs and open main menu percent seen explore nearest unknown spot autoexplore 25 times crosshair info cycle crosshair among enemies cycle crosshair among items party roster pick new pointman on screen select party member on screen Calm value yell or yawn and stop sleeping yell or yawn and stop sleeping HP gauge rest (wait 25 times) heed (lurk 0.1 turns 100 times) HP value wait a turn, bracing for impact lurk 0.1 of a turn pointman info auto-fling and keep choice clear chosen item and crosshair Aiming Mode LMB (left mouse button) RMB (right mouse button) the map area fling at enemy under pointer snap crosshair to enemy level caption accept target cancel aiming percent seen aim at nearest upstairs aim at nearest downstairs All item-related commands keys command I manage the shared inventory stash O manage the equipment outfit of the pointman g or , grab item(s) r remove item(s) f fling in-range projectile C-f auto-fling and keep choice t trigger consumable item C-t trigger item and keep choice i stash item into shared inventory o equip item into outfit of the pointman G manage items on the ground T manage our total team belongings Note how lower case item commands (stash item, equip item) place items into a particular item store, while upper case item commands (manage Inventory, manage Outfit) open management menu for a store. Once a store menu is opened, you can switch stores with `<` and `>`, so the multiple commands only determine the starting item store. Each store is accessible from the dashboard as well. Terrain exploration and modification commands keys command TAB cycle among all party members S-TAB cycle backwards among all party members C-TAB cycle among party members on the level C-S-TAB cycle backwards among party members on the level m modify door by closing it M modify any admissible terrain = select (or deselect) party member _ deselect (or select) all on the level ; go to crosshair for 25 steps : run to crosshair collectively for 25 steps [ explore nearest unknown spot ] autoexplore 25 times R rest (wait 25 times) C-R heed (lurk 0.1 turns 100 times) 0, 1 ... 9 pick a particular actor as the new pointman All aiming commands keys command ESC clear messages/open main menu/finish aiming RET or INS open dashboard/accept target SPACE clear messages/show history/cycle detail level * cycle crosshair among enemies / cycle crosshair among items + swerve the aiming line - unswerve the aiming line \ cycle aiming modes C-? set crosshair to nearest unknown spot C-/ set crosshair to nearest item C-{ aim at nearest upstairs C-} aim at nearest downstairs < move aiming one level up > move aiming one level down BACKSPACE clear chosen item and crosshair Assorted commands keys command % yell or yawn and stop sleeping @ describe organs of the pointman # show skill summary of the pointman ~ display relevant lore C-g start new game C-x save and exit to desktop C-q quit game and start autoplay C-c exit to desktop without saving ? display help F1 display help immediately F12 show history v voice last action again V voice recorded macro again ' start recording commands C-S save game backup C-P print screen For more playing instructions see file PLAYING.md. Allure-0.11.0.0/GameDefinition/Main.hs0000644000000000000000000000573607346545000015461 0ustar0000000000000000{-# LANGUAGE PackageImports #-} -- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | The main source code file of Allure of the Stars. -- Module "TieKnot" is separated to make it usable in tests. module Main ( main ) where import Prelude () import Game.LambdaHack.Core.Prelude import Control.Concurrent.Async import qualified Control.Exception as Ex import qualified GHC.IO.Encoding as SIO import qualified Options.Applicative as OA import qualified System.IO as SIO #ifndef USE_JSFILE import qualified GHC.IO.Handle import System.FilePath import Game.LambdaHack.Common.File (tryCreateDir) import Game.LambdaHack.Common.Misc #endif import Game.LambdaHack.Server (serverOptionsPI) -- For the case of flattened .cabal file, to avoid ambiguity. import "Allure" TieKnot -- | Parse commandline options, tie the engine, content and clients knot, -- run the game and handle exit. main :: IO () main = do -- Correct unset or some other too primitive encodings. let enc = SIO.localeEncoding when (show enc `elem` ["ASCII", "ISO-8859-1", "ISO-8859-2"]) $ SIO.setLocaleEncoding SIO.utf8 -- This test is faulty with JS, because it reports the browser console -- is not a terminal, but then we can't open files to contain the logs. -- Also it bloats the outcome JS file, so disabled. #ifndef USE_JSFILE -- Special case hack, when the game is started not on a console. -- Without this, any attempt to output on stdout crashes a Windows exe -- (at least on Windows Vista) launched from the desktop or start menu. -- This is very crude and results in the inability to, e.g., process -- the output of @--help@ through a unix pipe. However, this should be -- effective on all Windows version, without the need to test all. isTerminal <- SIO.hIsTerminalDevice SIO.stdout unless isTerminal $ do dataDir <- appDataDir tryCreateDir dataDir fstdout <- SIO.openFile (dataDir "stdout.txt") SIO.WriteMode fstderr <- SIO.openFile (dataDir "stderr.txt") SIO.WriteMode GHC.IO.Handle.hDuplicateTo fstdout SIO.stdout GHC.IO.Handle.hDuplicateTo fstderr SIO.stderr #else -- Work around display of one character per line. SIO.hSetBuffering SIO.stderr SIO.LineBuffering #endif -- Fail here, not inside server code, so that savefiles are not removed, -- because they are not the source of the failure. !serverOptions <- OA.execParser serverOptionsPI resOrEx :: Either Ex.SomeException () <- Ex.try $ tieKnot serverOptions let unwrapEx e = case Ex.fromException e of Just (ExceptionInLinkedThread _ ex) -> unwrapEx ex _ -> e case resOrEx of Right () -> return () Left ex -> Ex.throwIO $ unwrapEx ex -- we are in the main thread, so now really exit Allure-0.11.0.0/GameDefinition/PLAYING.md0000644000000000000000000010312607346545000015656 0ustar0000000000000000Playing Allure of the Stars =========================== The following backstory blurb is a copy of the game intro screen: Your party of trusty explorers is about to test its fortune by plundering a vast derelict passenger cruiser. The grand spaceship was abandoned and lost after an accident at the Solar System's outer frontier, but recently unexpectedly reappeared. Reportedly, deposit safes and jewelry inventories were never salvaged. Neither are emptied the gilded robot holds, the expensive arboretum nor the extravagant whole-deck habitat of natural and enhanced animals. Up to this day, countless autonomous life support and damage mitigation subsystems with redundant power sources busy themselves throughout dozens of decks. They seem successful, because there are abundant traces of ongoing metabolism all over the ship. That should make exploration so much easier. Yours can't be the only shady Neptune Area crew interested in the giant wreck, so you shouldn't count on reaching it unopposed. The feral outer frontier denizens are not famed for scruples nor for restraint when using hazardous nano, cyber and bio technologies. Expect to bump into crazed machinery, warped nature, deadly residues and astounding treasures. Assume you'll be tracked and chased via sight, sound and smell. Prepare to hide in shadows, distract and set up ambushes. Gather clues and resources. Use and abuse. Outsmart. Outlast. Your survival is at stake. What to expect -------------- Allure of the Stars is a turn-based game. You issue a command. Then you watch its results unfold on the screen, without you being able to intervene. Then the dust settles and you have as much time as you want to inspect the battlefield and think about your next move. Once the few basic command keys and on-screen symbols are learned, mastery and enjoyment of the game is the matter of tactical skill and literary imagination. To be honest, a lot of imagination is required, because the game's plot and characters are yet very lightly sketched. However there are already hours and days of replayable fun to be had and gameplay mastery to build, confirm via high scores and pit against challenges, the first challenge being to finish all scenarios on standard difficulty (5) that already requires careful planning and use of multiple resources, but gives some leeway for trial, error and imperfect execution. Role playing and piecing clues from text descriptions is mandatory at the start of the longest scenario, but completely optional elsewhere for players that prefer tactics and optimization challenges to storytelling. The game differs from classic roguelikes in a few ways: * player manually controls each member of his squad, though often the best tactics is to scout with only one character (a classic roguelike feel) and let others guard important areas * the game is turn-based, but with visibly high granularity --- projectiles fly gradually over time with varying speeds and can be sidestepped or shot down; less so explosions that are swarms of projectile particles (turn-based just the same) * time passes and factions pursue their goals on a few levels simultaneously, while other floors are frozen (but all are persistent) * the same laws of simulated world apply to all factions and all actors, whether player-controlled or AI-controlled; e.g., the same field of view calculation, skill checks, equipment limitations, rules for item and terrain use * combat mechanics is deterministic; randomness comes only from AI decisions and procedurally generated world * there's (almost) no HP regeneration; attrition ensures all past (silly) decisions matter; HP of every actor starts at around half max * each character has 10 uniform equipment slots, which fill quickly given that most melee weapons have cooldowns * each faction has a single shared inventory of unlimited size, which has a physical location on the map and so can be ransacked If the game window is too large for your screen or the game doesn't start or you experience other technical issues, please consult [README.md](https://github.com/AllureOfTheStars/Allure/blob/master/README.md) or describe your problem on [Discord](https://discord.gg/87Ghnws) or [Matrix](https://matrix.to/#/!HnbpAHMjOGHlYtrASl:mozilla.org) or the issue tracker. Contributions of all kinds are welcome. Please offer feedback to mikolaj.konarski@funktory.com or, preferably, on any of the public forums. Starting your adventure ----------------------- Commands for starting a new game, saving and exiting the current game, configuring convenience settings and toggling AI control of the party are listed in the main menu, brought up by the Esc key. Game difficulty level, from the new game setup menu, determines how hard the survival in the game is. Each of the several named optional challenges make the game additionally much harder, but usually simpler, as well. Not that in-game hints don't take challenges into account so kindly ignore, e.g., advice to use ranged combat more often, if the chosen challenge bans ranged combat use altogether. Of the convenience settings, the `suspect terrain` choice is of particular interest, because it determines not only screen display of the floor map, but also whether suspect tiles are considered for mouse go-to, auto-explore and for the `C-?` command that marks the nearest unexplored position. Game scenarios, as ordered by their number, lead the player along an optional story arc. The first three adventures double as tutorials that offer rudimentary preparation for the main game, the long crawl. They gradually introduce exploration, stealth and melee combat, helping the player develop his repertoire of squad formations and move patterns, suitable for different tactical contexts. When the player loses, a defeat message for the scenario appears with hints about strategies known to work in the given tactical context. Alternatively, the player may postpone reading these messages and instead try to puzzle out the tactics himself --- this is not so hard, as there are not yet so many moving parts to figure out in the first three adventures. In the third scenario, the main 'crawl' game mode, the player starts employing ranged combat, stealth, light sources, item and terrain alteration. As soon as the player learns to navigate the initial levels of crawl, but still dies a lot, it makes sense to return to the remaining short adventures. They bring forth many extra game features and tactics and prevent the player from missing half the fun by trying to play the crawl just like a normal roguelike with spare heroes. The extra scenarios continue the plotline from the initial tutorial adventures in the form of flashbacks and eventually lead up to the events that start the main crawl adventure. The training they provide has narrow focus, drilling a particular skill set, even as exotic as opportunity fire management, a frantic race to the exit and big asymmetric melee battles. The challenge the scenarios offer may be, accordingly, quite extreme, particularly at higher difficulty settings and when striving for high scores. The main adventure, the long crawl, is the only one that takes place over many floors, some initially blocked, requiring lots of time to beat. The focus is on resource management and survival, including food gathering and cooking, crafting, terrain transformation using tools, spotting environment clues and guessing and countering opponents' strategies. The player has a choice of exploring a single level at a time or portions of many floors along a single staircase. On some levels he may explore and loot with a single scout, eluding most opponents. On others he may be forced to change pace and perform a complete exterminatory sweep involving his whole party. On yet others, his best course of action may be to defend a key location until the first wave of attackers is broken. The large game arena calls for strategic thinking, including resource management and area denial. Thus, the crawl scenario is the most replayable adventure, but even the small ones can be refreshed by striving to beat a high score and by ramping up the difficulty settings. Exploring the world ------------------- The map of any particular adventure consists of one or many levels and a level consists of a number of tiles with a particular terrain kind on each. The game world is persistent, i.e., every time the player visits a level during a single game, its layout is the same (unless modified by other actors). Letters and digits on the game screen are likely to represent actors. On the other hand, terrain is depicted with non-letter and non-digit characters and with zero `0`. Blocky solid symbols are likely to be non-passable and/or not translucent terrain. White, cyan and green terrain is usually inert, red is burning or trapped, blue activable or trapped, magenta activable or searchable. Items lying on the ground are represented with non-letter and non-digit characters, just as terrain, though rarely with blocky symbols. In case of doubt, one of the aiming commands (`/` and `KP_/`, that is, `/` on the keypad) cycles through all visible and remembered items on the level and another (`*` and `KP_*`, all with default keybindings) through all foes. Also, pointing at a map position with MMB (middle mouse button) displays a short description of its contents. Pointing with RMB enters aiming mode, in which pointing again or pressing Space key or MMB decreases detail level of the description. If a foe or interesting terrain is being pointed at, tilde key `~` shows the relevant lore details, including crafting recipes afforded by this terrain, if any. The basic terrain kinds are as follows. terrain type on-screen symbol bush, transparent obstacle % trap, ice obstacle ^ wall # tree, rock, man-made column 0 rubble & stairs, exit up < stairs, exit down > closed door + open door ' ground, corridor . water, other fluid ~ smoke, fog, open fire ; workshop, curtain, foliage : The four groups above, from top to bottom, block movement but not view, block both, block neither, block view but not movement. Additionally, each tile, regardless if open and if translucent, may be permanently lit with ambient light or not. Actors are marked with lower and upper case letters and with characters `@` and `1` through `9` (but never `0`). Player-controlled heroes are always bright white and at game start they are selected (e.g., to run together) so they have a green highlight around their symbol. If player manages to take control of animals or other actors, they retain their letter and color, but gain a highlight as well. So, for example, the following map shows a room with a closed door, full of actors, connected by a corridor with a room with an open door, a pillar, a staircase down and rubble that obscures one of the corners. The lowest row of the larger room is full of items. ###### ###### #@19.#########....&& #r...+.......'...0.>&&# #Ra..#########[?!,)$"=# ###### ########## Leading your heroes ------------------- The heroes are displayed on the map with bright white color (red if they are seriously wounded) and symbols `@` and `1` through `9` (never `0`). The currently chosen party pointman is highlighted on the map with yellow. The easiest way to control your team is to run a short distance with your pointman using Shift-direction or LMB, switch the pointman with the Tab key, repeat. In open terrain, if you keep consistent distance between teammates, this resembles the leap-frog infantry tactics, in which the immobile team members cover the movement of the others. For best effects, try to end each sprint behind cover or concealment (note that a thin pillar is neither, but a single shadowed spot may be enough to hide in the dark). Pointman hero's attributes are displayed at the bottom-most status line which, in its most complex form, looks as follows. *@12 2m/s Calm: 20/60 HP: 33/50 Pointman: Haskell Alvin 6d1+5% 4d1 The line starts with the list of party members, with the current pointman highlighted in yellow. Most commands involve only the pointman, including movement with keyboard or keypad or LMB (left mouse button). If more heroes are selected (highlighted in green), they run together whenever `:` or S-LMB (LMB while holding down Shift) over map area is pressed, though that's usually not a precise enough method of controlling a team. Any sleeping hero is highlighted in blue and can be woken up by yelling with `%` key, which also taunts and unnerves nearby enemies. Next on the bottom-most status line is the pointman's current and maximum Calm (morale, composure, focus, attentiveness), then his current and maximum HP (hit points, health). The colon after "Calm" turning into a dot signifies that the pointman is in a position without ambient illumination, making stealthy conduct easier. A brace sign instead of a colon after "HP" means the pointman is braced for combat (see chapter [Moving and acting](#Moving-and-acting)). In the second half of the bottom-most status line, the pointman's name is shown. Then come damage dice of the pointman's melee weapons and the pointman's appendages, ordered by their power. The dice of the first recharged weapon, the one that is going to be used now, is adorned with percentage damage bonus collected from the whole equipment of the pointman. If the dice are displayed with upper-case `D` instead of lower-case `d`, the weapon has additional effects apart of the usual direct damage. The nature of the effects can be appraised via the equipment outfit menu. Only the most common piercing direct damage, denoted by the damage dice, is affected by the percentage damage bonus. The other direct damage kinds, such wounding and burning, are represented by extra added integers and are not scaled by bonuses from melee skill nor maluses from the opponent's armor. Weapon damage and other item properties are displayed using the dice notation `xdy`, which denotes `x` rolls of `y`-sided dice. A variant written `xdLy` is additionally scaled by the level depth in proportion to the maximal level depth (at the first level the result is always one; it grows up to the full rolled value at the last level). Section [Battling monsters](#Battling-monsters) below describes combat resolution in detail, including the role of the percentage bonuses. The upper status line describes the currently visited level in relation to the party. 