feat: add clearBadOmen and tickOmen to Raid

This commit is contained in:
dualfroz committed 2026-09-08 21:04:49 +02:00
1 parent 0bb172d35b
commit 42e57d1323
1 file changed
+162
+162
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@@ -158,3 +158,165 @@ void grantHeroOfTheVillage(OmenState& omen, int level, int durationTicks) {
} }
} }
void clearBadOmen(OmenState& omen) {
omen.level = 0;
omen.ticksRemaining = 0;
}
void tickOmen(OmenState& omen, int ticks) {
if (ticks <= 0) return;
if (omen.ticksRemaining > 0) {
omen.ticksRemaining -= ticks;
if (omen.ticksRemaining <= 0) {
omen.ticksRemaining = 0;
omen.level = 0;
}
}
if (omen.heroTicksRemaining > 0) {
omen.heroTicksRemaining -= ticks;
if (omen.heroTicksRemaining <= 0) {
omen.heroTicksRemaining = 0;
omen.heroLevel = 0;
}
}
}
const char* raidStateName(RaidState state) {
switch (state) {
case RaidState::Inactive: return "inactive";
case RaidState::Spawning: return "spawning";
case RaidState::Fighting: return "fighting";
case RaidState::Victory: return "victory";
case RaidState::Defeat: return "defeat";
case RaidState::Count: break;
}
return "unknown";
}
int golemCapFor(int villagerCount) {
if (villagerCount < golemMinimumVillagers) return 0;
int cap = villagerCount / 4;
return cap < 1 ? 1 : cap;
}
bool tickGolemSpawner(GolemSpawner& spawner, int villagerCount, int ticks) {
if (ticks <= 0) return false;
if (spawner.golemsAlive >= golemCapFor(villagerCount)) {
spawner.cooldownTicks = spawner.intervalTicks;
return false;
}
spawner.cooldownTicks -= ticks;
if (spawner.cooldownTicks > 0) return false;
spawner.cooldownTicks = spawner.intervalTicks;
++spawner.golemsAlive;
++spawner.spawnedTotal;
return true;
}
void updateGolemHostility(GolemSpawner& spawner, const ReputationView& reputation) {
spawner.hostileToPlayer = reputation.golemHostile();
}
RaidManager::RaidManager(const Vec3i& center, uint32_t seed, int difficulty)
: villageCenter(center), centerStand(center), seed(seed), difficulty(difficulty) {}
bool RaidManager::tryStart(OmenState& omen, const Vec3& playerPos, float villageRadius) {
if (raidState != RaidState::Inactive) return false;
if (!omen.hasBadOmen()) return false;
if (horizontalDistance(playerPos, cellCentre(villageCenter)) > villageRadius) return false;
omenLevel = omen.level;
waves = raidWaveCount(difficulty);
waveIdx = 0;
waveTicks = 0;
clearedTicks = 0;
elapsed = 0;
spawned = 0;
lostVillagers = 0;
attackers.clear();
golemHealth.clear();
spawner = GolemSpawner{};
raidState = RaidState::Spawning;
clearBadOmen(omen);
return true;
}
int RaidManager::livingRaiders() const {
int count = 0;
for (const Raider& attacker : attackers)
if (attacker.alive) ++count;
return count;
}
bool RaidManager::damageRaider(int index, float amount) {
if (index < 0 || index >= static_cast<int>(attackers.size())) return false;
Raider& attacker = attackers[index];
if (!attacker.alive) return false;
attacker.health -= amount;
if (attacker.health > 0.0f) return false;
attacker.health = 0.0f;
attacker.alive = false;
return true;
}
void RaidManager::spawnWave(const World& world, const PathConfig& config) {
currentWave = planRaidWave(waveIdx, omenLevel, difficulty);
int count = currentWave.total();
uint32_t rng = seed ^ (static_cast<uint32_t>(waveIdx + 1) * 0x85ebca6bu);
for (int slot = 0; slot < count; ++slot) {
Raider attacker;
attacker.id = spawned++;
attacker.kind = kindForSlot(currentWave, slot);
attacker.wave = waveIdx;
const Raider::Stats& stats = raiderStats(attacker.kind);
attacker.health = stats.maxHealth;
attacker.attackCooldown = static_cast<int>(nextRandom(rng) % 8u);
float angle = 6.2831853f * static_cast<float>(slot) / static_cast<float>(count) +
static_cast<float>(waveIdx) * 0.37f;
Vec3i column{villageCenter.x + static_cast<int>(std::lround(std::cos(angle) * raidSpawnRadius)),
villageCenter.y,
villageCenter.z + static_cast<int>(std::lround(std::sin(angle) * raidSpawnRadius))};
Vec3i spawnCell;
standableNear(world, column, 8, config, spawnCell);
attacker.position = cellCentre(spawnCell);
attacker.path = findPath(world, spawnCell, centerStand, config);
attacker.pathCursor = 0;
attackers.push_back(std::move(attacker));
}
}
// Raiders follow their route to the bell, then hunt down whoever is left.
void RaidManager::moveRaiders(const std::vector<Villager>& villagers) {
for (Raider& attacker : attackers) {
if (!attacker.alive) continue;
const Raider::Stats& stats = raiderStats(attacker.kind);
if (!attacker.path.empty() &&
attacker.pathCursor < static_cast<int>(attacker.path.size()) - 1) {
advanceAlong(attacker.position, attacker.path, attacker.pathCursor, stats.speed,
raidTickSeconds);
continue;
}
Vec3 target = cellCentre(centerStand);
float bestDistance = 0.0f;
bool found = false;
for (const Villager& villager : villagers) {
if (!villager.alive) continue;
float distance = horizontalDistance(attacker.position, villager.body.position);
if (!found || distance < bestDistance) {
target = villager.body.position;
bestDistance = distance;
found = true;
}
}
Vec3 delta = target - attacker.position;
float remaining = length(delta);
float budget = stats.speed * raidTickSeconds;
if (remaining <= budget) attacker.position = target;
else attacker.position += normalize(delta) * budget;
}
}