feat: extend render with dormantCount and gearLabel

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dualfroz committed 2026-09-07 19:16:44 +02:00
1 parent bd949a25a5
commit 63a9fb5f90
2 files changed
+168 -8

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+106 -8
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@@ -4,9 +4,25 @@
local Status = require("status") local Status = require("status")
local Identify = require("identify") local Identify = require("identify")
local Hazards = require("hazards")
local Encumbrance = require("encumbrance")
local Stealth = require("stealth")
local Nodes = require("nodes")
local Sets = require("sets")
local Curses = require("curses")
local Momentum = require("momentum")
local Conductivity = require("conductivity")
local Sanity = require("sanity")
local Events = require("events")
local Proficiency = require("proficiency")
local Durability = require("durability")
local Hunger = require("hunger")
local Disease = require("disease")
local Render = {} local Render = {}
local hazardGlyphs = { [Hazards.FIRE] = "`", [Hazards.GAS] = "," }
local function cell(game, x, y) local function cell(game, x, y)
local level = game.level local level = game.level
local map = level.map local map = level.map
@@ -16,36 +32,118 @@ local function cell(game, x, y)
if game.player.x == x and game.player.y == y then return "@" end if game.player.x == x and game.player.y == y then return "@" end
local monster = level:entityAt(x, y) local monster = level:entityAt(x, y)
if monster then return monster.glyph end if monster then return monster.glyph end
local hazard = Hazards.at(level, x, y)
if hazard then return hazardGlyphs[hazard.kind] end
if level:shrineAt(x, y) then return "_" end
if level:blockAt(x, y) then return "0" end
if level:plateAt(x, y) then return ";" end
if level:cauldronAt(x, y) then return "U" end
local node = level:nodeAt(x, y)
if node then return Nodes.glyph(node) end
local board = level:questBoardAt(x, y)
if board then return board.claimed and "=" or "&" end
if level:corpseAt(x, y) then return "%" end
local chest = level:chestAt(x, y)
if chest then return chest.opened and "b" or "B" end
if level:riftAt(x, y) then return "Q" end
local here = level:itemsAt(x, y) local here = level:itemsAt(x, y)
if #here > 0 then return here[1].item.glyph end if #here > 0 then return here[1].item.glyph end
end end
return map:get(x, y) return map:get(x, y)
end end
-- Disease was previously invisible outside the transient log lines
-- Disease.tick emits (the eruption, a damage tick, an escalation) - once
-- one of those scrolled off, a player mid-incubation or mid-plague had no
-- persistent way to check their own affliction at all. Folded into the same
-- comma-joined tag line as the timed statuses above, since both are
-- "what's currently afflicting this entity" facts the HUD already exists to
-- surface.
local function statusTags(entity) local function statusTags(entity)
local tags = {} local tags = {}
for _, active in ipairs(entity.statuses) do for _, active in ipairs(entity.statuses) do
tags[#tags + 1] = active.kind tags[#tags + 1] = active.kind
end end
if Disease.isInfected(entity) then
local infection = entity.disease
local name = Disease.defs[infection.key].name
tags[#tags + 1] = Disease.hasErupted(entity)
and string.format("%s(stage %d)", name, infection.stage)
or string.format("%s(incubating)", name)
end
if #tags == 0 then return "none" end if #tags == 0 then return "none" end
return table.concat(tags, ",") return table.concat(tags, ",")
end end
-- How many of the level's living monsters are still asleep, out of the total
-- - purely informational, so autopilot and other callers never read it.
local function dormantCount(level)
local count = 0
for _, entity in ipairs(level.entities) do
if entity.kind == "monster" and entity:isAlive() and Stealth.isUnaware(entity) then
count = count + 1
end
end
return count
end
-- Appends a wear indicator to `label` only once `item` has actually taken
-- damage - broken outright, or merely dinged - leaving a pristine piece's
-- label exactly as clean as before this module existed.