5 Lofty hall [33% seen] dire basilisk [__**] First comes the depth of the current level and its name. Then the percentage of its explorable tiles already seen by the heroes. Then the common focus of the whole party, coming from the aiming crosshair marked on the map with a red box and manipulated with mouse or movement keys in aiming mode. In this example, the crosshair points at a dire basilisk monster with its hit points drawn as a half-full bar. Instead of a monster, the aiming crosshair status area may describe a position on the map, a recently spotted item on the floor or an item in inventory selected for further action or, if none are available, a summary of the team composition. For example, this form 5 Lofty hall [33% seen] spot (71,12) p15 l10 indicates that the party is aiming at an exact spot on the map. At the end of this example status line comes the length of the shortest path from the pointman's position to the spot in crosshair and the straight-line distance between the two points, one that a flung projectile would travel if there were no obstacles. Moving and acting ----------------- This chapter is a copy of the few initial pages of in-game help. The in-game help is automatically generated based on a game's keybinding content definitions and on overrides in the player's config file. The remaining in-game help screens, not shown here, list all game commands grouped by categories in detail. Walk throughout a level with mouse or numeric keypad (right diagram below) or the Vi editor keys (middle) or the left-hand movement keys (left). Run until disturbed with Shift or Control. Go-to a position with LMB (left mouse button). In aiming mode, the same keys (and mouse) move the aiming crosshair. q w e y k u 7 8 9 \|/ \|/ \|/ a-s-d h-.-l 4-5-6 /|\ /|\ /|\ z x c b j n 1 2 3 Press `KP_5` (`5` on keypad) to wait, bracing for impact, which reduces any damage taken and prevents displacement by foes. Press `S-KP_5` or `C-KP_5` (the same key with Shift or Control) to lurk 0.1 of a turn, without bracing. Displace enemies by running into them with Shift/Control or S-LMB. Search, open, descend and melee by bumping into walls, doors, stairs and enemies. The best, and not on cooldown, melee weapon is automatically chosen for attack from your equipment and from among your body parts. The following few commands, joined with the movement and running keys, let you accomplish almost anything in the game, though not necessarily with the fewest keystrokes. You can also play the game exclusively with a mouse, or both mouse and keyboard (e.g., mouse for go-to and terrain inspection and keyboard for everything else). Lastly, you can select a command with arrows or mouse directly from the help screen or the dashboard and execute it on the spot. keys command I manage the shared inventory stash g or , grab item(s) ESC clear messages/open main menu/finish aiming RET or INS open dashboard/accept target SPACE clear messages/show history/cycle detail level TAB cycle among all party members * cycle crosshair among enemies / cycle crosshair among items M modify any admissible terrain % yell or yawn and stop sleeping Screen area and UI mode (exploration/aiming) determine mouse click effects. Here we give an overview of effects of each button over the game map area. The list includes not only left and right buttons, but also the optional middle mouse button (MMB) and the mouse wheel, which is also used over menus to move selection. For mice without RMB, one can use Control key with LMB and for mice without MMB, one can use C-RMB or C-S-LMB. keys command (exploration/aiming) LMB go to pointer for 25 steps/fling at enemy S-LMB run to pointer collectively for 25 steps/fling at enemy RMB or C-LMB start aiming at enemy under pointer/cycle detail level S-RMB modify terrain at pointer MMB or C-RMB snap crosshair to floor under pointer/cycle detail level WHEEL-UP swerve the aiming line WHEEL-DN unswerve the aiming line Note that mouse is optional. Keyboard suffices, occasionally requiring a lookup for an obscure command key in help screens. Battling monsters ----------------- The life of heroes is full of danger. Monstrosities, natural and out of this world, roam the dark corridors and crawl from damp holes day and night. While heroes pay attention to all other party members and take care to move one at a time, monsters don't care about each other and crowd and stampede all at once, sometimes brutally colliding by accident. Monsters are depicted on the map with letters. Upper case letters are unique monsters, often guardians of special floors, resources and keys to other areas. Lower case letters are the rabble. If there are humans not from our team, they are marked with `@` and `1` through `9` in other colours than white. When a hero walks and bumps into a monster or a monster attacks the hero, melee combat occurs. Hero *running* into and displacing a monster (with the `Shift` key and, in case of keypad movement, alternatively a `Control` key), does not involve inflicting a damage, but only causes an exchange of places. This gives the opponent a free blow, but can improve the tactical situation or aid escape. In some circumstances actors are immune to the displacing, e.g., when both parties form a continuous front-line. In melee combat, the best recharged equipped weapon (including fighting organs that are not on cooldown) is taken into account for determining the damage and any extra effects of the blow. To calculate the damage dealt, the outcome of the weapon's direct piercing damage dice roll (but not any additional direct damage summands such as wounding or burning) is multiplied by a percentage bonus. The total bonus is calculated by taking the damage bonus (summed from the equipped items and organs and conditions of the attacker, capped at 200%) minus the melee armor modifier of the defender (capped at 200%, as well). However, at least 5% of damage always gets through, even if the bonus is nominally below -95%, so excessively strong armor acts only as a buffer against high melee skill of opponents. The current pointman's melee bonus, armor modifier and other detailed stats can be viewed in the skill menu, accessible via the `#` command, which summarizes all the stats conferred by organs and conditions listed in the organ menu, invoked by `@`. In ranged combat, the projectile is assumed to be attacking the defender in melee, using itself as the weapon, with the usual dice and damage bonus. This time, the *ranged* armor skill of the defender is taken into account and, additionally, the speed of the missile (based on shape and weight) figures in the calculation. You may propel any item from your inventory (by default you are offered only the appropriate items; press `+` to open all choices). Only items of a few kinds inflict direct damage, but some have other effects, beneficial, detrimental or mixed. In-game detailed item descriptions contain melee and ranged damage estimates. They do not take into account enemy armor nor damage from effects and, if bonuses are not known, guesses are based on averages for the item kind in question. The displayed figures are rounded, but the game internally keeps track of minute fractions of HP for all actors in all calculations. The combat stress drains Calm, gradually limiting viewing radius and, if Calm reaches zero and the actor is sufficiently impressed by his foes, making him defect and surrender unto their domination. Whenever the monster's or hero's hit points reach zero, the combatant falls down and quickly gets permanently incapacitated. When the last hero is disabled or dominated, the adventure ends in defeat. Attacking from a distance ------------------------- Before the player presses `f` to make a ranged attack, he may move and set the aiming crosshair in aiming mode. However, this is not often needed, since crosshair is set automatically as soon as a monster comes into view and can still be adjusted for as long as the missile to fling is not chosen. Nevertheless, sometimes before flinging you want to examine the level map tile by tile by moving the crosshair or to assign persistent personal targets to party members. The latter is essential in the rare cases when your henchmen (non-pointman characters) can move autonomously or fire opportunistically (via innate skills or rare equipment). Also, if your non-pointman character is adjacent to more than one enemy, setting his target makes him melee a particular foe. You can enter the aiming mode with the `*` and `KP_*` keys that select enemies or the `/` and `KP_/` keys that cycle among items on the level. You can move crosshair with direction keys and assign a personal target to the pointman with the `RET` key (Return, Enter). The details about the shared crosshair position are displayed in a status line close to the bottom of the screen, as explained in chapter [Leading your heroes](#Leading-your-heroes) above. You cycle aiming mode from foe to spot and to vector with the ``\`` key, which is useful, e.g., when a monster vanishes but you still want to fling at its last known position. Winning and dying ----------------- You win an adventure if you escape the location alive (which may prove difficult, because your foes tend to gradually build up the ambush squad blocking your escape route) or, in scenarios with no escape locations, if you eliminate all opposition. In the former case, your score is based predominantly on the gold and precious gems you've plundered. In the latter case, your score is most influenced by the number of turns you spent overcoming your foes (the quicker the victory, the better; the slower the demise, the better). Bonus points, affected by the number of heroes lost, are awarded only if you win. The score is heavily modified by the chosen game difficulty, but not by any other challenges (which are, however, proudly displayed in the high score listing). When all your heroes fall, there's a hope they'd be found and brought back to life using nanomedicine perfected for space travel hibernation. The side effect of such a treatment is the loss of any bodily augmentations, whether acquired by training, surviving harsh experiences or artificial implantation. The heroes would start their next attempted conquest afresh, with no endurance coming from experience, no supplies for survival and no equipment. They should also expect new undaunted enemies to bar their way. The only immutable factor throughout the chain of the heroes' adventures is their personal life stories, with the resulting unique characteristics, virtues and vices. However, a true hero is not determined by the past nor deterred by present transient defeats. The allure of fame, wealth and glory is the beacon that shines as bright as the stars in deep space. FAQ --- - Q: I've explored the first three decks of the crawl game mode and I don't know what to do next. A: Role-play a little. Re-read the scenario description, deck descriptions for all three levels and the description of crucial terrain items. Think in-character about visiting the lowest deck. What would you do? What would you look for? Remember you heroes have carelessly strolled through these decks before. Has anything changed compared to what the texts recall? Would anything surprise you? When you encounter any special terrain, actors, unexpected groups of actors or items, ask questions, think how that ties to your initial goal from the scenario description, examine terrain, actors and your own items, discover and follow the plot, gather clues, find and set for yourself new immediate goals, look for resources to attain them. Don't be afraid to take notes. Eliminate hypotheses. Solve mysteries. You don't need to move your heroes to examine positions on other explored levels. It's enough to press `<` or `>` and move the crosshair or use mouse. Feel free to recall the lore pertinent to a position and use the lore menu by pressing `~`. - Q: In the crawl scenario, I already investigated and decided I won't use the `[spoiler]` nor `[spoiler]` way of escaping the ship. `[Spoiler alert: players that didn't, may want to role-play and try these ways first, see the previous question. Otherwise, read on.]` Assuming I want to attempt the way through the welded staircase, how do I open the '"staircase up welded shut' and reach the levels above the first three? A: Examine the staircase to determine how to open it. Look for clues about who can have the right tool. If you didn't collect any clues while investigating the other story elements, you need to bump or examine interesting terrain more often. Listen to what encountered unique characters say. Read the descriptions and piece the puzzles together. If still no luck, it may be that there was a murder and the item enabling the easiest solution got stranded. In that case, explore every tile, pick up every item, equip it and try opening the staircase. The item can't be destroyed and is too scary to be picked up by foes, so your success is assured. Ask on a forum if desperate. If that's any consolation, it's the only blocking puzzle in the game. All other puzzles and mini-games can be brute-forced (with some losses). BTW, there are less obvious but more advantageous ways of opening that path. - Q: Where to buy light sources in the crawl scenario game? A: Too late to buy anything. However, they can be crafted in at least two ways in the very early stages of the scenario. See the terrain lore menu for crafting recipes after exploring the initial levels. - Q: How do I craft? A: Stand adjacent to the workshop terrain (blue colon on the map) and experiment. Note that walkable positions can't be activated by bumping and, anyway, crafting requires the Modify command (key `M`) even for terrain that could be bumped into. Other crafting spots (e.g., any water and fire) work similarly, but the recipes differ. Read the recipes in the lore menu, terrain submenu, or by pressing `~` when crosshair points at terrain that enables crafting. - Q: Does power of crafted items depend on the depth of current level? A: No, unlike items found on the floor, items created by crafting are considered to originate at maximal depth whether regarding item kind, item stats or lifetime, if applicable. - Q: Why do I summon hostile animals all the time, why do I defect to the enemy faction every level, why am I constantly sabotaging my own adventure, what is going on? A: Whenever anything bad happens, notice it and use it as a learning experience. Especially if it happens often or periodically. Check carefully the messages overlaid on the map and in history log, look at your outfit, organs, stats. Observe coincidences. Build conjectures. Deduce. Prevent. Adjust. Win. Whomever told you bumping is enough, lied. - Q: Why is my hero immobile? A: Perhaps he's just sleeping (blue box indicates that)? If so, you can wake him up with the `%` command. If he's not asleep, his movement skill may be temporarily drained. Switch to another hero or perform some other productive action different from walking or wait with `KP_5` or rest with `R`. - Q: Is autoexplore safe? A: Not at all. It doesn't try to guess which hazardous terrain you want to avoid and which to barge through, so be prepared to abort exploration if open fire or slippery ground comes into view. Unless you have HP to spare. Oh the other hand, running is very safe and go-to is rather safe. - Q: Why does the percentage of explored tiles turn from 100% to 99%? A: Apparently enemies transformed a tile from unexplorable terrain kind to explorable. The new tile has never been seen by the player, so the percentage is no longer at 100%. - Q: Why when a single hero gets ambushed and is fighting at close quarters, his distant teammates don't jointly come to his rescue. A: The teammates wait for him to come back into the formation instead so that they may assume a front line and then melee their foes together. The immobile heroes are assumed to be pinned to their positions by fear and shock, but also by their imperative to hold formation, so as to defend an important position or avoid running piecemeal into a trap or into friendly fire or avoid breaking concealment and revealing their position or leaving a vantage point from which they can observe and relay enemy movement. For untrained teams, simultaneous synchronized squad movement is not feasible. It would be practical if all squaddies had cameras, with a few drones overhead for best effect, and if a team of off-site coordinators analyzed the situation and micromanaged them all. This is not the case here. - Q: Why is the noise I'm hearing "indistinct"? A: That's because it's out of direct hearing range of each teammate on the level, but ponderous enough to be perceived by all as vibrations and echos from afar. Any other noise adjective indicates that the noise is heard by at least one teammate and how far it is from the pointman (who may or may not hear it directly, as signalled by his Calm drop). - Q: Why are there two 'weakened' conditions in the organ menu of my hero? A: Each team has a different recipe for their weakness brew. Consequently, multiple affliction by the concoction from a single team prolongs a single malady, but affliction by concoctions from many teams causes concurrent ailments, with compounded effects, but independent and short durations. The benefit of the mechanism is that it's possible to tell the perpetrator team of any ailment. The exceptions are the conditions that activate each turn, e.g., healing (regeneration, various resistances that effectively cure each turn) or wounding (poison). These are similar regardless of the team and so the condition is always only prolonged. - Q: Why is a harpoon in my shared inventory stash charging for hundreds of turns? A: This is an artifact of time running independently on each level. Any ideas on how to improve this game mechanics are welcome. A workaround is to drop and then pick up the item on the level you want to use it. When picked up, it gets recharged after, randomly, from one to two times the normal cooldown period of the item and then recharges normally while it's used on this level. - Q: Why the bottom line displays a weapon with a timeout to the right of a weapon without timeout? Doesn't it mean the former is never used? A: Yes, it's never used and, quite possibly, it's your party inventory management mistake and if not, at least a very special situation and the display turns your attention to it. Shuffle the equipment among your team if you want the weapon to get used. - Q: When can I learn all characters' backstory items? A: Each backstory item triggers in specific circumstances, so it may take some time and even not be revealed during a single playthrough. For vices, that may be the desired turn of events. Alternatively, you can try to reveal a vice early and then prevent it from triggering again, taking advantage of the activation condition becoming known. - Q: Can I kill off heroes permanently and reset all character backstories? A: Yes (not judging). Just remove all savefiles. Allure-0.11.0.0/GameDefinition/config.ui.default0000644000000000000000000001565407346545000017470 0ustar0000000000000000; Copyright (c) 2008--2011 Andres Loeh ; Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) ; This file is a part of the computer game Allure of the Stars ; and is released under the terms of the GNU Affero General Public License. ; For license and copyright information, see the file LICENSE. ; ; This is a copy of the default UI settings config file ; that is embedded in the game binary. A user config file can override ; these options. Option names are case-sensitive and only ';' for comments ; is permitted. ; ; The game looks for the config file at the same path where saved games ; directory is located. E.g. on Linux the file is at ; ~/.Allure/config.ui.ini ; and on Windows it can be at ; C:\Documents And Settings\user\Application Data\Allure\config.ui.ini ; or at ; C:\Users\\AppData\Roaming\Allure\config.ui.ini ; or elsewhere. [additional_commands] ; Angband compatibility (accept target) Cmd_2 = ("KP_Insert", ([CmdAim], "", ByAimMode AimModeCmd {exploration = Dashboard, aiming = Accept})) ; Custom key rebinding example: ; ; Cmd_3 = ("a", ([CmdItem], "My Happy Cmd", Macro ["t"])) ; ; Explanation: to (t)rigger a consumable item for use, you normally use ; the key press 't'. ; Suppose you would like to use the key press 'a' instead of 't'. ; Cmd_3 - can be anything as long as it doesn't conflict or ; overlap with a binding already defined ; "a" - the new key to use ; [CmdItem] - can either be [] or [CmdItem]. If using [CmdItem] ; the new keybinding will be displayed in the help menu ; in-game alongside other keys related to handling items. ; If there is no need to have the new binding displayed ; in the help menu, it is recommended to leave this empty [] ; "My Happy Cmd" - Is a name given to your binding, which would be dispayed ; in the help page in-game if you use 'CmdItem' from above [hero_names] HeroName_0 = ("Haskell Alvin", "he") HeroName_1 = ("Alonzo Barkley", "he") HeroName_2 = ("Inés Galenti", "she") HeroName_3 = ("Ernst Abraham", "he") HeroName_4 = ("Samuel Saunders", "he") HeroName_5 = ("Roger Robin", "he") HeroName_6 = ("Christopher Flatt", "he") HeroName_7 = ("Simon Wise", "he") HeroName_8 = ("Daniel Homer", "he") HeroName_9 = ("Oleg Cracker", "he") [ui] ; Disable these to free up some keys, if you want to rebind commands ; and/or to avoid moving due to accidental key presses. movementViKeys_hjklyubn = True movementLeftHandKeys_axwdqezc = True ; recommended: "binary" or "dejavuBold" chosenFontset = "binary" ; 1.0 means don't scale; 1.5, 2.0, 3.0 give good results, <0.7 very bad ; for scales < 1 try fontsets with bolder auxiliary fonts and/or HintingLight allFontsScale = 1.0 ; NotFullscreen (default), BigBorderlessWindow (preferred), ModeChange. ; For 1920×1080 fullscreen, set allFontsScale = 1.5 above. fullscreenMode = NotFullscreen ; HP percent at which warning is emitted. hpWarningPercent = 20 ; Wrap messages after this column (measured in small font, if available). ; In Allure there is enough height to fit messages, so this can be low. ; With proportional font this value is theoretically ideal for reading comfort. msgWrapColumn = 53 ; New historyMax takes effect after removal of savefiles. ; Looks best if is divisble by screenful of message (rheight - 4 = 20). historyMax = 5002 ; Frames per second throttled at this value. maxFps = 24 ; Animations when actors act are not displayed. noAnim = False ; Hardwired commandline arguments to process. overrideCmdline = "" [fonts] ; the auxiliary fonts (the format is: kind name size hinting): binaryRegular = FontProportional "BinarySansProLH-Regular.ttf.woff" 16 HintingHeavy binaryBold = FontProportional "BinarySansProLH-Semibold.ttf.woff" 16 HintingHeavy binaryMono = FontMonospace "BinaryCodeProLH-Bold.ttf.woff" 14 HintingHeavy dejavuRegular = FontProportional "DejaVuLGCSans.ttf.woff" 15 HintingHeavy dejavuBold = FontProportional "DejaVuLGCSans-Bold.ttf.woff" 13 HintingHeavy dejavuMono = FontMonospace "Hack-Bold.ttf.woff" 13 HintingHeavy ; the map fonts (the format is: kind name size hinting cellSizeAdd): ; with allFontsScale < 1, try HintingLight for fuzzy, but less distorted shapes: 16x16xwScalable = FontMapScalable "16x16xw.woff" 16 HintingHeavy 0 ; the map fonts (the format is: kind name cellSizeAdd): 16x16xwBitmap = FontMapBitmap "16x16xw.bdf" 0 8x8xbBitmap = FontMapBitmap "8x8xb.fnt" 2 8x8xBitmap = FontMapBitmap "8x8x.fnt" 2 [fontsets] ; This is a temporary hack around bitmap font breakage caused by ; https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 ; In a couple of years this can be removed and the small bitmap fonts will work ; fine again, too. binary = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwScalable", fontPropRegular = "binaryRegular", fontPropBold = "binaryBold", fontMono = "binaryMono"} ; best proportional: binary_original = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "binaryRegular", fontPropBold = "binaryBold", fontMono = "binaryMono"} dejavuBold = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "dejavuBold", fontPropBold = "dejavuBold", fontMono = "dejavuMono"} ; decent proportional: binaryBold = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "binaryBold", fontPropBold = "binaryBold", fontMono = "binaryMono"} dejavu = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "dejavuRegular", fontPropBold = "dejavuBold", fontMono = "dejavuMono"} ; monospace, for people that don't like proportional or many fonts: binaryMono = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "binaryMono", fontPropBold = "binaryMono", fontMono = "binaryMono"} dejavuMono = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "dejavuMono", fontPropBold = "dejavuMono", fontMono = "dejavuMono"} ; square: 16x16xw = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "", fontPropBold = "", fontMono = ""} 8x8xb = FontSet {fontMapScalable = "", fontMapBitmap = "8x8xbBitmap", fontPropRegular = "", fontPropBold = "", fontMono = ""} 8x8x = FontSet {fontMapScalable = "", fontMapBitmap = "8x8xBitmap", fontPropRegular = "", fontPropBold = "", fontMono = ""} [message_colors] ; Prefixes of message class constructor names paired with colors. ; The first prefix that matches, wins. ; ; E.g., uncomment to make all messages white: ; Msg = White [version] ; If an outdated config file mentions fonts that are not bundled with the game ; any more, the game crashes. To prevent that, one of the first three components ; of the game version should be bumped whenever fonts are changed. ; Configs from old versions are rejected, preventing the crash. version = 0.11.0 Allure-0.11.0.0/GameDefinition/fonts/0000755000000000000000000000000007346545000015357 5ustar0000000000000000Allure-0.11.0.0/GameDefinition/fonts/16x16x.fnt0000644000000000000000000002225507346545000017053 0ustar0000000000000000­$Mikolaj Konarski and others 2019; released under GNU GPL-2 `` X0ÿÿ ž$~~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ > ^ ~ ž ¾ Þ þ  > ^ ~ ž ¾ Þ þ  > ^ ~ ž ¾ Þ þ  > ^ ~ ž ¾ Þ þ  > ^ ~ ž ¾ Þ þ >^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ>^~ž¾Þþ > ^ ~ ž ¾ Þ þ !>!^!~!ž!¾!Þ!þ!">"^"~"ž"¾"Þ"þ"#>#^#~#ž#¾#Þ#þ#$>$^$  €€ÀÀÀÀ€€€€À€0000 ?? ?? 00üü0000üü00111€ð˜€€€ð˜ŒŒ˜ð€6"6 0`À€8lDl888À`0`ÀÆl88|΀ÀÀ€ðÀ€€Àð€ÀàààààÀ€0pàøøàp0€€€€øø€€€€€ÀÀ€øø€ÀÀ€ 80 0`À€0001000ð Œ ð?ÀÀÀÀÀÀÀÀÀÀþ800?ð 8àü8ð ø  ø00000 ü ?000?8üð ð 00?000ðð ð?þ8pàÀ€  00à00ð ð008ð ü ð€ÀÀ€€ÀÀ€€ÀÀ€€ÀÀ€888à€€à8øøøøÀppÀ ð 8à€€À€8133318ð üøð ~ÀÀ` 0ø ?ð ø  ø0000000ø  øà0 0àüðü~üð0000000ð ÿ ð|| ü ??ü€€€€€€€€€üp? ð||>0`ÀÀ`0 ~þx|0`À€À`0>| >0`À€€€€€à?`?þ8pàÀ€þðð08 €À`0 à`````````à 0€À`0 þþ€Ààp00ø ü çxsø ü0````0ø ü0000< ü ç0```0ø øü?üøÀ00pç ü øx~ø ÀÀÀÀÀÀÀÀÿp ü øx~0`Àà0?þü~111111qpŒŒŒŒŒŒs~ð 0````0ø  øsxø ü0000ì ü y ü€88püø üøüx< ç|  0`ÀÀx ÌÌx0|| 0ÀÀ0 xp? ü ø?`8?þ8à€þð€€€€€€ð€€€€€€€€€€€€€€€ÀpÀ€€€90 œøð?? ??øüÀÀÀÀüø€€€øø€€€€€€€€€€€øø€€€øø€€€000`Àø ø  øpÀÀp0000000üÆÀÀÀøÀÀÀÆü?`?`Àü8pàÀ€ü€ÀÀ€88p`À€üø üÀpÀ3aaaa3|Ɔü€€Æ|?`8?`À€þ8à€þ| ``>0`À€€€€à€À€€€€ÀÀÀÀ€1111€€øŒ€€€€Œø€€?7?ðø ÀÀ€øø  € P ØØ P €08 8pàøø€øø€€ðøàðèø8ðà``3666663ðÌl lÌðð00üü8Ž8à8Ž?ü 7447544ðÌl,ÌŒÌlðàà à00à€€€øø€€€øøð8à€øðððÀ€  8 ç>>>ü0000000000€€À€€€€€€€øððø88à8Ž8àxppÀff~xppÀ|<`~||ppÀff~ €À€€à8 ð ~€ÀÀ` 0ø ? ~À€À` 0ø ? ~À`À` 0ø ? ~`ÀÀ` 0ø ? ~00À` 0ø ? ~À€À` 0ø ? 00yüÆÀÀÀøÀÀÀÆü0000000ø  øÀ€€ÀüðüÀ€üðüÀ`üðü``üðü??€ü€€€€€€€€ü??À€ü€€€€€€€€ü??À`ü€€€€€€€€ü??``ü€€€€€€€€üà0 Œ 0àx~`À? ŒÌl<  0000 €à0 0à 0000 À€à0 0à 0000 À`à0 0à 0000 `Àà0 0à 0000 ``à0 0à  0pàÀÀàp0 001367ì0hÌŒ 0à| €À ð| À€ ð| À` ð| 00 ð| À€>0`À€€€€ààð88ðàøü8pàp8|øp00€€ø ü çp00À€ø ü çp00€À`ø ü çp00`Àø ü çp00``ø ü çp00€@€ø ü ç>c1aa>|Ɔü€€Æ|0````0ø üÀ€0```0€€ø øü0```0À€ø øü0```0€À`ø øü0```0``ø øü€€ÀÀÀÀÀÀÿ`À€ÀÀÀÀÀÀÿ€À`ÀÀÀÀÀÀÿ00ÀÀÀÀÀÀÿ000`€À`0ø ðs~°àð 0````0€€ø  ø0````0À€ø  ø0````0€À`ø  ø0````0`Àø  ø0````0``ø  ø€€øø€€0038/ú<æ† øx€€< çxÀ€< çx€À`< çx``< çxpÀ€? ü øàøøàxp``? ü øAngband 16x16xAllure-0.11.0.0/GameDefinition/fonts/16x16xw.bdf0000644000000000000000000017643407346545000017217 0ustar0000000000000000STARTFONT 2.1 FONT -Angband-16x16x-Medium-R-Normal--16-120-100-100-C-80-ISO10646-1 SIZE 12 100 100 FONTBOUNDINGBOX 16 16 0 -3 STARTPROPERTIES 20 FAMILY_NAME "16x16x" FOUNDRY "Angband" WEIGHT_NAME "Medium" SLANT "R" SETWIDTH_NAME "Normal" FONT_VERSION "1.0" COPYRIGHT "Mikolaj Konarski, Leon Marrick and others 2019; released under GNU GPL-2" CAP_HEIGHT 13 PIXEL_SIZE 16 POINT_SIZE 120 X_HEIGHT 8 RESOLUTION_X 100 RESOLUTION_Y 100 SPACING "C" AVERAGE_WIDTH 80 WEIGHT 10 QUAD_WIDTH 16 DEFAULT_CHAR 32 FONT_DESCENT 3 FONT_ASCENT 13 ENDPROPERTIES CHARS 385 STARTCHAR U+0007 ENCODING 7 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0000 0000 0000 0180 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+0020 ENCODING 32 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+0021 ENCODING 33 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0180 03C0 03C0 03C0 03C0 0180 0180 0180 0000 0180 03C0 0180 0000 0000 ENDCHAR STARTCHAR U+0022 ENCODING 34 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0630 0630 0630 0630 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+0023 ENCODING 35 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0C30 0C30 3FFC 3FFC 0C30 0C30 0C30 0C30 3FFC 3FFC 0C30 0C30 0000 0000 ENDCHAR STARTCHAR U+0024 ENCODING 36 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0180 0FF0 1998 3180 3180 1980 0FF0 0198 018C 018C 3198 1FF0 0180 0000 0000 ENDCHAR STARTCHAR U+0025 ENCODING 37 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 1C18 3618 2230 3660 1CC0 0180 0338 066C 0C44 186C 1838 0000 0000 0000 ENDCHAR STARTCHAR U+0026 ENCODING 38 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 07C0 0E60 1C30 0E60 07C0 0FC6 1C6C 3838 3838 1C7C 0FCE 0000 0000 0000 ENDCHAR STARTCHAR U+0027 ENCODING 39 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0180 03C0 03C0 0180 0300 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+0028 ENCODING 40 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 00F0 01C0 0380 0700 0700 0700 0700 0700 0380 01C0 00F0 0000 0000 0000 ENDCHAR STARTCHAR U+0029 ENCODING 41 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0F00 0380 01C0 00E0 00E0 00E0 00E0 00E0 01C0 0380 0F00 0000 0000 0000 ENDCHAR STARTCHAR U+002A ENCODING 42 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0630 0770 03E0 0FF8 0FF8 03E0 0770 0630 0000 0000 0000 0000 ENDCHAR STARTCHAR U+002B ENCODING 43 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0180 0180 0180 0180 1FF8 1FF8 0180 0180 0180 0180 0000 0000 0000 ENDCHAR STARTCHAR U+002C ENCODING 44 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0180 03C0 03C0 0180 0700 0000 ENDCHAR STARTCHAR U+002D ENCODING 45 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0000 0000 1FF8 1FF8 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+002E ENCODING 46 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0180 03C0 03C0 0180 0000 0000 ENDCHAR STARTCHAR U+002F ENCODING 47 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 000C 001C 0030 0060 00C0 0180 0300 0600 0C00 3800 3000 0000 0000 0000 ENDCHAR STARTCHAR U+0030 ENCODING 48 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FF0 1818 300C 300C 300C 318C 300C 300C 300C 1818 0FF0 0000 0000 0000 ENDCHAR STARTCHAR U+0031 ENCODING 49 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 00C0 01C0 0FC0 00C0 00C0 00C0 00C0 00C0 00C0 00C0 3FFE 0000 0000 0000 ENDCHAR STARTCHAR U+0032 ENCODING 50 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FF0 3818 000C 000C 0038 01E0 0700 1C00 3000 3006 3FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0033 ENCODING 51 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 07F0 1C18 000C 000C 0018 03F8 000C 0006 0006 380C 0FF8 0000 0000 0000 ENDCHAR STARTCHAR U+0034 ENCODING 52 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 300C 300C 300C 300C 300C 1FFC 000C 000C 000C 000C 000C 0000 0000 0000 ENDCHAR STARTCHAR U+0035 ENCODING 53 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 3FFC 3000 3000 3000 3FF0 0018 000C 000C 000C 3818 0FF0 0000 0000 0000 ENDCHAR STARTCHAR U+0036 ENCODING 54 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 07F0 0C18 1800 3000 3000 3FF0 3018 300C 300C 1818 0FF0 0000 0000 0000 ENDCHAR STARTCHAR U+0037 ENCODING 55 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 3FFE 000E 001C 0038 0070 00E0 01C0 0380 0700 0E00 1C00 0000 0000 0000 ENDCHAR STARTCHAR U+0038 ENCODING 56 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 07E0 0C30 1818 1818 0C30 0FF0 1818 300C 300C 1818 0FF0 0000 0000 0000 ENDCHAR STARTCHAR U+0039 ENCODING 57 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FF0 1818 300C 300C 180C 0FFC 000C 000C 000C 3818 0FF0 0000 0000 0000 ENDCHAR STARTCHAR U+003A ENCODING 58 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0180 03C0 03C0 0180 0000 0000 0180 03C0 03C0 0180 0000 0000 ENDCHAR STARTCHAR U+003B ENCODING 59 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0180 03C0 03C0 0180 0000 0000 0180 03C0 03C0 0180 0700 0000 ENDCHAR STARTCHAR U+003C ENCODING 60 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0038 00E0 0380 0E00 3800 3800 0E00 0380 00E0 0038 0000 0000 0000 ENDCHAR STARTCHAR U+003D ENCODING 61 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 1FF8 1FF8 0000 0000 1FF8 1FF8 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+003E ENCODING 62 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 1C00 0700 01C0 0070 001C 001C 0070 01C0 0700 1C00 0000 0000 0000 ENDCHAR STARTCHAR U+003F ENCODING 63 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 07F0 0C18 180C 000C 000C 0038 00E0 0180 0000 0180 03C0 0180 0000 0000 ENDCHAR STARTCHAR U+0040 ENCODING 64 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FF0 1C18 380C 31FC 331C 331C 331C 31F8 3800 1C18 0FF0 0000 0000 0000 ENDCHAR STARTCHAR U+0041 ENCODING 65 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FC0 01C0 0360 0220 0630 0410 0FF8 0C18 180C 180C 7E3F 0000 0000 0000 ENDCHAR STARTCHAR U+0042 ENCODING 66 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7FF0 1818 180C 180C 1818 1FF8 180C 1806 1806 180C 7FF8 0000 0000 0000 ENDCHAR STARTCHAR U+0043 ENCODING 67 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FF8 180C 3006 3000 3000 3000 3000 3000 3006 180C 0FF8 0000 0000 0000 ENDCHAR STARTCHAR U+0044 ENCODING 68 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7FE0 1830 1818 180C 180C 180C 180C 180C 1818 1830 7FE0 0000 0000 0000 ENDCHAR STARTCHAR U+0045 ENCODING 69 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7FFC 1806 1800 1800 1800 1FF0 1800 1800 1800 1806 7FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0046 ENCODING 70 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7FFC 1806 1800 1800 1800 1FF0 1800 1800 1800 1800 7E00 0000 0000 0000 ENDCHAR STARTCHAR U+0047 ENCODING 71 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FF0 1818 300C 3000 3000 3000 30FF 300C 300C 1818 0FF0 0000 0000 0000 ENDCHAR STARTCHAR U+0048 ENCODING 72 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7C1F 180C 180C 180C 180C 1FFC 180C 180C 180C 180C 7C1F 0000 0000 0000 ENDCHAR STARTCHAR U+0049 ENCODING 73 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 3FFC 0180 0180 0180 0180 0180 0180 0180 0180 0180 3FFC 0000 0000 0000 ENDCHAR STARTCHAR U+004A ENCODING 74 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 003F 000C 000C 000C 000C 000C 000C 000C 000C 7018 1FF0 0000 0000 0000 ENDCHAR STARTCHAR U+004B ENCODING 75 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7C3E 1818 1830 1860 18C0 1FC0 1860 1830 1818 180C 7C1F 0000 0000 0000 ENDCHAR STARTCHAR U+004C ENCODING 76 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7E00 1800 1800 1800 1800 1800 1800 1800 1800 1803 7FFE 0000 0000 0000 ENDCHAR STARTCHAR U+004D ENCODING 77 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 780F 1C1C 1E3C 1B6C 19CC 188C 180C 180C 180C 180C 7C1F 0000 0000 0000 ENDCHAR STARTCHAR U+004E ENCODING 78 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 783F 180C 1C0C 1E0C 1B0C 198C 18CC 186C 183C 181C 7E0C 0000 0000 0000 ENDCHAR STARTCHAR U+004F ENCODING 79 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 07E0 0C30 1818 300C 300C 300C 300C 300C 1818 0C30 07E0 0000 0000 0000 ENDCHAR STARTCHAR U+0050 ENCODING 80 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7FF8 180C 1806 1806 180C 1FF8 1800 1800 1800 1800 7E00 0000 0000 0000 ENDCHAR STARTCHAR U+0051 ENCODING 81 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 07E0 0C30 1818 300C 300C 300C 300C 300C 19D8 0CF0 07E0 0038 0000 0000 ENDCHAR STARTCHAR U+0052 ENCODING 82 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7FF0 1818 180C 180C 1818 1FF0 18C0 1860 1830 1818 7C3F 0000 0000 0000 ENDCHAR STARTCHAR U+0053 ENCODING 83 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FF8 180C 3000 3000 1800 0FF8 000C 0006 0006 300C 1FF8 0000 0000 0000 ENDCHAR STARTCHAR U+0054 ENCODING 84 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 3FFC 6186 0180 0180 0180 0180 0180 0180 0180 0180 07E0 0000 0000 0000 ENDCHAR STARTCHAR U+0055 ENCODING 85 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7C1F 180C 180C 180C 180C 180C 180C 180C 180C 0C18 07F0 0000 0000 0000 ENDCHAR STARTCHAR U+0056 ENCODING 86 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7C1F 180C 180C 0C18 0C18 0630 0630 0360 0360 01C0 01C0 0000 0000 0000 ENDCHAR STARTCHAR U+0057 ENCODING 87 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7C1F 180C 180C 180C 180C 188C 19CC 1B6C 1E3C 1C1C 180C 0000 0000 0000 ENDCHAR STARTCHAR U+0058 ENCODING 88 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7C3E 1818 0C30 0660 03C0 0180 03C0 0660 0C30 1818 7C3E 0000 0000 0000 ENDCHAR STARTCHAR U+0059 ENCODING 89 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7C3E 1818 0C30 0660 03C0 0180 0180 0180 0180 0180 07E0 0000 0000 0000 ENDCHAR STARTCHAR U+005A ENCODING 90 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 3FFE 601C 0038 0070 00E0 01C0 0380 0700 0E00 1C03 3FFE 0000 0000 0000 ENDCHAR STARTCHAR U+005B ENCODING 91 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 07F0 0600 0600 0600 0600 0600 0600 0600 0600 0600 07F0 0000 0000 0000 ENDCHAR STARTCHAR U+005C ENCODING 92 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 3000 3800 0C00 0600 0300 0180 00C0 0060 0030 001C 000C 0000 0000 0000 ENDCHAR STARTCHAR U+005D ENCODING 93 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FE0 0060 0060 0060 0060 0060 0060 0060 0060 0060 0FE0 0000 0000 0000 ENDCHAR STARTCHAR U+005E ENCODING 94 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0180 03C0 0660 0C30 1818 300C 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+005F ENCODING 95 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 7FFE 7FFE 0000 0000 ENDCHAR STARTCHAR U+0060 ENCODING 96 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0700 0380 01C0 00E0 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+0061 ENCODING 97 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 1FF8 700C 000C 0FFC 180C 300C 301C 1FE7 0000 0000 0000 ENDCHAR STARTCHAR U+0062 ENCODING 98 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7800 1800 1800 1800 1FF8 180C 1806 1806 1806 1C06 73FC 0000 0000 0000 ENDCHAR STARTCHAR U+0063 ENCODING 99 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 1FF8 300C 6000 6000 6000 6000 3007 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0064 ENCODING 100 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 003C 000C 000C 000C 0FFC 180C 300C 300C 300C 301C 1FE7 0000 0000 0000 ENDCHAR STARTCHAR U+0065 ENCODING 101 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 1FF8 300C 600C 7FF8 6000 6000 3007 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0066 ENCODING 102 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 01FC 0606 0600 7FF8 0600 0600 0600 0600 0600 3FC0 0000 0000 0000 ENDCHAR STARTCHAR U+0067 ENCODING 103 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0FE7 181C 300C 300C 180C 0FFC 000C 700C 1FF8 0000 0000 ENDCHAR STARTCHAR U+0068 ENCODING 104 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7800 1800 1800 1800 1FF8 180C 180C 180C 180C 180C 7E0F 0000 0000 0000 ENDCHAR STARTCHAR U+0069 ENCODING 105 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 00C0 00C0 0000 0000 1FC0 00C0 00C0 00C0 00C0 00C0 7FFF 0000 0000 0000 ENDCHAR STARTCHAR U+006A ENCODING 106 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 000C 000C 0000 0000 03FC 000C 000C 000C 000C 000C 700C 1FF8 0000 0000 ENDCHAR STARTCHAR U+006B ENCODING 107 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7800 1800 1800 181E 1830 1860 18C0 1FE0 1830 1818 7E3F 0000 0000 0000 ENDCHAR STARTCHAR U+006C ENCODING 108 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 FE00 