feat: add Nodes.new, Nodes.isFallow and Noise.propagate

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dualfroz committed 2026-09-07 17:22:25 +02:00
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-- Renewable resource nodes scattered on the map: an ore vein pays out
-- crafting essence (crafting.lua's forging currency) and a gem seam yields a
-- raw tier-1 gem outright, both without spending a single turn in combat -
-- a genuine second income alongside killing monsters (Crafting.essenceFor),
-- not a strictly better replacement for it. Each node holds a fixed number
-- of charges before it plays out; a played-out node does not vanish, it goes
-- fallow and slowly reopens on its own, so a floor already cleared of
-- monsters still rewards a return visit. Nodes are plain data on
-- level.nodes, exactly like level.shrines and level.cauldrons, so they
-- serialize with no special save-format handling.
local Crafting = require("crafting")
local Nodes = {}
Nodes.ORE = "ore"
Nodes.GEM = "gem"
Nodes.glyphs = { [Nodes.ORE] = "O", [Nodes.GEM] = "M" }
Nodes.MAX_CHARGES = 3
Nodes.REGEN_TURNS = 40
Nodes.ORE_YIELD_MIN = 3
Nodes.ORE_YIELD_MAX = 7
-- A freshly placed node at full charges, never on cooldown. Builder stamps
-- x/y directly onto the returned table, matching how it stamps every other
-- floor feature (shrines, cauldrons, vault levers).
function Nodes.new(kind, element)
return { kind = kind, element = element, charges = Nodes.MAX_CHARGES, cooldown = 0 }
end
function Nodes.isFallow(node)
return node.charges <= 0
end
function Nodes.glyph(node)
return Nodes.glyphs[node.kind]
end
-- Extracts one charge's worth of resource from `node` into `game.player`.
-- Returns (false, line) without touching the node when it has nothing left
-- to give, or (true, line) once a charge is spent - dropping the node into
-- cooldown the instant that spends its last one.
function Nodes.harvest(game, node)
if Nodes.isFallow(node) then
return false, "the vein is played out; give it time to reopen"
end
node.charges = node.charges - 1
if node.charges <= 0 then node.cooldown = Nodes.REGEN_TURNS end
local player = game.player
if node.kind == Nodes.ORE then
local amount = math.floor(game.rng:range(Nodes.ORE_YIELD_MIN, Nodes.ORE_YIELD_MAX) * game:essenceMultiplier())
player.essence = player.essence + amount
return true, string.format("you chip %d essence from the ore vein", amount)
end
local gem = Crafting.gem(node.element, 1)
player.inventory[#player.inventory + 1] = gem
return true, "you pry a " .. gem.name .. " loose from the seam"
end
-- Advances every fallow node's cooldown one world round, exactly like
-- hazards.step advances fire and gas - called once per round, not per actor,
-- so a seeded run always reopens a vein on the identical turn regardless of
-- how many actors acted that round.
function Nodes.step(level)
for _, node in ipairs(level.nodes) do
if node.cooldown > 0 then
node.cooldown = node.cooldown - 1
if node.cooldown <= 0 then node.charges = Nodes.MAX_CHARGES end
end
end
end
return Nodes
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-- Sound propagation. Unlike los.lua's straight sightline, a noisy action's
-- racket bends around corners: it floods outward from its origin through
-- open, walkable cells only, using the same four-directional adjacency
-- astar.lua's own pathing already assumes (see its DIRS and game.lua's
-- MONSTER_DIRS), and fades by exactly one point of loudness for every step
-- the flood has to take to get there. A closed door or a solid wall stops
-- it dead - nothing leaks through a wall diagonally the way it might with
-- an eight-directional flood, so a noise never reaches anywhere a monster
-- could not actually have walked to investigate it.
--
-- The flood itself has no idea what a monster or a player is; it is a pure
-- function of the map, an origin and a starting loudness. game.lua's
-- Game:emitNoise is what turns a resulting field into a dormant monster
-- actually stirring (see stealth.lua's Stealth.hear).
local Noise = {}
local DIRS = { { 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 } }
-- Loudness constants for the actions game.lua wires up to emitNoise, tuned
-- so a whisper-quiet action (nothing currently that quiet) would decay
-- within a couple of cells while a pick striking stone carries the length
-- of a small floor.
Noise.MELEE = 6
Noise.RANGED = 6
Noise.THROW = 5
Noise.SPELL = 8
Noise.DIG = 9
-- Floods outward from (x, y) through walkable cells, returning a table
-- keyed by map:index(nx, ny) -> the loudness still remaining once the sound
-- has traveled there (loudness itself at the origin, decaying by one per
-- step, never revisiting a cell at an intensity no better than one already
-- recorded there). A cell the flood never reaches simply has no entry. The
-- origin itself need not be walkable - a pick striking solid rock (see
-- game.lua's Game:dig) is exactly as loud as one striking rubble - only the
-- cells the flood actually spreads into have to be open for anything to
-- ever stand in them and hear it.
function Noise.propagate(map, x, y, loudness)
local field = {}
if loudness <= 0 or not map:inBounds(x, y) then return field end
local startIdx = map:index(x, y)
field[startIdx] = loudness
local queue = { { x = x, y = y, intensity = loudness } }
local head = 1
while head <= #queue do
local cur = queue[head]
head = head + 1
if cur.intensity > 0 then
local nextIntensity = cur.intensity - 1
for _, dir in ipairs(DIRS) do
local nx, ny = cur.x + dir[1], cur.y + dir[2]
if map:isWalkable(nx, ny) then
local idx = map:index(nx, ny)
if (field[idx] or -1) < nextIntensity then
field[idx] = nextIntensity
queue[#queue + 1] = { x = nx, y = ny, intensity = nextIntensity }
end
end
end
end
end
return field
end
-- Remaining loudness a previously computed field still carries at (x, y),
-- or 0 for anywhere the flood never reached (including out of bounds, which
-- map:index would otherwise happily compute an index for).
function Noise.intensityAt(field, map, x, y)
if not map:inBounds(x, y) then return 0 end
return field[map:index(x, y)] or 0
end
return Noise