local function gearLabel(item, label)
if Durability.missing(item) == 0 then return label end
if Durability.isBroken(item) then return label .. " (broken)" end
return string.format("%s (%d/%d)", label, item.durability, item.maxDurability)
end
function Render.panel(game) function Render.panel(game)
local player = game.player local player = game.player
local level = game.level local level = game.level
local weapon = player.weapon and Identify.label(game.identify, player.weapon) or "none" local weapon = player.weapon
local armor = player.armor and Identify.label(game.identify, player.armor) or "none" and gearLabel(player.weapon, Curses.label(player.weapon, Identify.label(game.identify, player.weapon))) or "none"
local ring = player.ring and player.ring.name or "none" local armor = player.armor
and gearLabel(player.armor, Curses.label(player.armor, Identify.label(game.identify, player.armor))) or "none"
local ring = player.ring and Curses.label(player.ring, player.ring.name) or "none"
local bow = player.bow and gearLabel(player.bow, Curses.label(player.bow, player.bow.name)) or "none"
local torch = player.light.fuel > 0 and tostring(player.light.fuel) or "spent" local torch = player.light.fuel > 0 and tostring(player.light.fuel) or "spent"
local asleep = dormantCount(level)
local foes = asleep > 0 and string.format("%d (%d asleep)", #level.entities, asleep)
or tostring(#level.entities)
local lines = { local lines = {
string.format("HP %d/%d ATK %d DEF %d depth %d turn %d %s%s", string.format("HP %d/%d ATK %d DEF %d lvl %d depth %d turn %d %s%s%s%s",
player.hp, player.maxHp, player:effectiveAttack(), player:effectiveDefense(), player.hp, player.maxHp, player:effectiveAttack(), player:effectiveDefense(),
game.depth, game.turn, level.generator, level.dark and " dark" or ""), player.level, game.depth, game.turn, level.generator, level.dark and " dark" or "",
string.format("food %d torch %s status %s", player.satiation, torch, statusTags(player)), level.weather and (" " .. level.weather) or "", game.won and " WON" or ""),
string.format("weapon %s armor %s ring %s items %d foes %d", string.format("xp %d/%d mana %d/%d food %d torch %s gold %d status %s",
weapon, armor, ring, #player.inventory, #level.entities), player.xp, player.xpNext, player.mana, player.maxMana, player.satiation, torch, player.gold, statusTags(player)),
string.format("load %s (%d/%d)",
player:encumbranceTier(), Encumbrance.carriedWeight(player), Encumbrance.capacityFor(player)),
string.format("weapon %s armor %s ring %s bow %s items %d foes %s",
weapon, armor, ring, bow, #player.inventory, foes),
} }
local activeSets = Sets.activeDescriptions(player)
if activeSets then lines[#lines + 1] = "set " .. activeSets end
local combo = Momentum.stacks(player)
if combo > 0 then lines[#lines + 1] = string.format("combo x%d", combo) end
if Conductivity.isWet(player) then lines[#lines + 1] = string.format("wet (%d)", player.wet) end
local masteryBonus = Proficiency.attackBonus(player)
if masteryBonus > 0 then
lines[#lines + 1] = string.format("mastery +%d with %s", masteryBonus, Proficiency.keyFor(player))
end
local sanityTier = Sanity.tierOf(player)
if sanityTier ~= Sanity.COMPOSED then
lines[#lines + 1] = string.format("sanity %d/%d (%s)", Sanity.current(player), Sanity.MAX, sanityTier)
end
local hungerTier = Hunger.tierOf(player)
if hungerTier ~= Hunger.FED then
lines[#lines + 1] = string.format("hunger %d/%d (%s)", Hunger.current(player), Hunger.CAP, hungerTier)
end
if level.event then
lines[#lines + 1] = string.format("event %s (%d turns left)", level.event.key, level.event.turnsLeft)
end
if game.ascension and #game.ascension > 0 then
lines[#lines + 1] = "ascension " .. table.concat(game.ascension, ",")
end
local last = game.log:last() local last = game.log:last()
if last then lines[#lines + 1] = "- " .. last end if last then lines[#lines + 1] = "- " .. last end
return table.concat(lines, "\n") return table.concat(lines, "\n")
+62
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@@ -0,0 +1,62 @@
-- Re-simulates a run from nothing but its own seed, options and step count
-- to confirm it actually reproduces a recorded outcome - the same guarantee
-- rngDeterminism and mapDeterminism already lean on internally, spelled out
-- here as a standalone check a caller can run against any (seed, options,
-- steps) triple, e.g. to confirm a regression fix left a known-good seed's
-- ending untouched, or to flag a leaderboard entry whose recorded report no
-- longer matches what that seed actually plays out to.
--
-- Scope: this replays purely from (seed, options, steps) - it says nothing
-- about a run that also carried mutable meta.lua state (perks already
-- owned, a compendium already partway filled), since that state moves
-- forward with every run and is never itself snapshotted. Call it only for
-- a plain run, or pass the exact historical options a meta-bearing run
-- actually started with.
local Game = require("game")
local Morgue = require("morgue")
local Replay = {}
-- Runs a fresh game for exactly `steps` auto-steps (or until the player
-- dies first) and returns its final Morgue.build report.
function Replay.run(seed, options, steps)
local game = Game.new(seed, options)
for _ = 1, steps do
if not game.player:isAlive() then break end
game:autoStep()
end
return Morgue.build(game)
end
-- Every field Morgue.score actually reads, plus won/alive - deliberately not
-- equipment/killTally/finalMessages, which are free-form listings a caller
-- rarely wants compared byte-for-byte.
Replay.COMPARED_FIELDS = {
"won", "alive", "deepestDepth", "turn", "gold", "essence",
"kills", "bossKills", "questsCompleted", "artifactsFound",
"vaultsOpened", "setPiecesFound", "chestsOpened", "playerLevel",
}
-- True iff `report` and `replayed` agree on every Replay.COMPARED_FIELDS
-- entry. Returns (false, field) naming the first mismatch found, in
-- Replay.COMPARED_FIELDS order, so a caller can say exactly what diverged
-- rather than just that something did.
function Replay.matches(report, replayed)
for _, field in ipairs(Replay.COMPARED_FIELDS) do
if report[field] ~= replayed[field] then return false, field end
end
return true, nil
end
-- Re-simulates (seed, options, steps) and checks whether it reproduces
-- `report` (see Replay.matches). Always returns the score the replay itself
-- earned, whether or not it matched, so a caller can tell a merely-outdated
-- record from one whose replay actually played worse.
function Replay.verify(seed, options, steps, report)
local replayed = Replay.run(seed, options, steps)
local matches, mismatchField = Replay.matches(report, replayed)
return matches, mismatchField, Morgue.score(replayed)
end
return Replay