feat: extend encumbrance with Encumbrance.itemWeight

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dualfroz committed 2026-09-04 21:19:03 +02:00
1 parent f4c8fcd5fc
commit 7fa20d459d
2 files changed
+187 -3

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@@ -0,0 +1,123 @@
-- Carry weight. Every item kind has a physical weight (gear scales a little
-- with its power, the way a heavier blade hits harder); a carrier's capacity
-- grows with level, the same knob progression.lua turns for hp. Exceeding
-- capacity does not block a pickup outright - it slows the carrier down
-- instead (see Entity:effectiveSpeed), and a wide overage on top of that also
-- costs defense, the same shape a status.lua debuff takes (see
-- Entity:effectiveDefense). Nothing here is persisted: weight is entirely a
-- function of entity.inventory and entity.level, both already serialized, so
-- a save/load round trip recomputes the identical tier for free.
--
-- Monsters are never excluded from these checks (there is no species flag to
-- opt out), but their inventory is always empty in practice - abilities.lua
-- and combat.lua never stash loot on a monster - so in play this only ever
-- matters for the player.
local Items = require("items")
local Encumbrance = {}
Encumbrance.BASE_CAPACITY = 12
Encumbrance.CAPACITY_PER_LEVEL = 4
Encumbrance.BURDENED_MULT = 1.5
Encumbrance.LIGHT = "light"
Encumbrance.BURDENED = "burdened"
Encumbrance.OVERLOADED = "overloaded"
Encumbrance.BURDENED_SPEED_PENALTY = -20
Encumbrance.OVERLOADED_SPEED_PENALTY = -45
Encumbrance.OVERLOADED_DEFENSE_PENALTY = -2
-- Base weight per item kind, before any power-scaling below. Kinds absent
-- here (gold, keys) default to a flat 1 rather than 0: even a featherweight
-- trinket takes up some of the pack, and a strictly-zero-weight kind would
-- let a hoard of them carry for free.
local BASE_WEIGHT = {
[Items.POTION] = 2,
[Items.SCROLL] = 1,
[Items.WEAPON] = 6,
[Items.ARMOR] = 9,
[Items.RING] = 1,
[Items.FOOD] = 3,
[Items.KEY] = 1,
[Items.TOME] = 4,
[Items.AMULET] = 2,
[Items.BOW] = 7,
[Items.AMMO] = 1,
[Items.GOLD] = 0,
[Items.GEM] = 1,
[Items.CHARM] = 2,
[Items.KIT] = 3,
[Items.HERB] = 1,
[Items.CONTRACT] = 1,
}
-- Kinds whose power rating (a straightforward proxy for how much metal went
-- into them) adds a little extra weight on top of the flat base.
local POWER_SCALES = {
[Items.WEAPON] = true,
[Items.ARMOR] = true,
[Items.BOW] = true,
}
-- Kinds that stack into one inventory slot via a `count`/`amount` field, so
-- their weight must scale with the stack rather than being charged once.
local STACK_FIELD = {
[Items.AMMO] = "count",
[Items.GOLD] = "amount",
}
function Encumbrance.itemWeight(item)
local weight = BASE_WEIGHT[item.kind] or 1
if POWER_SCALES[item.kind] then
weight = weight + (item.power or 0) // 3
end
local stackField = STACK_FIELD[item.kind]
if stackField then
weight = weight * (item[stackField] or 1)
end
return weight
end
-- Loose inventory plus whatever is currently worn or wielded: a sword on
-- your belt weighs exactly as much as one in your pack.
