feat: add Nodes.new, Nodes.isFallow and Noise.propagate
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-- Renewable resource nodes scattered on the map: an ore vein pays out
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-- crafting essence (crafting.lua's forging currency) and a gem seam yields a
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-- raw tier-1 gem outright, both without spending a single turn in combat -
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-- a genuine second income alongside killing monsters (Crafting.essenceFor),
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-- not a strictly better replacement for it. Each node holds a fixed number
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-- of charges before it plays out; a played-out node does not vanish, it goes
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-- fallow and slowly reopens on its own, so a floor already cleared of
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-- monsters still rewards a return visit. Nodes are plain data on
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-- level.nodes, exactly like level.shrines and level.cauldrons, so they
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-- serialize with no special save-format handling.
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local Crafting = require("crafting")
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local Nodes = {}
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Nodes.ORE = "ore"
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Nodes.GEM = "gem"
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Nodes.glyphs = { [Nodes.ORE] = "O", [Nodes.GEM] = "M" }
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Nodes.MAX_CHARGES = 3
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Nodes.REGEN_TURNS = 40
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Nodes.ORE_YIELD_MIN = 3
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Nodes.ORE_YIELD_MAX = 7
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-- A freshly placed node at full charges, never on cooldown. Builder stamps
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-- x/y directly onto the returned table, matching how it stamps every other
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-- floor feature (shrines, cauldrons, vault levers).
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function Nodes.new(kind, element)
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return { kind = kind, element = element, charges = Nodes.MAX_CHARGES, cooldown = 0 }
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end
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function Nodes.isFallow(node)
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return node.charges <= 0
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end
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function Nodes.glyph(node)
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return Nodes.glyphs[node.kind]
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end
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-- Extracts one charge's worth of resource from `node` into `game.player`.
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-- Returns (false, line) without touching the node when it has nothing left
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-- to give, or (true, line) once a charge is spent - dropping the node into
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-- cooldown the instant that spends its last one.
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function Nodes.harvest(game, node)
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if Nodes.isFallow(node) then
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return false, "the vein is played out; give it time to reopen"
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end
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node.charges = node.charges - 1
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if node.charges <= 0 then node.cooldown = Nodes.REGEN_TURNS end
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local player = game.player
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if node.kind == Nodes.ORE then
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local amount = math.floor(game.rng:range(Nodes.ORE_YIELD_MIN, Nodes.ORE_YIELD_MAX) * game:essenceMultiplier())
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player.essence = player.essence + amount
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return true, string.format("you chip %d essence from the ore vein", amount)
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end
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local gem = Crafting.gem(node.element, 1)
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player.inventory[#player.inventory + 1] = gem
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return true, "you pry a " .. gem.name .. " loose from the seam"
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end
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-- Advances every fallow node's cooldown one world round, exactly like
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-- hazards.step advances fire and gas - called once per round, not per actor,
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-- so a seeded run always reopens a vein on the identical turn regardless of
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-- how many actors acted that round.
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function Nodes.step(level)
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for _, node in ipairs(level.nodes) do
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if node.cooldown > 0 then
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node.cooldown = node.cooldown - 1
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if node.cooldown <= 0 then node.charges = Nodes.MAX_CHARGES end
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end
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end
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end
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return Nodes
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