0600 0600 0600 0600 0600 0600 0600 0607 01FC 0000 0000 0000 ENDCHAR STARTCHAR U+006D ENCODING 109 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 7E70 318C 318C 318C 318C 318C 318C 718F 0000 0000 0000 ENDCHAR STARTCHAR U+006E ENCODING 110 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 73F0 1C18 180C 180C 180C 180C 180C 7E0F 0000 0000 0000 ENDCHAR STARTCHAR U+006F ENCODING 111 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 1FF8 300C 6006 6006 6006 6006 300C 1FF8 0000 0000 0000 ENDCHAR STARTCHAR U+0070 ENCODING 112 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 73F8 1C0C 1806 1806 1806 1806 1FFC 1800 1800 1800 7800 ENDCHAR STARTCHAR U+0071 ENCODING 113 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0FEC 181C 300C 300C 300C 300C 1FFC 000C 000C 000C 000F ENDCHAR STARTCHAR U+0072 ENCODING 114 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 79FC 0E07 0C00 0C00 0C00 0C00 0C00 7F80 0000 0000 0000 ENDCHAR STARTCHAR U+0073 ENCODING 115 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0FFC 3807 3800 0FF8 000C 0006 7006 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0074 ENCODING 116 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0600 0600 0600 7FF8 0600 0600 0600 0600 0607 01FC 0000 0000 0000 ENDCHAR STARTCHAR U+0075 ENCODING 117 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 783C 180C 180C 180C 180C 180C 181C 0FE7 0000 0000 0000 ENDCHAR STARTCHAR U+0076 ENCODING 118 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 7C1F 180C 180C 0C18 0630 0360 01C0 01C0 0000 0000 0000 ENDCHAR STARTCHAR U+0077 ENCODING 119 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 780F 180C 180C 180C 19CC 19CC 0F78 0630 0000 0000 0000 ENDCHAR STARTCHAR U+0078 ENCODING 120 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 7C1F 180C 0630 01C0 01C0 0630 180C 7C1F 0000 0000 0000 ENDCHAR STARTCHAR U+0079 ENCODING 121 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 783F 180C 180C 180C 180C 0FFC 000C 700C 1FF8 0000 0000 ENDCHAR STARTCHAR U+007A ENCODING 122 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 3FFE 600E 0038 00E0 0380 0E00 3803 3FFE 0000 0000 0000 ENDCHAR STARTCHAR U+007B ENCODING 123 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 00F0 0180 0180 0180 0300 0E00 0300 0180 0180 0180 00F0 0000 0000 0000 ENDCHAR STARTCHAR U+007C ENCODING 124 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0180 0180 0180 0180 0180 0180 0180 0180 0180 0180 0180 0180 0000 0000 ENDCHAR STARTCHAR U+007D ENCODING 125 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0F00 0180 0180 0180 00C0 0070 00C0 0180 0180 0180 0F00 0000 0000 0000 ENDCHAR STARTCHAR U+007E ENCODING 126 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0000 0F0C 1F9C 39F8 30F0 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00A0 ENCODING 160 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00A1 ENCODING 161 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0180 03C0 0180 0000 0180 0180 0180 03C0 03C0 03C0 03C0 0180 0000 0000 ENDCHAR STARTCHAR U+00A2 ENCODING 162 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0180 0180 0FF8 198C 3180 3180 3180 3180 198C 0FF8 0180 0180 0000 0000 ENDCHAR STARTCHAR U+00A3 ENCODING 163 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 01F0 03F8 071C 060C 1FC0 1FC0 0600 1E00 3F00 3780 3FF8 1CF8 0000 0000 0000 ENDCHAR STARTCHAR U+00A4 ENCODING 164 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0180 05A0 0A50 05A0 1BD8 1BD8 05A0 0A50 05A0 0180 0000 0000 0000 ENDCHAR STARTCHAR U+00A5 ENCODING 165 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 300C 381C 1C38 0E70 07E0 1FF8 1FF8 0180 1FF8 1FF8 0180 0180 0000 0000 0000 ENDCHAR STARTCHAR U+00A6 ENCODING 166 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0300 0300 0300 0300 0300 0000 0000 0300 0300 0300 0300 0300 0000 0000 ENDCHAR STARTCHAR U+00A7 ENCODING 167 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 07F0 0FF8 1C08 1800 1FE0 17F0 1018 1808 0FE8 07F8 0018 1038 1FF0 0FE0 0000 ENDCHAR STARTCHAR U+00A8 ENCODING 168 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0660 0660 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00A9 ENCODING 169 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FF0 1818 33CC 366C 360C 360C 360C 366C 33CC 1818 0FF0 0000 0000 0000 ENDCHAR STARTCHAR U+00AA ENCODING 170 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FF0 1830 1830 0FFC 0000 1FFC 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00AB ENCODING 171 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 038E 0E38 38E0 0E38 038E 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00AC ENCODING 172 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0000 0000 3FFC 000C 000C 000C 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00AE ENCODING 174 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FF0 1818 37CC 346C 342C 37CC 358C 34CC 346C 1818 0FF0 0000 0000 0000 ENDCHAR STARTCHAR U+00AF ENCODING 175 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 03E0 03E0 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00B0 ENCODING 176 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 07E0 0C30 0C30 07E0 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00B1 ENCODING 177 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0180 0180 0180 1FF8 1FF8 0180 0180 0180 0000 1FF8 1FF8 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00B2 ENCODING 178 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 07F0 1C18 0038 00E0 0380 0E00 1FF8 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00B3 ENCODING 179 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 07F0 1C18 0018 01F0 0018 1C18 07F0 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00B4 ENCODING 180 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 00C0 0180 0100 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00B5 ENCODING 181 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0C0C 0C0C 0C0C 0C0C 0C0C 0C0C 0C1C 0FE7 0C00 0C00 3800 ENDCHAR STARTCHAR U+00B6 ENCODING 182 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 1FFC 3E30 3E30 3E30 1E30 0630 0630 0630 0630 0630 0630 0000 0000 0000 ENDCHAR STARTCHAR U+00B7 ENCODING 183 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0000 0000 0180 0180 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00B8 ENCODING 184 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 00C0 0060 01C0 ENDCHAR STARTCHAR U+00B9 ENCODING 185 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0180 0780 0180 0180 0180 0180 1FF8 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00BA ENCODING 186 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FF0 1818 1818 0FF0 0000 1FF8 0000 0000 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00BB ENCODING 187 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 38E0 0E38 038E 0E38 38E0 0000 0000 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00BC ENCODING 188 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 1800 7800 1800 181C 1870 01C0 0700 1C66 7066 007E 0006 0006 0000 0000 ENDCHAR STARTCHAR U+00BD ENCODING 189 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 1800 7800 1800 181C 1870 01C0 0700 1C7C 7006 003C 0060 007E 0000 0000 ENDCHAR STARTCHAR U+00BE ENCODING 190 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7C00 0600 1E00 061C 7C70 01C0 0700 1C66 7066 007E 0006 0006 0000 0000 ENDCHAR STARTCHAR U+00BF ENCODING 191 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0180 03C0 0180 0000 0180 00E0 0038 000C 000C 180C 0C18 07F0 0000 0000 ENDCHAR STARTCHAR U+00C0 ENCODING 192 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0180 00C0 0000 0FC0 0360 0220 0630 0410 0FF8 0C18 180C 180C 7E3F 0000 0000 0000 ENDCHAR STARTCHAR U+00C1 ENCODING 193 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 00C0 0180 0000 0FC0 0360 0220 0630 0410 0FF8 0C18 180C 180C 7E3F 0000 0000 0000 ENDCHAR STARTCHAR U+00C2 ENCODING 194 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 01C0 0360 0000 0FC0 0360 0220 0630 0410 0FF8 0C18 180C 180C 7E3F 0000 0000 0000 ENDCHAR STARTCHAR U+00C3 ENCODING 195 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0360 05C0 0000 0FC0 0360 0220 0630 0410 0FF8 0C18 180C 180C 7E3F 0000 0000 0000 ENDCHAR STARTCHAR U+00C4 ENCODING 196 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0630 0630 0000 0FC0 0360 0220 0630 0410 0FF8 0C18 180C 180C 7E3F 0000 0000 0000 ENDCHAR STARTCHAR U+00C5 ENCODING 197 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 03C0 0180 0000 0FC0 0360 0220 0630 0410 0FF8 0C18 180C 180C 7E3F 0000 0000 0000 ENDCHAR STARTCHAR U+00C6 ENCODING 198 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FFC 03C6 06C0 04C0 0CC0 0FF8 18C0 18C0 30C0 30C6 79FC 0000 0000 0000 ENDCHAR STARTCHAR U+00C7 ENCODING 199 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FF8 180C 3006 3000 3000 3000 3000 3000 3006 180C 0FF8 00C0 0060 01C0 ENDCHAR STARTCHAR U+00C8 ENCODING 200 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0180 00C0 0000 7FFC 1806 1800 1800 1FF0 1800 1800 1800 1806 7FFC 0000 0000 0000 ENDCHAR STARTCHAR U+00C9 ENCODING 201 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 00C0 0180 0000 7FFC 1806 1800 1800 1FF0 1800 1800 1800 1806 7FFC 0000 0000 0000 ENDCHAR STARTCHAR U+00CA ENCODING 202 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 01C0 0360 0000 7FFC 1806 1800 1800 1FF0 1800 1800 1800 1806 7FFC 0000 0000 0000 ENDCHAR STARTCHAR U+00CB ENCODING 203 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0660 0660 0000 7FFC 1806 1800 1800 1FF0 1800 1800 1800 1806 7FFC 0000 0000 0000 ENDCHAR STARTCHAR U+00CC ENCODING 204 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0300 0180 0000 3FFC 0180 0180 0180 0180 0180 0180 0180 0180 3FFC 0000 0000 0000 ENDCHAR STARTCHAR U+00CD ENCODING 205 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 00C0 0180 0000 3FFC 0180 0180 0180 0180 0180 0180 0180 0180 3FFC 0000 0000 0000 ENDCHAR STARTCHAR U+00CE ENCODING 206 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 01C0 0360 0000 3FFC 0180 0180 0180 0180 0180 0180 0180 0180 3FFC 0000 0000 0000 ENDCHAR STARTCHAR U+00CF ENCODING 207 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0660 0660 0000 3FFC 0180 0180 0180 0180 0180 0180 0180 0180 3FFC 0000 0000 0000 ENDCHAR STARTCHAR U+00D0 ENCODING 208 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7FE0 1830 1818 180C 180C 7F8C 180C 180C 1818 1830 7FE0 0000 0000 0000 ENDCHAR STARTCHAR U+00D1 ENCODING 209 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0360 05C0 0000 783F 1C0C 1E0C 1B0C 198C 18CC 186C 183C 181C 7E0C 0000 0000 0000 ENDCHAR STARTCHAR U+00D2 ENCODING 210 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0300 0180 0000 07E0 0C30 1818 300C 300C 300C 300C 1818 0C30 07E0 0000 0000 0000 ENDCHAR STARTCHAR U+00D3 ENCODING 211 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 00C0 0180 0000 07E0 0C30 1818 300C 300C 300C 300C 1818 0C30 07E0 0000 0000 0000 ENDCHAR STARTCHAR U+00D4 ENCODING 212 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 01C0 0360 0000 07E0 0C30 1818 300C 300C 300C 300C 1818 0C30 07E0 0000 0000 0000 ENDCHAR STARTCHAR U+00D5 ENCODING 213 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0360 05C0 0000 07E0 0C30 1818 300C 300C 300C 300C 1818 0C30 07E0 0000 0000 0000 ENDCHAR STARTCHAR U+00D6 ENCODING 214 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0660 0660 0000 07E0 0C30 1818 300C 300C 300C 300C 1818 0C30 07E0 0000 0000 0000 ENDCHAR STARTCHAR U+00D7 ENCODING 215 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0C30 0E70 07E0 03C0 03C0 07E0 0E70 0C30 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00D8 ENCODING 216 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 07EC 0C18 1830 3068 30CC 318C 330C 360C 1C18 1830 37E0 0000 0000 0000 ENDCHAR STARTCHAR U+00D9 ENCODING 217 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0180 00C0 0000 7C1F 180C 180C 180C 180C 180C 180C 180C 0C18 07F0 0000 0000 0000 ENDCHAR STARTCHAR U+00DA ENCODING 218 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 00C0 0180 0000 7C1F 180C 180C 180C 180C 180C 180C 180C 0C18 07F0 0000 0000 0000 ENDCHAR STARTCHAR U+00DB ENCODING 219 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 01C0 0360 0000 7C1F 180C 180C 180C 180C 180C 180C 180C 0C18 07F0 0000 0000 0000 ENDCHAR STARTCHAR U+00DC ENCODING 220 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0630 0630 0000 7C1F 180C 180C 180C 180C 180C 180C 180C 0C18 07F0 0000 0000 0000 ENDCHAR STARTCHAR U+00DD ENCODING 221 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 00C0 0180 0000 7C3E 1818 0C30 0660 03C0 0180 0180 0180 0180 07E0 0000 0000 0000 ENDCHAR STARTCHAR U+00DE ENCODING 222 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 1800 1800 1FE0 1FF0 1838 1818 1818 1838 1FF0 1FE0 1800 1800 0000 0000 0000 ENDCHAR STARTCHAR U+00DF ENCODING 223 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0FF8 1FFC 181C 181C 1838 1870 18E0 1870 1838 181C 187C 19F8 0000 0000 0000 ENDCHAR STARTCHAR U+00E0 ENCODING 224 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0300 0180 0080 0000 1FF8 700C 000C 0FFC 180C 300C 301C 1FE7 0000 0000 0000 ENDCHAR STARTCHAR U+00E1 ENCODING 225 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 00C0 0180 0100 0000 1FF8 700C 000C 0FFC 180C 300C 301C 1FE7 0000 0000 0000 ENDCHAR STARTCHAR U+00E2 ENCODING 226 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0080 01C0 0360 0000 1FF8 700C 000C 0FFC 180C 300C 301C 1FE7 0000 0000 0000 ENDCHAR STARTCHAR U+00E3 ENCODING 227 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0360 05C0 0000 1FF8 700C 000C 0FFC 180C 300C 301C 1FE7 0000 0000 0000 ENDCHAR STARTCHAR U+00E4 ENCODING 228 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0660 0660 0000 1FF8 700C 000C 0FFC 180C 300C 301C 1FE7 0000 0000 0000 ENDCHAR STARTCHAR U+00E5 ENCODING 229 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0080 0140 0080 0000 1FF8 700C 000C 0FFC 180C 300C 301C 1FE7 0000 0000 0000 ENDCHAR STARTCHAR U+00E6 ENCODING 230 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 3E7C 63C6 0186 1FFC 3180 6180 61C6 3E7C 0000 0000 0000 ENDCHAR STARTCHAR U+00E7 ENCODING 231 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 1FF8 300C 6000 6000 6000 6000 3007 1FFC 00C0 0060 01C0 ENDCHAR STARTCHAR U+00E8 ENCODING 232 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0300 0180 0080 0000 1FF8 300C 600C 7FF8 6000 6000 3007 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+00E9 ENCODING 233 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 00C0 0180 0100 0000 1FF8 300C 600C 7FF8 6000 6000 3007 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+00EA ENCODING 234 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0080 01C0 0360 0000 1FF8 300C 600C 7FF8 6000 6000 3007 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+00EB ENCODING 235 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0660 0660 0000 1FF8 300C 600C 7FF8 6000 6000 3007 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+00EC ENCODING 236 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0300 0180 0080 0000 0000 1FC0 00C0 00C0 00C0 00C0 00C0 7FFF 0000 0000 0000 ENDCHAR STARTCHAR U+00ED ENCODING 237 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0060 00C0 0080 0000 0000 1FC0 00C0 00C0 00C0 00C0 00C0 7FFF 0000 0000 0000 ENDCHAR STARTCHAR U+00EE ENCODING 238 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0080 01C0 0360 0000 0000 1FC0 00C0 00C0 00C0 00C0 00C0 7FFF 0000 0000 0000 ENDCHAR STARTCHAR U+00EF ENCODING 239 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0330 0330 0000 0000 1FC0 00C0 00C0 00C0 00C0 00C0 7FFF 0000 0000 0000 ENDCHAR STARTCHAR U+00F0 ENCODING 240 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0360 0180 06C0 0060 0030 0FF8 181C 300C 300C 300C 1818 0FF0 0000 0000 0000 ENDCHAR STARTCHAR U+00F1 ENCODING 241 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 01B0 02E0 0000 73F0 1C18 180C 180C 180C 180C 180C 7E0F 0000 0000 0000 ENDCHAR STARTCHAR U+00F2 ENCODING 242 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0300 0180 0080 0000 1FF8 300C 6006 6006 6006 6006 300C 1FF8 0000 0000 0000 ENDCHAR STARTCHAR U+00F3 ENCODING 243 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 00C0 0180 0100 0000 1FF8 300C 6006 6006 6006 6006 300C 1FF8 0000 0000 0000 ENDCHAR STARTCHAR U+00F4 ENCODING 244 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0080 01C0 0360 0000 1FF8 300C 6006 6006 6006 6006 300C 1FF8 0000 0000 0000 ENDCHAR STARTCHAR U+00F5 ENCODING 245 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0360 05C0 0000 1FF8 300C 6006 6006 6006 6006 300C 1FF8 0000 0000 0000 ENDCHAR STARTCHAR U+00F6 ENCODING 246 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0660 0660 0000 1FF8 300C 6006 6006 6006 6006 300C 1FF8 0000 0000 0000 ENDCHAR STARTCHAR U+00F7 ENCODING 247 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0180 0180 0000 1FF8 1FF8 0000 0180 0180 0000 0000 0000 0000 ENDCHAR STARTCHAR U+00F8 ENCODING 248 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0FFA 180E 303C 30E6 3386 1E06 380C 2FF8 0000 0000 0000 ENDCHAR STARTCHAR U+00F9 ENCODING 249 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0300 0180 0080 0000 783C 180C 180C 180C 180C 180C 181C 0FE7 0000 0000 0000 ENDCHAR STARTCHAR U+00FA ENCODING 250 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 00C0 0180 0100 0000 783C 180C 180C 180C 180C 180C 181C 0FE7 0000 0000 0000 ENDCHAR STARTCHAR U+00FB ENCODING 251 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0080 01C0 0360 0000 783C 180C 180C 180C 180C 180C 181C 0FE7 0000 0000 0000 ENDCHAR STARTCHAR U+00FC ENCODING 252 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0660 0660 0000 783C 180C 180C 180C 180C 180C 181C 0FE7 0000 0000 0000 ENDCHAR STARTCHAR U+00FD ENCODING 253 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 00C0 0180 0100 0000 783F 180C 180C 180C 180C 0FFC 000C 700C 1FF8 0000 0000 ENDCHAR STARTCHAR U+00FE ENCODING 254 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 1800 1800 1800 1FE0 1FF8 1818 1818 1FF8 1FE0 1800 1800 1800 0000 ENDCHAR STARTCHAR U+00FF ENCODING 255 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0660 0660 0000 783F 180C 180C 180C 180C 0FFC 000C 700C 1FF8 0000 0000 ENDCHAR STARTCHAR U+0100 ENCODING 256 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 03E0 03E0 0000 0FC0 0360 0220 0630 0410 0FF8 0C18 180C 180C 7E3F 0000 0000 0000 ENDCHAR STARTCHAR U+0101 ENCODING 257 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 03E0 03E0 0000 1FF8 700C 000C 0FFC 180C 300C 301C 1FE7 0000 0000 0000 ENDCHAR STARTCHAR U+0102 ENCODING 258 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0220 01C0 0000 0FC0 0360 0220 0630 0410 0FF8 0C18 180C 180C 7E3F 0000 0000 0000 ENDCHAR STARTCHAR U+0103 ENCODING 259 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0220 01C0 0000 0000 1FF8 700C 000C 0FFC 180C 300C 301C 1FE7 0000 0000 0000 ENDCHAR STARTCHAR U+0104 ENCODING 260 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FC0 01C0 0360 0220 0630 0410 0FF8 0C18 180C 180C 7E3F 000C 0018 000E ENDCHAR STARTCHAR U+0105 ENCODING 261 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 1FF8 700C 000C 0FFC 180C 300C 301C 1FE7 000C 0018 000E ENDCHAR STARTCHAR U+0106 ENCODING 262 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 00C0 0180 0000 0FF8 180C 3006 3000 3000 3000 3000 3006 180C 0FF8 0000 0000 0000 ENDCHAR STARTCHAR U+0107 ENCODING 263 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 00C0 0180 0100 0000 1FF8 300C 6000 6000 6000 6000 3007 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0108 ENCODING 264 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 01C0 0360 0000 0FF8 180C 3006 3000 3000 3000 3000 3006 180C 0FF8 0000 0000 0000 ENDCHAR STARTCHAR U+0109 ENCODING 265 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0080 01C0 0360 0000 1FF8 300C 6000 6000 6000 6000 3007 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+010A ENCODING 266 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0180 0180 0000 0FF8 180C 3006 3000 3000 3000 3000 3006 180C 0FF8 0000 0000 0000 ENDCHAR STARTCHAR U+010B ENCODING 267 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0180 0180 0000 1FF8 300C 6000 6000 6000 6000 3007 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+010C ENCODING 268 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0360 01C0 0000 0FF8 180C 3006 3000 3000 3000 3000 3006 180C 0FF8 0000 0000 0000 ENDCHAR STARTCHAR U+010D ENCODING 