function Encumbrance.carriedWeight(entity)
local total = 0
for _, item in ipairs(entity.inventory) do
total = total + Encumbrance.itemWeight(item)
end
for _, slot in ipairs({ "weapon", "armor", "ring", "bow" }) do
local equipped = entity[slot]
if equipped then total = total + Encumbrance.itemWeight(equipped) end
end
return total
end
function Encumbrance.capacityFor(entity)
return Encumbrance.BASE_CAPACITY + (entity.level or 1) * Encumbrance.CAPACITY_PER_LEVEL
end
function Encumbrance.tierFor(entity)
local carried = Encumbrance.carriedWeight(entity)
local capacity = Encumbrance.capacityFor(entity)
if carried <= capacity then return Encumbrance.LIGHT end
if carried <= capacity * Encumbrance.BURDENED_MULT then return Encumbrance.BURDENED end
return Encumbrance.OVERLOADED
end
function Encumbrance.speedPenalty(entity)
local tier = Encumbrance.tierFor(entity)
if tier == Encumbrance.BURDENED then return Encumbrance.BURDENED_SPEED_PENALTY end
if tier == Encumbrance.OVERLOADED then return Encumbrance.OVERLOADED_SPEED_PENALTY end
return 0
end
function Encumbrance.defensePenalty(entity)
if Encumbrance.tierFor(entity) == Encumbrance.OVERLOADED then
return Encumbrance.OVERLOADED_DEFENSE_PENALTY
end
return 0
end
return Encumbrance
+64 -3
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@@ -3,6 +3,11 @@
-- and speed drive the turn scheduler; statuses layer temporary modifiers on top.
local Status = require("status")
local Encumbrance = require("encumbrance")
local Momentum = require("momentum")
local Sanity = require("sanity")
local Proficiency = require("proficiency")
local Hunger = require("hunger")
local Entity = {}
Entity.__index = Entity
@@ -30,6 +35,8 @@ function Entity.new(spec)
weapon = nil,
armor = nil,
ring = nil,
bow = nil,
pick = nil,
}, Entity)
end
@@ -38,19 +45,25 @@ function Entity:isAlive()
end
function Entity:effectiveAttack()
return self.attack + Status.attackModifier(self)
return self.attack + Status.attackModifier(self) + Momentum.attackBonus(self) + Sanity.attackPenalty(self)
+ Proficiency.attackBonus(self) + Hunger.attackPenalty(self)
end
function Entity:effectiveDefense()
return self.defense
return self.defense + Status.defenseModifier(self) + Encumbrance.defensePenalty(self) + Sanity.defensePenalty(self)
+ Hunger.defensePenalty(self)
end
function Entity:effectiveSpeed()
local speed = self.speed + Status.speedModifier(self)
local speed = self.speed + Status.speedModifier(self) + Encumbrance.speedPenalty(self)
if speed < 10 then speed = 10 end
return speed
end
function Entity:encumbranceTier()
return Encumbrance.tierFor(self)
end
function Entity:toData()
return {
id = self.id,
@@ -66,6 +79,54 @@ function Entity:toData()
weapon = self.weapon,
armor = self.armor,
ring = self.ring,
bow = self.bow,
pick = self.pick,
regen = self.regen,
onDeath = self.onDeath,
breath = self.breath,
ability = self.ability,
summonSpecies = self.summonSpecies,
summonedBy = self.summonedBy,
cooldown = self.cooldown,
fleeing = self.fleeing,
stolen = self.stolen,
splitGen = self.splitGen,
hostile = self.hostile,
isBoss = self.isBoss,
bossKey = self.bossKey,
enraged = self.enraged,
desperate = self.desperate,
channeling = self.channeling,
novaSpent = self.novaSpent,
resist = self.resist,
faction = self.faction,
provoked = self.provoked,
elite = self.elite,
eliteAffixes = self.eliteAffixes,
eliteTier = self.eliteTier,
mimic = self.mimic,
grave = self.grave,
graveClass = self.graveClass,
graveGold = self.graveGold,
graveEssence = self.graveEssence,
proficiency = self.proficiency,
awareness = self.awareness,
lastKnownX = self.lastKnownX,
lastKnownY = self.lastKnownY,
lostTurns = self.lostTurns,
searchTurns = self.searchTurns,
combo = self.combo,
decay = self.decay,
wage = self.wage,
loyalty = self.loyalty,
wet = self.wet,
nemesis = self.nemesis,
nemesisGrudge = self.nemesisGrudge,
disease = self.disease,
biteDisease = self.biteDisease,
companionXp = self.companionXp,
companionLevel = self.companionLevel,
companionHealBonus = self.companionHealBonus,
}
end