diff --git a/src/status.lua b/src/status.lua index e57c671..8ee9d9a 100644 --- a/src/status.lua +++ b/src/status.lua @@ -2,6 +2,12 @@ -- damage-over-time drains hp, regeneration restores it, stun skips the action, -- and haste/slow/strength feed modifiers into speed and combat. Effects are -- plain data on entity.statuses so they serialize without special handling. +-- Poison and burning route their tick damage through resistances.lua, so a +-- poison-immune undead shrugs off venom entirely and a fire-resistant hide +-- only smoulders at half the usual potency. + +local Resistances = require("resistances") +local Conductivity = require("conductivity") local Status = {} @@ -12,20 +18,54 @@ Status.REGEN = "regen" Status.HASTE = "haste" Status.SLOW = "slow" Status.STRENGTH = "strength" +Status.SHIELD = "shield" +Status.WEAKEN = "weaken" +Status.DISCORD = "discord" +Status.CONFUSE = "confuse" +Status.BLIND = "blind" +Status.LEVITATE = "levitate" + +-- Odds, rolled fresh each turn a confused actor tries to act, that its own +-- chosen direction gets overridden by a random one instead - see +-- Game:movePlayer's stumble branch and Ai.act's mirror of it for monsters. +Status.CONFUSE_NUMERATOR = 1 +Status.CONFUSE_DENOMINATOR = 2 + +-- Debuffs a cleansing effect (see effects.lua's "cure" handler) is allowed to +-- strip early. Buffs (REGEN/HASTE/STRENGTH/SHIELD/LEVITATE) are deliberately +-- excluded - a curative should not also strip a buff the entity chose to be +-- carrying. +Status.HOSTILE = { + [Status.POISON] = true, + [Status.BURNING] = true, + [Status.STUN] = true, + [Status.SLOW] = true, + [Status.WEAKEN] = true, + [Status.DISCORD] = true, + [Status.CONFUSE] = true, + [Status.BLIND] = true, +} Status.defs = { [Status.POISON] = { glyph = "p", tick = function(entity, potency) - entity.hp = entity.hp - potency - return string.format("poison saps %s for %d", entity.name, potency) + local dealt = Resistances.apply(entity, potency, Resistances.POISON) + entity.hp = entity.hp - dealt + if dealt <= 0 then + return entity.kind == "player" and "you shrug off the poison" + or string.format("%s shrugs off the poison", entity.name) + end + return string.format("poison saps %s for %d", entity.name, dealt) end, }, [Status.BURNING] = { glyph = "b", tick = function(entity, potency) - entity.hp = entity.hp - potency - return string.format("flames sear %s for %d", entity.name, potency) + local dealt = Conductivity.applyFire(entity, potency) + entity.hp = entity.hp - dealt + if dealt <= 0 then return string.format("the flames wash over %s harmlessly", entity.name) end + return string.format("flames sear %s for %d", entity.name, dealt) end, }, [Status.REGEN] = { @@ -34,7 +74,9 @@ Status.defs = { local before = entity.hp entity.hp = math.min(entity.maxHp, entity.hp + potency) if entity.hp > before then - return string.format("%s knits flesh for %d", entity.name, entity.hp - before) + local healed = entity.hp - before + return entity.kind == "player" and string.format("you knit flesh for %d", healed) + or string.format("%s knits flesh for %d", entity.name, healed) end return nil end, @@ -43,9 +85,38 @@ Status.defs = { [Status.HASTE] = { glyph = "h", speed = 60 }, [Status.SLOW] = { glyph = "l", speed = -50 }, [Status.STRENGTH] = { glyph = "S", attack = 3 }, + [Status.SHIELD] = { glyph = "d", defense = 4 }, + [Status.WEAKEN] = { glyph = "c", attack = -3 }, + -- No tick or stat modifier of its own: infighting.lua reads Status.has + -- directly to decide whether a monster's turn goes to Ai.act at all. + [Status.DISCORD] = { glyph = "o" }, + -- No tick or stat modifier of its own either: Game:movePlayer and Ai.act + -- both read Status.has directly, at the point they would otherwise commit + -- to a chosen direction, to roll whether that direction gets overridden. + [Status.CONFUSE] = { glyph = "f" }, + -- No tick or stat modifier of its own: Game:effectiveRadius and + -- Game:canSeePlayer both read Status.has directly, clamping vision instead + -- of touching hp or combat stats - confuse scrambles where you go, blind + -- scrambles what you can tell is there in the first place. + [Status.BLIND] = { glyph = "!" }, + -- No tick or stat modifier of its own: Game:checkTerrainFor and + -- Game:checkTrapFor (plus movePlayer's own trap check) read Status.has + -- directly, letting a levitating entity drift clear of lava, a chasm's + -- drop, an ice tile's slide, and any ground-pressure trap without ever + -- touching whatever would otherwise trigger them. + [Status.LEVITATE] = { glyph = "y" }, } +-- Records `kind` as active on `entity` for `duration` more ticks at `potency`, +-- or refreshes an already-active instance of the same kind to whichever of +-- the two durations and potencies is stronger. A soaked entity's own +-- dampness (see conductivity.lua) refuses a BURNING application outright, +-- before anything is recorded - returns nil and leaves entity.statuses +-- untouched, exactly as if the call had never been made. function Status.apply(entity, kind, duration, potency) + if kind == Status.BURNING and Conductivity.resistsIgnition(entity) then + return nil + end potency = potency or 1 for _, active in ipairs(entity.statuses) do if active.kind == kind then @@ -66,6 +137,36 @@ function Status.has(entity, kind) return false end +-- Strips one named status outright, independent of its remaining duration. +-- Returns whether anything was actually removed. +function Status.remove(entity, kind) + for i, active in ipairs(entity.statuses) do + if active.kind == kind then + table.remove(entity.statuses, i) + return true + end + end + return false +end + +-- Strips every active status listed in Status.HOSTILE (poison, burning, +-- stun, slow, weaken, discord, confuse, blind), leaving buffs untouched. +-- Returns the kinds actually removed, in the order they were active, for +-- callers that want to report exactly what a cleansing effect lifted. +function Status.cureHostile(entity) + local removed = {} + local kept = {} + for _, active in ipairs(entity.statuses) do + if Status.HOSTILE[active.kind] then + removed[#removed + 1] = active.kind + else + kept[#kept + 1] = active + end + end + entity.statuses = kept + return removed +end + -- Advances every effect one step, applying its tick and dropping expired ones. -- Returns the log lines produced this step, in effect order. function Status.tick(entity) @@ -104,6 +205,15 @@ function Status.attackModifier(entity) return delta end +function Status.defenseModifier(entity) + local delta = 0 + for _, active in ipairs(entity.statuses) do + local def = Status.defs[active.kind] + if def.defense then delta = delta + def.defense end + end + return delta +end + function Status.skipsTurn(entity) for _, active in ipairs(entity.statuses) do if Status.defs[active.kind].skipsTurn then return true end