269 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0360 01C0 0080 0000 1FF8 300C 6000 6000 6000 6000 3007 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+010E ENCODING 270 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 06C0 0380 0000 7FE0 1830 1818 180C 180C 180C 180C 1818 1830 7FE0 0000 0000 0000 ENDCHAR STARTCHAR U+010F ENCODING 271 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0001 007B 001A 0018 0018 1FF8 3018 6018 6018 6018 6038 3FCE 0000 0000 0000 ENDCHAR STARTCHAR U+0110 ENCODING 272 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7FE0 1830 1818 180C 180C 7F8C 180C 180C 1818 1830 7FE0 0000 0000 0000 ENDCHAR STARTCHAR U+0111 ENCODING 273 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 003C 000C 00FF 000C 0FFC 180C 300C 300C 300C 301C 1FE7 0000 0000 0000 ENDCHAR STARTCHAR U+0112 ENCODING 274 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 03E0 03E0 0000 7FFC 1806 1800 1800 1FF0 1800 1800 1800 1806 7FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0113 ENCODING 275 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 03E0 03E0 0000 1FF8 300C 600C 7FF8 6000 6000 3007 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0114 ENCODING 276 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0220 01C0 0000 7FFC 1806 1800 1800 1FF0 1800 1800 1800 1806 7FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0115 ENCODING 277 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0220 01C0 0000 0000 1FF8 300C 600C 7FF8 6000 6000 3007 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0116 ENCODING 278 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0180 0180 0000 7FFC 1806 1800 1800 1FF0 1800 1800 1800 1806 7FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0117 ENCODING 279 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0180 0180 0000 1FF8 300C 600C 7FF8 6000 6000 3007 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0118 ENCODING 280 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7FFC 1806 1800 1800 1800 1FF0 1800 1800 1800 1806 7FFC 00C0 0180 00E0 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ENDCHAR STARTCHAR U+012B ENCODING 299 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 03E0 03E0 0000 0000 1FC0 00C0 00C0 00C0 00C0 00C0 7FFF 0000 0000 0000 ENDCHAR STARTCHAR U+012C ENCODING 300 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0440 0380 0000 3FFC 0180 0180 0180 0180 0180 0180 0180 0180 3FFC 0000 0000 0000 ENDCHAR STARTCHAR U+012D ENCODING 301 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0220 01C0 0000 0000 0000 1FC0 00C0 00C0 00C0 00C0 00C0 7FFF 0000 0000 0000 ENDCHAR STARTCHAR U+012E ENCODING 302 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 3FFC 0180 0180 0180 0180 0180 0180 0180 0180 0180 3FFC 0180 0300 01C0 ENDCHAR STARTCHAR U+012F ENCODING 303 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 00C0 00C0 0000 0000 1FC0 00C0 00C0 00C0 00C0 00C0 7FFF 00C0 0180 00E0 ENDCHAR STARTCHAR U+0130 ENCODING 304 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0180 0180 0000 3FFC 0180 0180 0180 0180 0180 0180 0180 0180 3FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0131 ENCODING 305 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0000 1FC0 00C0 00C0 00C0 00C0 00C0 7FFF 0000 0000 0000 ENDCHAR STARTCHAR U+0134 ENCODING 308 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 001C 0036 0000 003F 000C 000C 000C 000C 000C 000C 000C 7018 1FF0 0000 0000 0000 ENDCHAR STARTCHAR U+0135 ENCODING 309 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0008 001C 0036 0000 0000 03FC 000C 000C 000C 000C 000C 700C 1FF8 0000 0000 ENDCHAR STARTCHAR U+0136 ENCODING 310 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7C3E 1818 1830 1860 18C0 1FC0 1860 1830 1818 180C 7C1F 0180 0180 0700 ENDCHAR STARTCHAR U+0137 ENCODING 311 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7800 1800 1800 181E 1830 1860 18C0 1FE0 1830 1818 7E3F 0180 0180 0700 ENDCHAR STARTCHAR U+0138 ENCODING 312 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 781E 1830 1860 18C0 1FE0 1830 1818 7E3F 0000 0000 0000 ENDCHAR STARTCHAR U+0139 ENCODING 313 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0600 0C00 0000 7E00 1800 1800 1800 1800 1800 1800 1800 1803 7FFE 0000 0000 0000 ENDCHAR STARTCHAR U+013A ENCODING 314 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0180 0300 0000 FE00 0600 0600 0600 0600 0600 0600 0600 0607 01FC 0000 0000 0000 ENDCHAR STARTCHAR U+013B ENCODING 315 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7E00 1800 1800 1800 1800 1800 1800 1800 1800 1803 7FFE 00C0 0060 01C0 ENDCHAR STARTCHAR U+013C ENCODING 316 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 FE00 0600 0600 0600 0600 0600 0600 0600 0607 01FC 00C0 0060 01C0 ENDCHAR STARTCHAR U+013D ENCODING 317 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0020 0060 7E40 1800 1800 1800 1800 1800 1800 1800 1800 1803 7FFE 0000 0000 0000 ENDCHAR STARTCHAR U+013E ENCODING 318 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0020 0060 FE40 0600 0600 0600 0600 0600 0600 0600 0607 01FC 0000 0000 0000 ENDCHAR STARTCHAR U+013F ENCODING 319 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7E00 1800 1800 1800 18C0 18C0 1800 1800 1800 1803 7FFE 0000 0000 0000 ENDCHAR STARTCHAR U+0140 ENCODING 320 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 FE00 0600 0600 0630 0630 0600 0600 0600 0607 01FC 0000 0000 0000 ENDCHAR STARTCHAR U+0141 ENCODING 321 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7E00 1800 1800 18C0 1B80 1E00 3800 7800 1800 1803 7FFE 0000 0000 0000 ENDCHAR STARTCHAR U+0142 ENCODING 322 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 FE00 0600 0600 06C0 0780 0E00 1E00 0600 0607 01FC 0000 0000 0000 ENDCHAR STARTCHAR U+0143 ENCODING 323 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 00C0 0180 0000 783F 1C0C 1E0C 1B0C 198C 18CC 186C 183C 181C 7E0C 0000 0000 0000 ENDCHAR STARTCHAR U+0144 ENCODING 324 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0060 00C0 0080 0000 73F0 1C18 180C 180C 180C 180C 180C 7E0F 0000 0000 0000 ENDCHAR STARTCHAR U+0145 ENCODING 325 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 783F 180C 1C0C 1E0C 1B0C 198C 18CC 186C 183C 181C 7E0C 0018 000C 0038 ENDCHAR STARTCHAR U+0146 ENCODING 326 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 73F0 1C18 180C 180C 180C 180C 180C 7E0F 0018 000C 0038 ENDCHAR STARTCHAR U+0147 ENCODING 327 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0360 01C0 0000 783F 1C0C 1E0C 1B0C 198C 18CC 186C 183C 181C 7E0C 0000 0000 0000 ENDCHAR STARTCHAR U+0148 ENCODING 328 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0360 01C0 0080 0000 73F0 1C18 180C 180C 180C 180C 180C 7E0F 0000 0000 0000 ENDCHAR STARTCHAR U+0149 ENCODING 329 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 3000 7800 3000 6000 0000 73F0 1C18 180C 180C 180C 180C 180C 7E0F 0000 0000 0000 ENDCHAR STARTCHAR U+014A ENCODING 330 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 783F 180C 1C0C 1E0C 1B0C 198C 18CC 186C 183C 181C 7E0C 0018 0070 0000 ENDCHAR STARTCHAR U+014B ENCODING 331 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 73F0 1C18 180C 180C 180C 180C 180C 7E0F 0018 0070 0000 ENDCHAR STARTCHAR U+014C ENCODING 332 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 03E0 03E0 0000 07E0 0C30 1818 300C 300C 300C 300C 1818 0C30 07E0 0000 0000 0000 ENDCHAR STARTCHAR U+014D ENCODING 333 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 03E0 03E0 0000 1FF8 300C 6006 6006 6006 6006 300C 1FF8 0000 0000 0000 ENDCHAR STARTCHAR U+014E ENCODING 334 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0220 01C0 0000 07E0 0C30 1818 300C 300C 300C 300C 1818 0C30 07E0 0000 0000 0000 ENDCHAR STARTCHAR U+014F ENCODING 335 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0220 01C0 0000 0000 1FF8 300C 6006 6006 6006 6006 300C 1FF8 0000 0000 0000 ENDCHAR STARTCHAR U+0150 ENCODING 336 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0360 06C0 0000 07E0 0C30 1818 300C 300C 300C 300C 1818 0C30 07E0 0000 0000 0000 ENDCHAR STARTCHAR U+0151 ENCODING 337 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0330 0660 0440 0000 1FF8 300C 6006 6006 6006 6006 300C 1FF8 0000 0000 0000 ENDCHAR STARTCHAR U+0152 ENCODING 338 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FFC 18C6 30C0 30C0 30C0 30F8 30C0 30C0 30C0 18C6 0FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0153 ENCODING 339 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 1E7C 33C6 6186 61FC 6180 6180 33C6 1E7C 0000 0000 0000 ENDCHAR STARTCHAR U+0154 ENCODING 340 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 00C0 0180 0000 7FF0 1818 180C 180C 1FF8 18C0 1860 1830 1818 7C3F 0000 0000 0000 ENDCHAR STARTCHAR U+0155 ENCODING 341 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0030 0060 0040 0000 79FC 0E07 0C00 0C00 0C00 0C00 0C00 7F80 0000 0000 0000 ENDCHAR STARTCHAR U+0156 ENCODING 342 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7FF0 1818 180C 180C 1818 1FF0 18C0 1860 1830 1818 7C3F 0180 0180 0700 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ENDCHAR STARTCHAR U+015D ENCODING 349 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0040 00E0 01B0 0000 0FFC 3807 3800 0FF8 000C 0006 7006 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+015E ENCODING 350 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0FF8 180C 3000 3000 1800 0FF8 000C 0006 0006 300C 1FF8 0180 00C0 0380 ENDCHAR STARTCHAR U+015F ENCODING 351 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 0FFC 3807 3800 0FF8 000C 0006 7006 1FFC 00C0 0060 01C0 ENDCHAR STARTCHAR U+0160 ENCODING 352 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0360 01C0 0000 0FF8 180C 3000 3000 1FF8 000C 0006 0006 300C 1FF8 0000 0000 0000 ENDCHAR STARTCHAR U+0161 ENCODING 353 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0360 01C0 0080 0000 0FFC 3807 3800 0FF8 000C 0006 7006 1FFC 0000 0000 0000 ENDCHAR STARTCHAR U+0162 ENCODING 354 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 3FFC 6186 0180 0180 0180 0180 0180 0180 0180 0180 07E0 0180 00C0 0380 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ENDCHAR STARTCHAR U+016F ENCODING 367 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0100 0280 0100 0000 783C 180C 180C 180C 180C 180C 181C 0FE7 0000 0000 0000 ENDCHAR STARTCHAR U+0170 ENCODING 368 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 01B0 0360 0000 7C1F 180C 180C 180C 180C 180C 180C 180C 0C18 07F0 0000 0000 0000 ENDCHAR STARTCHAR U+0171 ENCODING 369 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0330 0660 0440 0000 783C 180C 180C 180C 180C 180C 181C 0FE7 0000 0000 0000 ENDCHAR STARTCHAR U+0172 ENCODING 370 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7C1F 180C 180C 180C 180C 180C 180C 180C 180C 0C18 07F0 00C0 0180 00E0 ENDCHAR STARTCHAR U+0173 ENCODING 371 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0000 0000 0000 783C 180C 180C 180C 180C 180C 181C 0FE7 000C 0018 000E ENDCHAR STARTCHAR U+0174 ENCODING 372 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 01C0 0360 0000 7C1F 180C 180C 180C 188C 19CC 1B6C 1E3C 1C1C 180C 0000 0000 0000 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ENDCHAR STARTCHAR U+017B ENCODING 379 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0180 0180 0000 3FFC 6038 0070 00E0 01C0 0380 0700 0E00 1C06 3FFC 0000 0000 0000 ENDCHAR STARTCHAR U+017C ENCODING 380 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 0180 0180 0000 3FFE 600E 0038 00E0 0380 0E00 3803 3FFE 0000 0000 0000 ENDCHAR STARTCHAR U+017D ENCODING 381 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0360 01C0 0000 3FFC 6038 0070 00E0 01C0 0380 0700 0E00 1C06 3FFC 0000 0000 0000 ENDCHAR STARTCHAR U+017E ENCODING 382 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0360 01C0 0080 0000 3FFE 600E 0038 00E0 0380 0E00 3803 3FFE 0000 0000 0000 ENDCHAR STARTCHAR U+0180 ENCODING 384 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 7800 1800 7F80 1800 1FF8 180C 1806 1806 1806 1C06 73FC 0000 0000 0000 ENDCHAR STARTCHAR U+0181 ENCODING 385 SWIDTH 1000 0 DWIDTH 16 0 BBX 16 16 0 -3 BITMAP 0000 0000 3FF0 4C18 4C0C 6C0C 0C18 0FF8 0C0C 0C06 0C06 0C0C 3FF8 0000 0000 0000 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Q?‰"vxä¢H"‹"ªh¢Kqº¡íQ%ö[´ß~sT…ýVíµß¤Ýö¼ö G )äèa£Œ°16|TyÐP¢HÒaB²2¬ÛÚHТ´A§ ´Kh†Îc'RAllure-0.11.0.0/GameDefinition/game-src/Client/UI/Content/0000755000000000000000000000000007346545000021071 5ustar0000000000000000Allure-0.11.0.0/GameDefinition/game-src/Client/UI/Content/Input.hs0000644000000000000000000002704107346545000022530 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | The default game key-command mapping to be used for UI. Can be overridden -- via macros in the config file. module Client.UI.Content.Input ( standardKeysAndMouse #ifdef EXPOSE_INTERNAL -- * Internal operations , applyTs #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import Game.LambdaHack.Client.UI.Content.Input import Game.LambdaHack.Client.UI.HumanCmd import Game.LambdaHack.Definition.Defs -- | Description of default key-command bindings. -- -- In addition to these commands, mouse and keys have a standard meaning -- when navigating various menus. standardKeysAndMouse :: InputContentRaw standardKeysAndMouse = InputContentRaw $ map evalKeyDef $ -- All commands are defined here, except some movement and leader picking -- commands. All commands are shown on help screens except debug commands -- and macros with empty descriptions. -- The order below determines the order on the help screens. -- Remember to put commands that show information (e.g., enter aiming -- mode) first. -- Minimal command set, in the desired presentation order. -- A lot of these are not necessary, but may be familiar to new players. -- Also a few non-minimal item commands to keep proper order. [ ("I", ( [CmdMinimal, CmdItem, CmdDashboard] , "manage the shared inventory stash" , ChooseItemMenu (MStore CStash) )) , ("O", ( [CmdItem, CmdDashboard] , "manage the equipment outfit of the pointman" , ChooseItemMenu (MStore CEqp) )) , ("g", addCmdCategory CmdMinimal $ grabItems "grab item(s)") , ("Escape", ( [CmdMinimal, CmdAim] , "clear messages/open main menu/finish aiming" , ByAimMode AimModeCmd { exploration = ExecuteIfClear MainMenuAutoOff , aiming = Cancel } )) , ("C-Escape", ([], "", MainMenuAutoOn)) -- required by frontends; not shown , ("Return", ( [CmdMinimal, CmdAim] , "open dashboard/accept target" , ByAimMode AimModeCmd { exploration = Dashboard , aiming = Accept } )) , ("space", ( [CmdMinimal, CmdAim] , "clear messages/show history/cycle detail level" , ByAimMode AimModeCmd { exploration = ExecuteIfClear AllHistory , aiming = DetailCycle } )) , ("Tab", memberCycle Forward [CmdMinimal, CmdMove]) -- listed here to keep proper order of the minimal cheat sheet , ("BackTab", memberCycle Backward [CmdMove]) , ("A-Tab", memberCycleLevel Forward []) , ("A-BackTab", memberCycleLevel Backward []) , ("C-Tab", memberCycleLevel Forward [CmdMove]) , ("C-BackTab", memberCycleLevel Backward [CmdMove]) , ("*", ( [CmdMinimal, CmdAim] , "cycle crosshair among enemies" , AimEnemy )) , ("/", ([CmdMinimal, CmdAim], "cycle crosshair among items", AimItem)) , ("m", ([CmdMove], "modify door by closing it", CloseDir)) , ("M", ([CmdMinimal, CmdMove], "modify any admissible terrain", AlterDir)) , ("%", ([CmdMinimal, CmdMeta], "yell or yawn and stop sleeping", Yell)) -- Item menu, first part of item use commands , ("comma", grabItems "") -- only show extra key, not extra entry , ("r", dropItems "remove item(s)") , ("f", addCmdCategory CmdItemMenu $ projectA flingTs) , ("C-f", addCmdCategory CmdItemMenu $ replaceDesc "auto-fling and keep choice" $ projectI flingTs) , ("t", addCmdCategory CmdItemMenu $ applyI applyTs) , ("C-t", addCmdCategory CmdItemMenu $ replaceDesc "trigger item and keep choice" $ applyIK applyTs) , ("i", replaceDesc "stash item into shared inventory" $ moveItemTriple [CGround, CEqp] CStash "item" False) , ("o", replaceDesc "equip item into outfit of the pointman" $ moveItemTriple [CGround, CStash] CEqp "item" False) -- Remaining @ChooseItemMenu@ instances , ("G", ( [CmdItem, CmdDashboard] , "manage items on the ground" , ChooseItemMenu (MStore CGround) )) , ("T", ( [CmdItem, CmdDashboard] , "manage our total team belongings" , ChooseItemMenu MOwned )) , ("@", ( [CmdMeta, CmdDashboard] , "describe organs of the pointman" , ChooseItemMenu (MLore SBody) )) , ("#", ( [CmdMeta, CmdDashboard] , "show skill summary of the pointman" , ChooseItemMenu MSkills )) , ("~", ( [CmdMeta] , "display relevant lore" , ChooseItemMenu (MLore SItem) )) -- Dashboard, in addition to commands marked above , ("safeD0", ([CmdInternal, CmdDashboard], "", Cancel)) -- blank line ] ++ zipWith (\k slore -> ("safeD" ++ show (k :: Int) , ( [CmdInternal, CmdDashboard] , "display" <+> ppSLore slore <+> "lore" <+> if slore == SEmbed then "(including crafting recipes)" else "" , ChooseItemMenu (MLore slore) ))) [1..] [minBound..SEmbed] ++ [ ("safeD96", ( [CmdInternal, CmdDashboard] , "display place lore" , ChooseItemMenu MPlaces) ) , ("safeD97", ( [CmdInternal, CmdDashboard] , "display faction lore" , ChooseItemMenu MFactions) ) , ("safeD98", ( [CmdInternal, CmdDashboard] , "display adventure lore" , ChooseItemMenu MModes) ) , ("safeD99", ([CmdInternal, CmdDashboard], "", Cancel)) -- blank line -- Terrain exploration and modification , ("=", ( [CmdMove], "select (or deselect) party member", SelectActor) ) , ("_", ([CmdMove], "deselect (or select) all on the level", SelectNone)) , ("semicolon", ( [CmdMove] , "go to crosshair for 25 steps" , Macro ["C-semicolon", "C-quotedbl", "C-v"] )) , ("colon", ( [CmdMove] , "run to crosshair collectively for 25 steps" , Macro ["C-colon", "C-quotedbl", "C-v"] )) , ("[", ( [CmdMove] , "explore nearest unknown spot" , autoexploreCmd )) , ("]", ( [CmdMove] , "autoexplore 25 times" , autoexplore25Cmd )) , ("R", ([CmdMove], "rest (wait 25 times)", Macro ["KP_Begin", "C-v"])) , ("C-R", ( [CmdMove], "heed (lurk 0.1 turns 100 times)" , Macro ["C-KP_Begin", "A-v"] )) -- Aiming , ("+", ([CmdAim], "swerve the aiming line", EpsIncr Forward)) , ("-", ([CmdAim], "unswerve the aiming line", EpsIncr Backward)) , ("\\", ([CmdAim], "cycle aiming modes", AimFloor)) , ("C-?", ( [CmdAim] , "set crosshair to nearest unknown spot" , XhairUnknown )) , ("C-/", ( [CmdAim] , "set crosshair to nearest item" , XhairItem )) , ("C-{", ( [CmdAim] , "aim at nearest upstairs" , XhairStair True )) , ("C-}", ( [CmdAim] , "aim at nearest downstairs" , XhairStair False )) , ("<", ([CmdAim], "move aiming one level up" , AimAscend 1)) , ("C-<", ([], "move aiming 10 levels up", AimAscend 10)) , (">", ([CmdAim], "move aiming one level down", AimAscend (-1))) -- 'lower' would be misleading in some games, just as 'deeper' , ("C->", ([], "move aiming 10 levels down", AimAscend (-10))) , ("BackSpace" , ( [CmdAim] , "clear chosen item and crosshair" , ComposeUnlessError ClearTargetIfItemClear ItemClear)) -- Assorted (first few cloned from main menu) , ("C-g", ([CmdMeta], "start new game", GameRestart)) , ("C-x", ([CmdMeta], "save and exit to desktop", GameExit)) , ("C-q", ([CmdMeta], "quit game and start autoplay", GameQuit)) , ("C-c", ([CmdMeta], "exit to desktop without saving", GameDrop)) , ("?", ([CmdMeta], "display help", Hint)) , ("F1", ([CmdMeta, CmdDashboard], "display help immediately", Help)) , ("F12", ([CmdMeta, CmdDashboard], "show history", AllHistory)) , ("v", repeatLastTriple 1 [CmdMeta]) , ("C-v", repeatLastTriple 25 []) , ("A-v", repeatLastTriple 100 []) , ("V", repeatTriple 1 [CmdMeta]) , ("C-V", repeatTriple 25 []) , ("A-V", repeatTriple 100 []) , ("'", ([CmdMeta], "start recording commands", Record)) , ("C-S", ([CmdMeta], "save game backup", GameSave)) , ("C-P", ([CmdMeta], "print screen", PrintScreen)) -- Mouse , ( "LeftButtonRelease" , mouseLMB goToCmd "go to pointer for 25 steps/fling at enemy" ) , ( "S-LeftButtonRelease" , mouseLMB runToAllCmd "run to pointer collectively for 25 steps/fling at enemy" ) , ("RightButtonRelease", mouseRMB) , ("C-LeftButtonRelease", replaceDesc "" mouseRMB) -- Mac convention , ( "S-RightButtonRelease" , ([CmdMouse], "modify terrain at pointer", AlterWithPointer) ) , ("MiddleButtonRelease", mouseMMB) , ("C-RightButtonRelease", replaceDesc "" mouseMMB) , ( "C-S-LeftButtonRelease", let (_, _, cmd) = mouseMMB in ([], "", cmd) ) , ("A-MiddleButtonRelease", mouseMMBMute) , ("WheelNorth", ([CmdMouse], "swerve the aiming line", Macro ["+"])) , ("WheelSouth", ([CmdMouse], "unswerve the aiming line", Macro ["-"])) -- Debug and others not to display in help screens , ("Escape", ([CmdMeta], "", AutomateBack)) , ("Escape", ([CmdMeta], "", MainMenu)) , ("C-semicolon", ( [] , "move one step towards the crosshair" , MoveOnceToXhair )) , ("C-colon", ( [] , "run collectively one step towards the crosshair" , RunOnceToXhair )) , ("C-quotedbl", ( [] , "continue towards the crosshair" , ContinueToXhair )) , ("C-comma", ([], "run once ahead", RunOnceAhead)) , ("safe1", ( [CmdInternal] , "go to pointer for 25 steps" , goToCmd )) , ("safe2", ( [CmdInternal] , "run to pointer collectively" , runToAllCmd )) , ("safe3", ( [CmdInternal] , "pick new pointman on screen" , PickLeaderWithPointer )) , ("safe4", ( [CmdInternal] , "select party member on screen" , SelectWithPointer )) , ("safe5", ( [CmdInternal] , "set crosshair to enemy" , AimPointerEnemy )) , ("safe6", ( [CmdInternal] , "fling at enemy under pointer" , aimFlingCmd )) , ("safe7", ( [CmdInternal, CmdDashboard] , "open main menu" , MainMenuAutoOff )) , ("safe8", ( [CmdInternal] , "clear msgs and open main menu" , ExecuteIfClear MainMenuAutoOff )) , ("safe9", ( [CmdInternal] , "cancel aiming" , Cancel )) , ("safe10", ( [CmdInternal] , "accept target" , Accept )) , ("safe11", ( [CmdInternal] , "wait a turn, bracing for impact" , Wait )) , ("safe12", ( [CmdInternal] , "lurk 0.1 of a turn" , Wait10 )) , ("safe13", ( [CmdInternal] , "snap crosshair to enemy" , XhairPointerEnemy )) , ("safe14", ( [CmdInternal] , "open dashboard" , Dashboard )) ] ++ map defaultHeroSelect [0..9] applyTs :: [TriggerItem] applyTs = [TriggerItem { tiverb = "trigger" , tiobject = "consumable item" , tisymbols = "!,?