feat: add Skills.useCleave and Skills.useSecondWind to skills

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dualfroz committed 2026-09-08 11:16:35 +02:00
1 parent 8bfda74526
commit a9bc66b73d
1 file changed
+130
+130
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@@ -149,3 +149,133 @@ local function statDefense(entity)
return entity.effectiveDefense and entity:effectiveDefense() or entity.defense
end
-- Fighter: strikes the primary target in full through the normal attack path
-- (so backstab/riders/kill-xp all still apply) and every other monster
-- standing next to the player for half that raw swing.
function Skills.useCleave(game, target)
if not target or not target:isAlive() then return false, { "there is nothing there to cleave" } end
local player = game.player
local dist = math.max(math.abs(target.x - player.x), math.abs(target.y - player.y))
if dist > 1 then return false, { "cleave only reaches an adjacent foe" } end
player.skillCooldowns.cleave = Skills.active.cleave.cooldown
local lines = {}
game:playerAttack(target)
local damageType = (player.weapon and player.weapon.damageType) or Resistances.PHYSICAL
for _, dir in ipairs(EIGHT_DIRS) do
local other = game.level:entityAt(player.x + dir[1], player.y + dir[2])
if other and other ~= target and other:isAlive() then
local dealt = math.floor((statAttack(player) - statDefense(other)) * 0.5)
if dealt < 1 then dealt = 1 end
dealt = Resistances.apply(other, dealt, damageType)
other.hp = other.hp - dealt
lines[#lines + 1] = string.format("your cleave catches %s for %d", other.name, dealt)
if not other:isAlive() then game:awardKill(other) end
end
end
return true, lines
end
-- Fighter: an instant breather, restoring three tenths of max hp.
function Skills.useSecondWind(game)
local player = game.player
player.skillCooldowns.secondWind = Skills.active.secondWind.cooldown
local amount = math.floor(player.maxHp * 0.3)
local before = player.hp
player.hp = math.min(player.maxHp, player.hp + amount)
return true, { string.format("you catch your breath and recover %d", player.hp - before) }
end
-- Rogue: readies venom on the next melee swing rather than dealing damage
-- itself. Cooldown starts immediately so it cannot be re-readied before the
-- swing that consumes it even lands.
function Skills.usePoisonBlade(game)
local player = game.player
player.skillCooldowns.poisonBlade = Skills.active.poisonBlade.cooldown
player.pendingPoisonBlade = true
return true, { "your blade drips with venom" }
end
-- Consumes a readied poison blade, if any. Called from Game:playerAttack
-- after every melee hit so the very next swing - and only that one - carries
-- the venom.
function Skills.consumePoisonBlade(player)
if player.pendingPoisonBlade then
player.pendingPoisonBlade = nil
return true
end
return false
end
-- Mage: trades the turn for a flat mana refill, cheaper than waiting out the
-- passive one-per-turn regen from hungerTorchTick.
function Skills.useMeditate(game)
local player = game.player
local before = player.mana
player.mana = math.min(player.maxMana, player.mana + 6)
return true, { string.format("you meditate and recover %d mana", player.mana - before) }
end
local function firstAmmoIndex(entity)
for i, item in ipairs(entity.inventory) do
if item.kind == Items.AMMO and item.count > 0 then return i end
end
return nil
end
local function canReach(game, x1, y1, x2, y2, range)
local dist = math.max(math.abs(x1 - x2), math.abs(y1 - y2))
return dist <= range and Los.clear(game.level.map, x1, y1, x2, y2)
end
-- Ranger: a single arrow splits to strike up to two targets - the first for
-- a full shot, the second for half - and only ever costs one arrow.
function Skills.useMultishot(game, t1, t2)
local shooter = game.player
local bow = shooter.bow
if not bow then return false, { "you have no bow readied" } end
local ammoIdx = firstAmmoIndex(shooter)
if not ammoIdx then return false, { "you have no arrows left" } end
local targets = {}
for _, t in ipairs({ t1, t2 }) do
if t and t:isAlive() and canReach(game, shooter.x, shooter.y, t.x, t.y, bow.range) then
targets[#targets + 1] = t
end
end
if #targets == 0 then return false, { "no target in range" } end
shooter.skillCooldowns.multishot = Skills.active.multishot.cooldown
local ammo = shooter.inventory[ammoIdx]
ammo.count = ammo.count - 1
if ammo.count <= 0 then table.remove(shooter.inventory, ammoIdx) end
local lines = {}
for i, t in ipairs(targets) do
local share = (i == 1) and 1 or 0.5
local dealt = math.floor((shooter.baseAttack + bow.power - t:effectiveDefense()) * share)
if dealt < 1 then dealt = 1 end
dealt = Resistances.apply(t, dealt, Resistances.PHYSICAL)
t.hp = t.hp - dealt
lines[#lines + 1] = string.format("your arrow splits and strikes %s for %d", t.name, dealt)
if not t:isAlive() then game:awardKill(t) end
end
return true, lines
end
-- Attempts to use the active skill `key` on behalf of the player. Returns
-- (true, lines) on success or (false, lines) with an explanatory line and no
-- state changed on failure - unknown skill, still on cooldown, or the
-- specific skill's own preconditions.
function Skills.use(game, key, ...)
local def = Skills.active[key]
if not def then return false, { "you have no such skill to use" } end
local player = game.player
if not Skills.has(player, key) then return false, { "you haven't learned that skill" } end
if (player.skillCooldowns[key] or 0) > 0 then return false, { "that skill is not ready yet" } end
if key == "cleave" then return Skills.useCleave(game, ...)
elseif key == "secondWind" then return Skills.useSecondWind(game)
elseif key == "poisonBlade" then return Skills.usePoisonBlade(game)
elseif key == "meditate" then return Skills.useMeditate(game)
elseif key == "multishot" then return Skills.useMultishot(game, ...)
end
return false, { "that skill does nothing yet" }
end
return Skills