-" }] Allure-0.11.0.0/GameDefinition/game-src/Client/UI/Content/Screen.hs0000644000000000000000000000441407346545000022647 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- {-# LANGUAGE TemplateHaskell #-} -- | The default screen layout and features definition. module Client.UI.Content.Screen ( standardLayoutAndFeatures ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.EnumMap.Strict as EM import Data.FileEmbed (embedDir) import Language.Haskell.TH.Syntax import System.IO import Game.LambdaHack.Client.UI.Content.Screen -- | Description of default screen layout and features. standardLayoutAndFeatures :: ScreenContent standardLayoutAndFeatures = ScreenContent { rwidth = 80 , rheight = 45 , rwebAddress = "http://allureofthestars.com" , rintroScreen = $(do let path = "GameDefinition/PLAYING.md" qAddDependentFile path x <- qRunIO $ do handle <- openFile path ReadMode hSetEncoding handle utf8 hGetContents handle let paragraphs :: [String] -> [String] -> [[String]] paragraphs [] rows = [reverse rows] paragraphs (l@"" : ls) rows = case (rows, ls) of (('=':'=' : _) : _, _) -> -- A title. No new paragraph. paragraphs ls (l : rows) (('-':'-' : _) : _, _) -> -- A title. No new paragraph. paragraphs ls (l : rows) ((' ':' ':' ':' ' : _) : _, (' ':' ':' ':' ' : _) : _) -> -- At least four spaces before and after; probably a code block. paragraphs ls (l : rows) _ -> reverse rows : paragraphs ls [] paragraphs (l : ls) rows = paragraphs ls (l : rows) intro = case paragraphs (lines x) [] of _titleAndBlurb : par1 : par2 : par3 : rest -> (par1 ++ [""] ++ par2 ++ [""] ++ par3, rest) _ -> error "not enough paragraphs in intro screen text" lift intro) , rapplyVerbMap = EM.fromList [('!', "imbibe"), (',', "eat"), ('?', "activate")] , rFontFiles = #ifdef USE_BROWSER [] #else $(embedDir "GameDefinition/fonts") #endif } Allure-0.11.0.0/GameDefinition/game-src/Implementation/0000755000000000000000000000000007346545000020711 5ustar0000000000000000Allure-0.11.0.0/GameDefinition/game-src/Implementation/MonadClientImplementation.hs0000644000000000000000000001342207346545000026352 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- {-# LANGUAGE GeneralizedNewtypeDeriving #-} -- | The implementation of our custom game client monads. Just as any other -- component of the library, this implementation can be substituted. module Implementation.MonadClientImplementation ( executorCli #ifdef EXPOSE_INTERNAL -- * Internal operations , CliState(..), CliImplementation(..) #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import Control.Concurrent import qualified Control.Monad.IO.Class as IO import Control.Monad.Trans.State.Strict hiding (State) import Game.LambdaHack.Atomic (MonadStateWrite (..)) import Game.LambdaHack.Client import qualified Game.LambdaHack.Client.BfsM as BfsM import Game.LambdaHack.Client.HandleAtomicM import Game.LambdaHack.Client.HandleResponseM import Game.LambdaHack.Client.LoopM import Game.LambdaHack.Client.MonadClient import Game.LambdaHack.Client.State import Game.LambdaHack.Client.UI import Game.LambdaHack.Common.ClientOptions import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.MonadStateRead import qualified Game.LambdaHack.Common.Save as Save import Game.LambdaHack.Common.State import Game.LambdaHack.Common.Types import Game.LambdaHack.Server (ChanServer (..)) data CliState = CliState { cliState :: State -- ^ current global state , cliClient :: StateClient -- ^ current client state , cliSession :: Maybe SessionUI -- ^ UI state, empty for AI clients , cliDict :: ChanServer -- ^ this client connection information , cliToSave :: Save.ChanSave (StateClient, Maybe SessionUI) -- ^ connection to the save thread } -- | Client state transformation monad. newtype CliImplementation a = CliImplementation { runCliImplementation :: StateT CliState IO a } deriving (Monad, Functor, Applicative) instance MonadStateRead CliImplementation where {-# INLINE getsState #-} getsState f = CliImplementation $ gets $ f . cliState instance MonadStateWrite CliImplementation where {-# INLINE modifyState #-} modifyState f = CliImplementation $ state $ \cliS -> let !newCliS = cliS {cliState = f $ cliState cliS} in ((), newCliS) {-# INLINE putState #-} putState newCliState = CliImplementation $ state $ \cliS -> let !newCliS = cliS {cliState = newCliState} in ((), newCliS) instance MonadClientRead CliImplementation where {-# INLINE getsClient #-} getsClient f = CliImplementation $ gets $ f . cliClient liftIO = CliImplementation . IO.liftIO instance MonadClient CliImplementation where {-# INLINE modifyClient #-} modifyClient f = CliImplementation $ state $ \cliS -> let !newCliS = cliS {cliClient = f $ cliClient cliS} in ((), newCliS) instance MonadClientSetup CliImplementation where saveClient = CliImplementation $ do toSave <- gets cliToSave cli <- gets cliClient msess <- gets cliSession IO.liftIO $ Save.saveToChan toSave (cli, msess) instance MonadClientUI CliImplementation where {-# INLINE getsSession #-} getsSession f = CliImplementation $ gets $ f . fromJust . cliSession {-# INLINE modifySession #-} modifySession f = CliImplementation $ state $ \cliS -> let !newCliSession = f $ fromJust $ cliSession cliS !newCliS = cliS {cliSession = Just newCliSession} in ((), newCliS) updateClientLeader aid = do s <- getState modifyClient $ updateLeader aid s getCacheBfs = BfsM.getCacheBfs getCachePath = BfsM.getCachePath instance MonadClientReadResponse CliImplementation where receiveResponse = CliImplementation $ do ChanServer{responseS} <- gets cliDict IO.liftIO $ takeMVar responseS instance MonadClientWriteRequest CliImplementation where sendRequestAI scmd = CliImplementation $ do ChanServer{requestAIS} <- gets cliDict IO.liftIO $ putMVar requestAIS scmd sendRequestUI scmd = CliImplementation $ do ChanServer{requestUIS} <- gets cliDict IO.liftIO $ putMVar (fromJust requestUIS) scmd clientHasUI = CliImplementation $ do mSession <- gets cliSession return $! isJust mSession instance MonadClientAtomic CliImplementation where {-# INLINE execUpdAtomic #-} execUpdAtomic _ = return () -- handleUpdAtomic, until needed, save resources -- Don't catch anything; assume exceptions impossible. {-# INLINE execPutState #-} execPutState = putState -- | Run the main client loop, with the given arguments and empty -- initial states, in the @IO@ monad. executorCli :: CCUI -> UIOptions -> ClientOptions -> Bool -> COps -> FactionId -> ChanServer -> IO () executorCli ccui sUIOptions clientOptions startsNewGame cops@COps{corule} fid cliDict = let cliSession | isJust (requestUIS cliDict) = Just $ emptySessionUI sUIOptions | otherwise = Nothing stateToFileName (cli, _) = ssavePrefixCli (soptions cli) <> Save.saveNameCli corule (sside cli) totalState cliToSave = CliState { cliState = updateCOpsAndCachedData (const cops) emptyState -- state is empty, so the cached data is left empty and untouched , cliClient = emptyStateClient fid , cliDict , cliToSave , cliSession } m = loopCli ccui sUIOptions clientOptions startsNewGame exe = evalStateT (runCliImplementation m) . totalState in Save.wrapInSaves cops stateToFileName exe Allure-0.11.0.0/GameDefinition/game-src/Implementation/MonadServerImplementation.hs0000644000000000000000000002066307346545000026407 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- {-# LANGUAGE GeneralizedNewtypeDeriving #-} -- | The implementation of our custom game server monads. Just as any other -- component of the library, this implementation can be substituted. module Implementation.MonadServerImplementation ( executorSer #ifdef EXPOSE_INTERNAL -- * Internal operations , SerState(..), SerImplementation(..) #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import Control.Concurrent import Control.Concurrent.Async import qualified Control.Exception as Ex import qualified Control.Monad.IO.Class as IO import Control.Monad.Trans.State.Strict hiding (State) import qualified Data.EnumMap.Strict as EM import qualified Data.Text.IO as T import Options.Applicative (defaultPrefs, execParserPure, handleParseResult) import System.Exit (ExitCode) import System.IO (hFlush, stdout) import Game.LambdaHack.Atomic import Game.LambdaHack.Client import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.MonadStateRead import qualified Game.LambdaHack.Common.Save as Save import Game.LambdaHack.Common.State import Game.LambdaHack.Common.Thread import Game.LambdaHack.Server import Game.LambdaHack.Server.BroadcastAtomic import Game.LambdaHack.Server.HandleAtomicM import Game.LambdaHack.Server.MonadServer import Game.LambdaHack.Server.ProtocolM import Game.LambdaHack.Server.State import Implementation.MonadClientImplementation (executorCli) data SerState = SerState { serState :: State -- ^ current global state , serServer :: StateServer -- ^ current server state , serDict :: ConnServerDict -- ^ client-server connection information , serToSave :: Save.ChanSave (State, StateServer) -- ^ connection to the save thread } -- | Server state transformation monad. newtype SerImplementation a = SerImplementation {runSerImplementation :: StateT SerState IO a} deriving (Monad, Functor, Applicative) instance MonadStateRead SerImplementation where {-# INLINE getsState #-} getsState f = SerImplementation $ gets $ f . serState instance MonadStateWrite SerImplementation where {-# INLINE modifyState #-} modifyState f = SerImplementation $ state $ \serS -> let !newSerS = serS {serState = f $ serState serS} in ((), newSerS) {-# INLINE putState #-} putState newSerState = SerImplementation $ state $ \serS -> let !newSerS = serS {serState = newSerState} in ((), newSerS) instance MonadServer SerImplementation where {-# INLINE getsServer #-} getsServer f = SerImplementation $ gets $ f . serServer {-# INLINE modifyServer #-} modifyServer f = SerImplementation $ state $ \serS -> let !newSerS = serS {serServer = f $ serServer serS} in ((), newSerS) chanSaveServer = SerImplementation $ gets serToSave liftIO = SerImplementation . IO.liftIO instance MonadServerComm SerImplementation where {-# INLINE getsDict #-} getsDict f = SerImplementation $ gets $ f . serDict {-# INLINE putDict #-} putDict newSerDict = SerImplementation $ state $ \serS -> let !newSerS = serS {serDict = newSerDict} in ((), newSerS) liftIO = SerImplementation . IO.liftIO instance MonadServerAtomic SerImplementation where execUpdAtomic cmd = do oldState <- getState (ps, atomicBroken, executedOnServer) <- handleCmdAtomicServer cmd when executedOnServer $ cmdAtomicSemSer oldState cmd handleAndBroadcast ps atomicBroken (UpdAtomic cmd) execUpdAtomicSer cmd = SerImplementation $ StateT $ \cliS -> do cliSNewOrE <- Ex.try $ execStateT (runSerImplementation $ handleUpdAtomic cmd) cliS case cliSNewOrE of Left AtomicFail{} -> return (False, cliS) Right !cliSNew -> -- We know @cliSNew@ differs only in @serState@. return (True, cliSNew) execUpdAtomicFid fid cmd = SerImplementation $ StateT $ \cliS -> do -- Don't catch anything; assume exceptions impossible. let sFid = sclientStates (serServer cliS) EM.! fid cliSNew <- execStateT (runSerImplementation $ handleUpdAtomic cmd) cliS {serState = sFid} -- We know @cliSNew@ differs only in @serState@. let serServerNew = (serServer cliS) {sclientStates = EM.insert fid (serState cliSNew) $ sclientStates $ serServer cliS} !newCliS = cliS {serServer = serServerNew} return ((), newCliS) execUpdAtomicFidCatch fid cmd = SerImplementation $ StateT $ \cliS -> do let sFid = sclientStates (serServer cliS) EM.! fid cliSNewOrE <- Ex.try $ execStateT (runSerImplementation $ handleUpdAtomic cmd) cliS {serState = sFid} case cliSNewOrE of Left AtomicFail{} -> return (False, cliS) Right cliSNew -> do -- We know @cliSNew@ differs only in @serState@. let serServerNew = (serServer cliS) {sclientStates = EM.insert fid (serState cliSNew) $ sclientStates $ serServer cliS} !newCliS = cliS {serServer = serServerNew} return (True, newCliS) execSfxAtomic sfx = do ps <- posSfxAtomic sfx handleAndBroadcast ps [] (SfxAtomic sfx) execSendPer = sendPer -- Don't inline this, to keep GHC hard work inside the library -- for easy access of code analysis tools. -- | Run the main server loop, with the given arguments and empty -- initial states, in the @IO@ monad. executorSer :: COps -> CCUI -> ServerOptions -> UIOptions -> IO () executorSer cops@COps{corule} ccui soptionsNxtCmdline sUIOptions = do soptionsNxtRaw <- case uOverrideCmdline sUIOptions of [] -> return soptionsNxtCmdline args -> handleParseResult $ execParserPure defaultPrefs serverOptionsPI args -- Options for the clients modified with the configuration file. let clientOptions = applyUIOptions cops sUIOptions $ sclientOptions soptionsNxtRaw soptionsNxt = soptionsNxtRaw {sclientOptions = clientOptions} -- Partially applied main loop of the clients. executorClient startsNewGame = executorCli ccui sUIOptions clientOptions startsNewGame cops -- Wire together game content, the main loop of game clients -- and the game server loop. let stateToFileName (_, ser) = ssavePrefixSer (soptions ser) <> Save.saveNameSer corule totalState serToSave = SerState { serState = updateCOpsAndCachedData (const cops) emptyState -- state is empty, so the cached data is left empty and untouched , serServer = emptyStateServer , serDict = EM.empty , serToSave } m = loopSer soptionsNxt executorClient exe = evalStateT (runSerImplementation m) . totalState exeWithSaves = Save.wrapInSaves cops stateToFileName exe unwrapEx e = case Ex.fromException e of Just (ExceptionInLinkedThread _ ex) -> unwrapEx ex _ -> e -- Wait for clients to exit even in case of server crash -- (or server and client crash), which gives them time to save -- and report their own inconsistencies, if any. Ex.handle (\ex -> case Ex.fromException (unwrapEx ex) :: Maybe ExitCode of Just{} -> -- User-forced shutdown, not crash, so the intention is -- to keep old saves and also clients may be not ready to save. Ex.throwIO ex _ -> do Ex.uninterruptibleMask_ $ threadDelay 1000000 -- let clients report their errors and save moveAside <- Save.bkpAllSaves corule clientOptions when moveAside $ T.hPutStrLn stdout "The game crashed, so savefiles are moved aside." hFlush stdout Ex.throwIO ex -- crash eventually, which kills clients ) exeWithSaves -- T.hPutStrLn stdout "Server exiting, waiting for clients." -- hFlush stdout waitForChildren childrenServer -- no crash, wait for clients indefinitely -- T.hPutStrLn stdout "Server exiting now." -- hFlush stdout Allure-0.11.0.0/GameDefinition/game-src/0000755000000000000000000000000007346545000015724 5ustar0000000000000000Allure-0.11.0.0/GameDefinition/game-src/TieKnot.hs0000644000000000000000000001724707346545000017650 0ustar0000000000000000-- Copyright (c) 2008--2011 Andres Loeh -- Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Here the knot of engine code pieces, frontend and the game-specific -- content definitions is tied, resulting in an executable game. module TieKnot ( tieKnotForAsync, tieKnot ) where import Prelude () import Game.LambdaHack.Core.Prelude import Control.Concurrent import Control.Concurrent.Async import qualified Control.Exception as Ex import qualified Data.Primitive.PrimArray as PA import GHC.Compact import qualified System.Random.SplitMix32 as SM import Game.LambdaHack.Client import qualified Game.LambdaHack.Client.UI.Content.Input as IC import qualified Game.LambdaHack.Client.UI.Content.Screen as SC import Game.LambdaHack.Client.UI.ContentClientUI import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Point (speedupHackXSize) import qualified Game.LambdaHack.Common.Tile as Tile import qualified Game.LambdaHack.Content.CaveKind as CK import qualified Game.LambdaHack.Content.FactionKind as FK import qualified Game.LambdaHack.Content.ItemKind as IK import qualified Game.LambdaHack.Content.ModeKind as MK import qualified Game.LambdaHack.Content.PlaceKind as PK import qualified Game.LambdaHack.Content.RuleKind as RK import qualified Game.LambdaHack.Content.TileKind as TK import Game.LambdaHack.Server import qualified Client.UI.Content.Input as Content.Input import qualified Client.UI.Content.Screen as Content.Screen import qualified Content.CaveKind import qualified Content.FactionKind import qualified Content.ItemKind import qualified Content.ModeKind import qualified Content.PlaceKind import qualified Content.RuleKind import qualified Content.TileKind import Implementation.MonadServerImplementation (executorSer) -- | Tie the LambdaHack engine client, server and frontend code -- with the game-specific content definitions, and run the game. -- -- The custom monad types to be used are determined by the @executorSer@ -- call, which in turn calls @executorCli@. If other functions are used -- in their place- the types are different and so the whole pattern -- of computation differs. Which of the frontends is run inside the UI client -- depends on the flags supplied when compiling the engine library. -- Similarly for the choice of native vs JS builds. tieKnotForAsync :: ServerOptions -> IO () tieKnotForAsync options@ServerOptions{ sallClear , sboostRandomItem , sdungeonRng } = do -- Set the X size of the dungeon from content ASAP, before it's used. speedupHackXSizeThawed <- PA.unsafeThawPrimArray speedupHackXSize PA.writePrimArray speedupHackXSizeThawed 0 $ RK.rWidthMax Content.RuleKind.standardRules void $ PA.unsafeFreezePrimArray speedupHackXSizeThawed -- This setup ensures the boosting option doesn't affect generating initial -- RNG for dungeon, etc., and also, that setting dungeon RNG on commandline -- equal to what was generated last time, ensures the same item boost. initialGen <- maybe SM.newSMGen return sdungeonRng let soptionsNxt = options {sdungeonRng = Just initialGen} corule = RK.makeData Content.RuleKind.standardRules boostedItems = IK.boostItemKindList initialGen Content.ItemKind.items itemContent = if sboostRandomItem then boostedItems ++ Content.ItemKind.otherItemContent else Content.ItemKind.content coitem = IK.makeData (RK.ritemSymbols corule) itemContent Content.ItemKind.groupNamesSingleton Content.ItemKind.groupNames cotile = TK.makeData Content.TileKind.content Content.TileKind.groupNamesSingleton Content.TileKind.groupNames cofact = FK.makeData Content.FactionKind.content Content.FactionKind.groupNamesSingleton Content.FactionKind.groupNames -- Common content operations, created from content definitions. -- Evaluated fully to discover errors ASAP and to free memory. -- Fail here, not inside server code, so that savefiles are not removed, -- because they are not the source of the failure. copsRaw = COps { cocave = CK.makeData corule Content.CaveKind.content Content.CaveKind.groupNamesSingleton Content.CaveKind.groupNames , cofact , coitem , comode = MK.makeData cofact Content.ModeKind.content Content.ModeKind.groupNamesSingleton Content.ModeKind.groupNames , coplace = PK.makeData cotile Content.PlaceKind.content Content.PlaceKind.groupNamesSingleton Content.PlaceKind.groupNames , corule , cotile , coItemSpeedup = speedupItem coitem , coTileSpeedup = Tile.speedupTile sallClear cotile } -- Evaluating for compact regions catches all kinds of errors in content ASAP, -- even in unused items. -- -- Not using @compactWithSharing@, because it helps with residency, -- but nothing else and costs a bit at startup. #ifdef USE_JSFILE let cops = copsRaw -- until GHCJS implements GHC.Compact #else cops <- getCompact <$> compact copsRaw #endif -- Parse UI client configuration file. -- It is reparsed at each start of the game executable. -- Fail here, not inside client code, so that savefiles are not removed, -- because they are not the source of the failure. sUIOptions <- mkUIOptions corule (sclientOptions soptionsNxt) -- Client content operations containing default keypresses -- and command descriptions. let !ccui = CCUI { coinput = IC.makeData (Just sUIOptions) Content.Input.standardKeysAndMouse , coscreen = SC.makeData corule Content.Screen.standardLayoutAndFeatures } -- Wire together game content, the main loops of game clients -- and the game server loop. executorSer cops ccui soptionsNxt sUIOptions -- | Runs tieKnotForAsync in an async and applies the main thread workaround. tieKnot :: ServerOptions -> IO () tieKnot serverOptions = do #ifdef USE_JSFILE -- Hard to tweak the config file when in the browser, so hardwire. let serverOptionsJS = serverOptions {sdumpInitRngs = True} a <- async $ tieKnotForAsync serverOptionsJS wait a #else let fillWorkaround = -- Set up void workaround if nothing specific required. void $ tryPutMVar workaroundOnMainThreadMVar $ return () -- Avoid the bound thread that would slow down the communication. a <- async $ tieKnotForAsync serverOptions `Ex.finally` fillWorkaround -- Exit on an exception without waiting for frontend to spawn. link a -- Run a (possibly void) workaround. 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If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee. END OF TERMS AND CONDITIONS How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see . Also add information on how to contact you by electronic and paper mail. If your software can interact with users remotely through a computer network, you should also make sure that it provides a way for users to get its source. For example, if your program is a web application, its interface could display a "Source" link that leads users to an archive of the code. There are many ways you could offer source, and different solutions will be better for different programs; see section 13 for the specific requirements. You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU AGPL, see . Allure-0.11.0.0/Makefile0000644000000000000000000007005207346545000013010 0ustar0000000000000000play: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix play --dumpInitRngs shot: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix play --dumpInitRngs --printEachScreen expose-lore: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix know --newGame 5 --dumpInitRngs --gameMode crawl --knowItems --exposePlaces --exposeItems --exposeActors --showItemSamples --benchmark --noAnim --maxFps 1000 dig-lore: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix know --newGame 5 --dumpInitRngs --gameMode dig --knowItems --exposePlaces --exposeItems --exposeActors --showItemSamples --benchmark --noAnim --maxFps 1000 see-caves: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix know --newGame 5 --dumpInitRngs --gameMode see --knowItems --exposePlaces --exposeItems --exposeActors --showItemSamples --benchmark --noAnim --maxFps 1000 short-caves: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix know --newGame 5 --dumpInitRngs --gameMode short --knowItems --exposePlaces --exposeItems --exposeActors --showItemSamples --benchmark --noAnim --maxFps 1000 fun-caves: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix know --newGame 5 --dumpInitRngs --gameMode fun --knowItems --exposePlaces --exposeItems --exposeActors --showItemSamples --benchmark --noAnim --maxFps 1000 configure-debug: cabal configure --enable-profiling --profiling-detail=all-functions -fwith_expensive_assertions --disable-optimization configure-prof: cabal configure --enable-profiling --profiling-detail=exported-functions ghcjs-build: cabal build --ghcjs . chrome-log: google-chrome --enable-logging --v=1 file:///home/mikolaj/r/allureofthestars.github.io/play/index.html & chrome-prof: google-chrome --no-sandbox --js-flags="--logfile=%t.log --prof" ../allureofthestars.github.io/play/index.html minific: npx google-closure-compiler dist-newstyle/build/x86_64-linux/ghcjs-8.6.0.1/Allure-0.11.0.0/x/Allure/build/Allure/Allure.jsexe/all.js --compilation_level=ADVANCED_OPTIMIZATIONS --isolation_mode=IIFE --assume_function_wrapper --externs=dist-newstyle/build/x86_64-linux/ghcjs-8.6.0.1/Allure-0.11.0.0/x/Allure/build/Allure/Allure.jsexe/all.js.externs --externs=/home/mikolaj/r/lambdahack.github.io/lz-string.extern.js --jscomp_off="*" > ../allureofthestars.github.io/play/allure.all.js minificForNode: npx google-closure-compiler dist-newstyle/build/x86_64-linux/ghcjs-8.6.0.1/Allure-0.11.0.0/x/Allure/build/Allure/Allure.jsexe/all.js --compilation_level=ADVANCED_OPTIMIZATIONS --isolation_mode=IIFE --assume_function_wrapper --externs=/home/mikolaj/r/lambdahack.github.io/lz-string.extern.js --externs=dist-newstyle/build/x86_64-linux/ghcjs-8.6.0.1/Allure-0.11.0.0/x/Allure/build/Allure/Allure.jsexe/all.js.externs --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/assert.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/child_process.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/crypto.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/dns.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/events.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/globals.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/https.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/os.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/punycode.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/readline.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/stream.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/tls.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/url.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/vm.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/buffer.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/cluster.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/dgram.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/domain.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/fs.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/http.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/net.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/path.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/querystring.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/repl.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/string_decoder.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/tty.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/util.js --externs=/home/mikolaj/r/closure-compiler/contrib/nodejs/zlib.js --jscomp_off="*" > ../allureofthestars.github.io/play/allure.all.js # Low delay to display animations swiftly and not bore the public too much. # Delay can't be lower than 2, because browsers sometimes treat delay 1 # specially and add their extra delay. create-gif : find ~/.Allure/screenshots/ -name 'prtscn*.bmp' -print0 | xargs -0 -r mogrify -format gif ../gifsicle/src/gifsicle -O3 --careful -d2 --colors 255 --no-extensions --no-conserve-memory -l ~/.Allure/screenshots/prtscn*.gif -o ~/.Allure/screenshots/screenshot.gif frontendGauntlet: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 5 --dumpInitRngs --automateAll --gameMode gauntlet --benchMessages --exposeActors frontendRaid: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 5 --dumpInitRngs --automateAll --gameMode raid --benchMessages --exposeActors frontendBrawl: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 3 --dumpInitRngs --automateAll --gameMode brawl --benchMessages frontendShootout: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 5 --dumpInitRngs --automateAll --gameMode shootout frontendHunt: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 5 --dumpInitRngs --automateAll --gameMode hunt frontendFlight: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 3 --dumpInitRngs --automateAll --gameMode flight frontendZoo: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 2 --dumpInitRngs --automateAll --gameMode zoo --exposeActors frontendAmbush: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 5 --dumpInitRngs --automateAll --gameMode ambush frontendCrawl: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 1 --dumpInitRngs --automateAll --gameMode crawl --exposeItems --exposeActors frontendCrawlEmpty: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 1 --dumpInitRngs --automateAll --gameMode crawlEmpty --maxFps 100000 --benchmark frontendCrawlSurvival: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 9 --dumpInitRngs --automateAll --gameMode crawlSurvival --maxFps 100000 --benchmark frontendSafari: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 5 --dumpInitRngs --automateAll --gameMode safari --exposeActors frontendSafariSurvival: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 5 --dumpInitRngs --automateAll --gameMode safariSurvival --exposeActors --maxFps 100000 --benchmark frontendBattle: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 4 --dumpInitRngs --automateAll --gameMode battle --exposeActors frontendBattleDefense: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 6 --dumpInitRngs --automateAll --gameMode battleDefense --exposeActors --maxFps 100000 --benchmark frontendBattleSurvival: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 6 --dumpInitRngs --automateAll --gameMode battleSurvival --exposeActors --maxFps 100000 --benchmark frontendDefense: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 9 --dumpInitRngs --automateAll --gameMode defense --exposeItems --exposeActors frontendDefenseEmpty: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 9 --dumpInitRngs --automateAll --gameMode defenseEmpty --maxFps 100000 --benchmark fastCrawl: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 1 --dumpInitRngs --automateAll --gameMode crawl --exposeItems --exposeActors --showItemSamples --noAnim --maxFps 100000 --benchmark slowCrawl: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --savePrefix test --newGame 1 --dumpInitRngs --automateAll --gameMode crawl --exposeItems --exposeActors --showItemSamples # different benchmarks use different arguments RNGOPTS=--setDungeonRng "SMGen 123 123" --setMainRng "SMGen 123 125" RNGOPTS1=--setDungeonRng "SMGen 127 123" --setMainRng "SMGen 127 125" RNGOPTS2=--setDungeonRng "SMGen 129 123" --setMainRng "SMGen 129 125" benchMemoryAnim: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 1 --maxFps 100000 --benchmark --benchMessages --stopAfterFrames 33000 --automateAll --keepAutomated --gameMode crawl $(RNGOPTS2) --frontendLazy +RTS -s -A1M -RTS benchBattle: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 3 --noAnim --maxFps 100000 --frontendNull --benchmark --benchMessages --stopAfterFrames 1500 --automateAll --keepAutomated --gameMode battle $(RNGOPTS1) benchBattle-appveyor: ./Allure --dbgMsgSer --logPriority 4 --newGame 3 --noAnim --maxFps 100000 --frontendNull --benchmark --benchMessages --stopAfterFrames 1500 --automateAll --keepAutomated --gameMode battle $(RNGOPTS1) benchAnimBattle: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 3 --maxFps 100000 --frontendLazy --benchmark --benchMessages --stopAfterFrames 7000 --automateAll --keepAutomated --gameMode battle $(RNGOPTS1) benchFrontendBattle: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 3 --noAnim --maxFps 100000 --benchmark --benchMessages --stopAfterFrames 2000 --automateAll --keepAutomated --gameMode battle $(RNGOPTS1) benchCrawl: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 1 --noAnim --maxFps 100000 --frontendNull --benchmark --benchMessages --stopAfterFrames 7000 --automateAll --keepAutomated --gameMode crawl $(RNGOPTS) benchFrontendCrawl: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 1 --noAnim --maxFps 100000 --benchmark --benchMessages --stopAfterFrames 7000 --automateAll --keepAutomated --gameMode crawl $(RNGOPTS) benchDig: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 1 --noAnim --maxFps 100000 --frontendNull --benchmark --benchMessages --stopAfterFrames 1 --automateAll --keepAutomated --gameMode dig $(RNGOPTS) benchNull: benchBattle benchAnimBattle benchCrawl bench: benchBattle benchAnimBattle benchFrontendBattle benchCrawl benchFrontendCrawl nativeBenchCrawl: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 1 --noAnim --maxFps 100000 --frontendNull --benchmark --benchMessages --stopAfterFrames 2000 --automateAll --keepAutomated --gameMode crawl $(RNGOPTS) nativeBenchCrawl-appveyor: ./Allure --dbgMsgSer --logPriority 4 --newGame 1 --noAnim --maxFps 100000 --frontendNull --benchmark --benchMessages --stopAfterFrames 2000 --automateAll --keepAutomated --gameMode crawl $(RNGOPTS) nativeBenchBattle: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 3 --noAnim --maxFps 100000 --frontendNull --benchmark --benchMessages --stopAfterFrames 1000 --automateAll --keepAutomated --gameMode battle $(RNGOPTS) nativeBench: nativeBenchBattle nativeBenchCrawl nodeBenchCrawl: node $$(cabal list-bin exe:Allure).jsexe/all.js --dbgMsgSer --logPriority 4 --newGame 1 --noAnim --maxFps 100000 --frontendNull --benchmark --benchMessages --stopAfterFrames 2000 --automateAll --keepAutomated --gameMode crawl $(RNGOPTS) nodeBenchBattle: node $$(cabal list-bin exe:Allure).jsexe/all.js --dbgMsgSer --logPriority 4 --newGame 3 --noAnim --maxFps 100000 --frontendNull --benchmark --benchMessages --stopAfterFrames 1000 --automateAll --keepAutomated --gameMode battle $(RNGOPTS) nodeBench: nodeBenchBattle nodeBenchCrawl nodeMinifiedBench: node ../allureofthestars.github.io/play/allure.all.js --dbgMsgSer --logPriority 4 --newGame 3 --noAnim --maxFps 100000 --frontendNull --benchmark --benchMessages --stopAfterFrames 1000 --automateAll --keepAutomated --gameMode battle $(RNGOPTS) node ../allureofthestars.github.io/play/allure.all.js --dbgMsgSer --logPriority 4 --newGame 1 --noAnim --maxFps 100000 --frontendNull --benchmark --benchMessages --stopAfterFrames 2000 --automateAll --keepAutomated --gameMode crawl $(RNGOPTS) test: test-short test-medium benchNull test-gha: test testCrawl-medium testCrawl-stopAfterGameOver testDefense-medium test-sniff test-short: test-short-new test-short-load test-medium: testGauntlet-medium testRaid-medium testBrawl-medium testShootout-medium testHunt-medium testFlight-medium testZoo-medium testAmbush-medium testCrawlEmpty-medium testCrawl-medium-know testSafari-medium testSafariSurvival-medium testBattle-medium testBattleDefense-medium testBattleSurvival-medium testDig-medium testDefenseEmpty-medium testMany-teletype test-sniff: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 5 --noAnim --maxFps 100000 --frontendTeletype --benchmark --stopAfterFrames 1 --dumpInitRngs --automateAll --keepAutomated --gameMode raid --sniff > /tmp/teletypetest.log 2>&1 testMany-teletype: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 9 --maxFps 100000 --frontendTeletype --benchmark --stopAfterSeconds 50 --dumpInitRngs --automateAll --keepAutomated 2> /tmp/teletypetest.log testMany-sdlInit: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 0 --boostRandomItem --newGame 9 --maxFps 100000 --benchmark --benchMessages --stopAfterSeconds 50 --dumpInitRngs --automateAll --keepAutomated 2> /tmp/teletypetest.log testGauntlet-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --maxFps 100000 --frontendTeletype --benchmark --stopAfterSeconds 20 --dumpInitRngs --automateAll --keepAutomated --gameMode gauntlet 2> /tmp/teletypetest.log testRaid-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --maxFps 100000 --frontendTeletype --benchmark --stopAfterSeconds 20 --dumpInitRngs --automateAll --keepAutomated --gameMode raid 2> /tmp/teletypetest.log testBrawl-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 3 --maxFps 100000 --frontendTeletype --benchmark --benchMessages --stopAfterSeconds 20 --dumpInitRngs --automateAll --keepAutomated --gameMode brawl 2> /tmp/teletypetest.log testShootout-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --maxFps 100000 --frontendTeletype --benchmark --benchMessages --stopAfterSeconds 20 --dumpInitRngs --automateAll --keepAutomated --gameMode shootout 2> /tmp/teletypetest.log testHunt-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --maxFps 100000 --frontendTeletype --benchmark --benchMessages --stopAfterSeconds 20 --dumpInitRngs --automateAll --keepAutomated --gameMode hunt 2> /tmp/teletypetest.log testFlight-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 3 --maxFps 100000 --frontendTeletype --benchmark --benchMessages --stopAfterSeconds 40 --dumpInitRngs --automateAll --keepAutomated --gameMode flight 2> /tmp/teletypetest.log testZoo-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 2 --maxFps 100000 --frontendTeletype --benchmark --benchMessages --stopAfterSeconds 40 --dumpInitRngs --automateAll --keepAutomated --gameMode zoo 2> /tmp/teletypetest.log testAmbush-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --noAnim --maxFps 100000 --frontendTeletype --benchmark --benchMessages --stopAfterSeconds 20 --dumpInitRngs --automateAll --keepAutomated --gameMode ambush 2> /tmp/teletypetest.log testCrawl-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 1 --noAnim --maxFps 100000 --frontendTeletype --benchmark --stopAfterSeconds 700 --dumpInitRngs --automateAll --keepAutomated --gameMode crawl --assertExplored 4 2> /tmp/teletypetest.log testCrawl-stopAfterGameOver: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 9 --maxFps 100000 --frontendTeletype --benchmark --stopAfterSeconds 20 --dumpInitRngs --automateAll --keepAutomated --gameMode crawl --stopAfterGameOver 2> /tmp/teletypetest.log testCrawlEmpty-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 1 --noAnim --maxFps 100000 --frontendTeletype --benchmark --benchMessages --stopAfterSeconds 40 --dumpInitRngs --automateAll --keepAutomated --gameMode crawlEmpty 2> /tmp/teletypetest.log testCrawl-medium-know: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix know --newGame 1 --noAnim --maxFps 100000 --frontendTeletype --benchmark --stopAfterSeconds 100 --dumpInitRngs --automateAll --keepAutomated --gameMode crawl --knowItems --exposePlaces --exposeItems --exposeActors --showItemSamples 2> /tmp/teletypetest.log testSafari-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --noAnim --maxFps 100000 --frontendTeletype --benchmark --stopAfterSeconds 100 --dumpInitRngs --automateAll --keepAutomated --gameMode safari 2> /tmp/teletypetest.log testSafariSurvival-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --noAnim --maxFps 100000 --frontendTeletype --benchmark --benchMessages --stopAfterSeconds 40 --dumpInitRngs --automateAll --keepAutomated --gameMode safariSurvival 2> /tmp/teletypetest.log testBattle-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 3 --noAnim --maxFps 100000 --frontendTeletype --benchmark --stopAfterSeconds 20 --dumpInitRngs --automateAll --keepAutomated --gameMode battle 2> /tmp/teletypetest.log testBattleDefense-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 7 --noAnim --maxFps 100000 --frontendTeletype --benchmark --benchMessages --stopAfterSeconds 40 --dumpInitRngs --automateAll --keepAutomated --gameMode battleDefense 2> /tmp/teletypetest.log testBattleSurvival-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 7 --noAnim --maxFps 100000 --frontendTeletype --benchmark --stopAfterSeconds 40 --dumpInitRngs --automateAll --keepAutomated --gameMode battleSurvival 2> /tmp/teletypetest.log testDefense-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 9 --noAnim --maxFps 100000 --frontendLazy --benchmark --stopAfterSeconds 500 --dumpInitRngs --automateAll --keepAutomated --gameMode defense 2> /tmp/teletypetest.log testDefenseEmpty-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 9 --noAnim --maxFps 100000 --frontendTeletype --benchmark --benchMessages --stopAfterSeconds 40 --dumpInitRngs --automateAll --keepAutomated --gameMode defenseEmpty 2> /tmp/teletypetest.log testDig-medium: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --newGame 1 --noAnim --maxFps 100000 --frontendTeletype --benchmark --stopAfterFrames 100 --dumpInitRngs --automateAll --keepAutomated --gameMode dig 2> /tmp/teletypetest.log test-short-new: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix gauntlet --dumpInitRngs --automateAll --keepAutomated --gameMode gauntlet --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix raid --dumpInitRngs --automateAll --keepAutomated --gameMode raid --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix brawl --dumpInitRngs --automateAll --keepAutomated --gameMode brawl --showItemSamples --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix shootout --dumpInitRngs --automateAll --keepAutomated --gameMode shootout --showItemSamples --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix hunt --dumpInitRngs --automateAll --keepAutomated --gameMode hunt --showItemSamples --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix flight --dumpInitRngs --automateAll --keepAutomated --gameMode flight --showItemSamples --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix zoo --dumpInitRngs --automateAll --keepAutomated --gameMode zoo --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix ambush --dumpInitRngs --automateAll --keepAutomated --gameMode ambush --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix crawl --dumpInitRngs --automateAll --keepAutomated --gameMode crawl --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix safari --dumpInitRngs --automateAll --keepAutomated --gameMode safari --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix safariSurvival --dumpInitRngs --automateAll --keepAutomated --gameMode safariSurvival --showItemSamples --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix battle --showItemSamples --dumpInitRngs --automateAll --keepAutomated --gameMode battle --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix battleDefense --dumpInitRngs --automateAll --keepAutomated --gameMode battleDefense --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --newGame 5 --savePrefix battleSurvival --dumpInitRngs --automateAll --keepAutomated --gameMode battleSurvival --frontendTeletype --stopAfterSeconds 2 2> /tmp/teletypetest.log # $(RNGOPTS) is needed for determinism relative to seed # generated before game save test-short-load: $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix gauntlet --dumpInitRngs --automateAll --keepAutomated --gameMode gauntlet --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix raid --dumpInitRngs --automateAll --keepAutomated --gameMode raid --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix brawl --dumpInitRngs --automateAll --keepAutomated --gameMode brawl --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix shootout --dumpInitRngs --automateAll --keepAutomated --gameMode shootout --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix hunt --dumpInitRngs --automateAll --keepAutomated --gameMode hunt --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix flight --dumpInitRngs --automateAll --keepAutomated --gameMode flight --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix zoo --dumpInitRngs --automateAll --keepAutomated --gameMode zoo --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix ambush --dumpInitRngs --automateAll --keepAutomated --gameMode ambush --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix crawl --dumpInitRngs --automateAll --keepAutomated --gameMode crawl --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix safari --dumpInitRngs --automateAll --keepAutomated --gameMode safari --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix safariSurvival --dumpInitRngs --automateAll --keepAutomated --gameMode safariSurvival --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix battle --dumpInitRngs --automateAll --keepAutomated --gameMode battle --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix battleDefense --dumpInitRngs --automateAll --keepAutomated --gameMode battleDefense --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log $$(cabal list-bin exe:Allure) --dbgMsgSer --logPriority 4 --boostRandomItem --savePrefix battleSurvival --dumpInitRngs --automateAll --keepAutomated --gameMode battleSurvival --frontendTeletype --stopAfterSeconds 2 $(RNGOPTS) 2> /tmp/teletypetest.log build-binary-v1: cabal v1-install --force-reinstalls --disable-library-profiling --disable-profiling --disable-documentation --enable-optimization --only-dependencies cabal v1-configure --disable-library-profiling --disable-profiling --enable-optimization cabal v1-build exe:Allure copy-binary-v1: cabal v1-copy --destdir=AllureOfTheStarsInstall copy-binary: cp $$(cabal list-bin --project-file=cabal.project.LH.dir exe:Allure) AllureOfTheStars configure-binary-v2: cabal configure --project-file=cabal.project.LH.dir --disable-tests --disable-library-profiling --disable-profiling --enable-optimization build-binary-v2: cabal build --project-file=cabal.project.LH.dir --only-dependencies . cabal build --project-file=cabal.project.LH.dir exe:Allure copy-directory: mkdir -p AllureOfTheStars/GameDefinition cp GameDefinition/InGameHelp.txt AllureOfTheStars/GameDefinition cp GameDefinition/PLAYING.md AllureOfTheStars/GameDefinition cp README.md AllureOfTheStars cp CHANGELOG.md AllureOfTheStars cp LICENSE AllureOfTheStars cp COPYLEFT AllureOfTheStars cp CREDITS AllureOfTheStars build-binary-common: build-binary-v1 copy-directory copy-binary-v1 build-binary-windows: configure-binary-v2 build-binary-v2 copy-directory build-directory: configure-binary-v2 build-binary-v2 copy-directory copy-binary build-binary-ubuntu: build-directory AllureOfTheStars/Allure --version > /dev/null; \ LH_VERSION=$$(cat ~/.Allure/stdout.txt); \ tar -czf Allure_$${LH_VERSION}_ubuntu-16.04-amd64.tar.gz AllureOfTheStars build-binary-macosx: build-directory AllureOfTheStars/Allure --version > /dev/null; \ LH_VERSION=$$(cat ~/.Allure/stdout.txt); \ OS_VERSION=$$(sw_vers -productVersion); \ tar -czf Allure_$${LH_VERSION}_macosx-$${OS_VERSION}-amd64.tar.gz AllureOfTheStars Allure-0.11.0.0/README.md0000644000000000000000000002646307346545000012636 0ustar0000000000000000Allure of the Stars =================== [![Hackage](https://img.shields.io/hackage/v/Allure.svg)](https://hackage.haskell.org/package/Allure) [![Join the chat at Discord](https://img.shields.io/discord/688792755564052486.svg?label=chat%20on%20Discord&logo=discord&logoColor=ffffff&color=7389D8&labelColor=6A7EC2)](https://discord.gg/87Ghnws) [![Join the chat at Matrix](https://img.shields.io/matrix/lambdahack:mozilla.org.svg?label=chat%20on%20Matrix&logo=matrix&server_fqdn=mozilla.modular.im)](https://matrix.to/#/#lambdahack:mozilla.org) Allure of the Stars is a near-future Sci-Fi roguelike[2] and tactical squad combat game. Binaries and the game manual are available at the homepage[6]. You can also try the game out in the browser at http://allureofthestars.com/play. ![gameplay screenshot](https://raw.githubusercontent.com/AllureOfTheStars/media/master/screenshot/allureofthestars.com.second.attempt.gif) Not a single image in this game. You have to imagine everything yourself, like with a book (a grown-up book, without pictures). Once you learn to imagine things, though, you can keep exploring and mastering the world and making up stories for a long time. The game is written in Haskell[1] using the LambdaHack[10] roguelike game engine. Please see the changelog file for recent improvements and the issue tracker for short-term plans. Long term goals are high replayability and auto-balancing through procedural content generation and persistent content modification based on player behaviour. Contributions are welcome. Please offer feedback to mikolaj.konarski@funktory.com or, preferably, on any of the public forums. Game installation from binary archives -------------------------------------- The game runs rather slowly in the browser (fastest on Chrome) and you are limited to the square font for all purposes, though it's scalable. Also, savefiles are prone to corruption on the browser, e.g., when it's closed while the game is still saving progress (which takes a long time). Hence, after trying out the game, you may prefer to use a native binary for your architecture, if it exists. Pre-compiled game binaries are available through the release page[11] (and Linux dev versions from GitHub Actions[18] and Windows from AppVeyor[19]). To use a pre-compiled binary archive, unpack it and run the executable in the unpacked directory or use program shortcuts from the installer, if available. On Linux, make sure you have the SDL2 libraries installed on your system (e.g., libsdl2-2.0-0 and libsdl2-ttf-2.0-0 on Ubuntu). For Windows (XP no longer supported), the SDL2 and all other needed libraries are included in the game's binary archive. Max OS X binaries for the few most popular OS versions are accessible from Homebrew via `brew install allureofthestars`, which also takes care of all dependencies. Screen and keyboard configuration --------------------------------- The game UI can be configured via a config file. The default config settings, the same that are built into the binary, are on github at [GameDefinition/config.ui.default](https://github.com/AllureOfTheStars/Allure/blob/master/GameDefinition/config.ui.default). When the game is run for the first time, or whenever the config file is deleted, the file is written to the default user data location, which is `~/.Allure/` on Linux, `C:\Users\\AppData\Roaming\Allure\` (or `C:\Documents And Settings\user\Application Data\Allure\` or something else altogether) on Windows and `Inspect/Application/Local Storage` under RMB menu when run inside the Chrome browser. If the user config file is outdated or corrupted, it's automatically moved away together with old savefiles. At the next game start, the new default config file appears at its place. Screen fonts and, consequently, window size can be changed by editing the config file in the user data folder. The default bitmap font `16x16xw.bdf` used for the game map covers most national characters in the Latin alphabet (e.g. to give custom names to player characters) and results in a game window of exactly 720p HD dimensions. The `8x8xb.fnt` bitmap font results in a tiny window and covers latin-1 characters only. The config file parameter `allFontsScale` permits further window size adjustments, automatically switching to the scalable version of the large game map font (`16x16xw.woff`). Config file option `chosenFontset` governs not only the main game map font, but also the shape of the rectangular fonts, if any, in which longer texts are overlaid over the map. For high resolution displays and/or if fullscreen mode is requested in the configuration file, `allFontsScale` needs to be set. E.g., scale 3 works for 4K displays. Otherwise, the letters may be too small or, in fullscreen or on retina displays in OS X, the screen may be automatically scaled as a whole, not each letter separately, softening letter edges of the square fonts that should rather be pixel-perfect and crisp. If you don't have a numeric keypad, you can use the left-hand movement key setup (axwdqezc) or Vi editor keys (aka roguelike keys) or mouse. If numeric keypad doesn't work, toggling the Num Lock key sometimes helps. If running with the Shift key and keypad keys doesn't work, try the Control key instead. The game is fully playable with mouse only, as well as with keyboard only, but the most efficient combination may be mouse for menus, go-to, inspecting the map, aiming at distant positions and keyboard for everything else. If you run the ANSI terminal frontend (`--frontendANSI` on commandline), then numeric keypad (especially keypad `*`, `/` and `5`) may not work correctly, depending on the terminal emulator you use. Toggling the Num Lock key may help or make issues worse. As a work around these issues, numbers are used for movement in the ANSI frontend, which sadly prevents the number keys from selecting heroes. The commands that require pressing Control and Shift together won't work either, but fortunately they are not crucial to gameplay. Some effort went into making the ANSI frontend usable with screen readers, but without feedback it's hard to say how accessible that setup is. This doesn't work on Windows, due to extra code that would be required. As a side effect of screen reader support, there is no aiming line nor path in ANSI frontend and some of map position highlighting is performed using the terminal cursor. Screen readers may also work better with animations turned off, using `--noAnim` or the corresponding config file or main game menu options. Compiling native binary from source ----------------------------------- To compile with the standard frontend based on SDL2, you need the SDL2 libraries for your OS. On Linux, remember to install the -dev versions as well, e.g., libsdl2-dev and libsdl2-ttf-dev on Ubuntu Linux 16.04. Compilation to JavaScript for the browser is more complicated and requires the ghcjs[15] compiler and optionally the Google Closure Compiler[16]. The latest official version of the game can be downloaded, compiled for SDL2 and installed automatically using the 'cabal' tool, which may already be a part of your OS distribution, but if it's too old (version 3.4 or later is required) you can download the whole current compilation suite as described at https://www.haskell.org/downloads/. Get the Allure of the Stars package from Hackage[3] as follows cabal update cabal run Allure For a newer, unofficial version, clone the game source from github[5], clone a matching LambdaHack library snapshot into ../LambdaHack and run cabal run --project-file=cabal.project.LH.dir Alternatively, if you'd like to develop in this codebase, the following speeds up the turn-around a lot cp cabal.project.local.development cabal.project.local and then you can compile (and recompile) with cabal build and run the game with make play The SDL2 frontend binary also contains the ANSI terminal frontend (`--frontendANSI` on commandline) intended for screen readers and a simplified black and white line terminal frontend (`--frontendTeletype`) suitable for teletype terminals or a keyboard and a printer (but it's going to use a lot of paper, unless you disable animations with `--noAnim`). The teletype frontend is used in CI and for some tests and benchmarks defined in Makefile. The terminal frontends leave you on your own regarding font choice and color setup and you won't have the colorful squares outlining special positions that exist in the SDL2 frontend, but only crude cursor highlights. The terminal frontends should run on Windows, but Windows disables console for GUI applications, so they don't. Testing and debugging --------------------- Integration tests can be run and displayed with cabal test --test-show-details=direct The [Makefile](https://github.com/AllureOfTheStars/Allure/blob/master/Makefile) contains many sample automated play test commands. Numerous tests that use the screensaver game modes (AI vs. AI) and the teletype frontend are gathered in `make test-locally`. Some of these are run by CI on each push to github. Test commands with prefix `frontend` start AI vs. AI games with the standard SDL2 frontend to view them on. Run `Allure --help` to see a brief description of all debug options. Of these, the `--sniff` option is very useful (though verbose and initially cryptic), for displaying the traffic between clients and the server. Some options in the config file may prove useful for debugging too, though they mostly overlap with commandline options (and will be totally merged at some point). Further information ------------------- For more information, visit the wiki[4] and see [PLAYING.md](https://github.com/AllureOfTheStars/Allure/blob/master/GameDefinition/PLAYING.md), [CREDITS](https://github.com/AllureOfTheStars/Allure/blob/master/CREDITS) and [COPYLEFT](https://github.com/AllureOfTheStars/Allure/blob/master/COPYLEFT). For developer-focused information (coding style, overview of the codebase), please see the README of LambdaHack[10]. Have fun! Copyright --------- Copyright (c) 2008--2011 Andres Loeh Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) Allure of the Stars is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program in file LICENSE. If not, see . Exceptions and detailed copyright information is contained in file COPYLEFT. [1]: https://www.haskell.org/ [2]: http://roguebasin.roguelikedevelopment.org/index.php?title=Berlin_Interpretation [3]: https://hackage.haskell.org/package/Allure [4]: https://github.com/AllureOfTheStars/Allure/wiki [5]: https://github.com/AllureOfTheStars/Allure [6]: http://allureofthestars.com [10]: https://github.com/LambdaHack/LambdaHack [11]: https://github.com/AllureOfTheStars/Allure/releases [15]: https://github.com/ghcjs/ghcjs [16]: https://www.npmjs.com/package/google-closure-compiler [18]: https://github.com/AllureOfTheStars/Allure/actions [19]: https://ci.appveyor.com/project/Mikolaj/allure/build/artifacts Allure-0.11.0.0/Setup.hs0000644000000000000000000000005707346545000013002 0ustar0000000000000000import Distribution.Simple main = defaultMain Allure-0.11.0.0/cabal.project0000644000000000000000000000013707346545000013777 0ustar0000000000000000packages: ./ package sdl2 flags: +no-linear package splitmix flags: +optimised-mixer Allure-0.11.0.0/cabal.project.LH.dir0000644000000000000000000000016707346545000015061 0ustar0000000000000000packages: ./ ../LambdaHack package sdl2 flags: +no-linear package splitmix flags: +optimised-mixer Allure-0.11.0.0/test/0000755000000000000000000000000007346545000012323 5ustar0000000000000000Allure-0.11.0.0/test/Spec.hs0000644000000000000000000000473507346545000013562 0ustar0000000000000000{-# LANGUAGE PackageImports #-} module Main (main) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.Text as T import Options.Applicative import System.IO.Unsafe (unsafePerformIO) import Test.Tasty import Test.Tasty.HUnit import Game.LambdaHack.Client.UI.UIOptions import Game.LambdaHack.Client.UI.UIOptionsParse import Game.LambdaHack.Common.ClientOptions import qualified Game.LambdaHack.Content.RuleKind as RK import Game.LambdaHack.Server -- For the case of flattened .cabal file, to avoid ambiguity. import qualified "Allure" Content.RuleKind import "Allure" TieKnot main :: IO () main = defaultMain tests tests :: TestTree tests = testGroup "Tests" [integrationTests] integrationTests :: TestTree integrationTests = testGroup "integrationTests" $ [ testCase "Null frontend; 5 frames" $ do let seed = "SMGen 131 141" args = words "--dbgMsgSer --logPriority 4 --newGame 1 --noAnim --maxFps 100000 --frontendNull --benchmark --stopAfterFrames 5 --automateAll --keepAutomated --gameMode crawl" ++ [ "--setDungeonRng", seed, "--setMainRng", seed] serverOptions <- handleParseResult $ execParserPure defaultPrefs serverOptionsPI args tieKnot serverOptions ] #ifndef USE_BROWSER ++ let corule = RK.makeData Content.RuleKind.standardRules uiOptions = unsafePerformIO $ mkUIOptions corule defClientOptions testFontset :: Int -> String -> TestTree testFontset n fontsetName = testCase ("SDL fronted; init only; " ++ fontsetName ++ " fontset") $ do -- This test only works when run from the same directory that -- the .cabal file is in. And this is what Debian needs, so OK. -- The hacky log priority 0 tells SDL frontend to init -- and quit at once, for testing on CIs without graphics access. let seed = "SMGen " ++ show (13 + 2 * n) ++ " " ++ show (15 + 4 * n) args2 = words "--dbgMsgSer --logPriority 0 --newGame 3 --maxFps 100000 --benchmark --stopAfterFrames 5 --automateAll --keepAutomated --gameMode battle" ++ [ "--setDungeonRng", seed, "--setMainRng", seed , "--fontset", fontsetName ] serverOptions2 <- handleParseResult $ execParserPure defaultPrefs serverOptionsPI args2 tieKnot serverOptions2 in zipWith testFontset [0..] $ map (T.unpack . fst) $ uFontsets uiOptions #endif