feat: add chebyshev, novaTargets and Polymorph.pool
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-- A boss's second, harder-won escalation beyond bosses.lua's enrage. Enrage
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-- is a single instantaneous stat bump that never costs the boss a turn; a
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-- desperation phase is a two-turn state machine that consumes both turns
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-- outright once the boss is battered all the way down to its catalog
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-- desperateAt threshold:
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-- 1. brace - the boss telegraphs for one full turn, a visible defense
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-- spike (desperateDefenseBonus) warning the player something is coming
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-- without yet hurting anyone.
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-- 2. unleash - on its very next turn the boss reverts that defense spike
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-- and detonates a single cataclysm, dealing novaDamage to the player
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-- and to every companion, hireling or thrall still within novaRadius.
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-- The cataclysm fires at most once per boss: novaSpent latches permanently
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-- the moment it lands, so a fight survived past it settles back into the
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-- boss's ordinary ability/ai behaviour (abilities.lua) for good. A boss with
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-- no desperateAt in its catalog entry (none outside bosses.lua today) never
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-- enters this state machine at all.
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--
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-- Bracing and unleashing both consume the boss's entire turn - the caller
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-- (Game:takeMonsterTurn) must skip Stealth.tick, Abilities.tryAct and
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-- Ai.act whenever Phases.tick reports the turn consumed, exactly as it
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-- already skips them all under Status.skipsTurn.
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local Bosses = require("bosses")
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local Phases = {}
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local function chebyshev(ax, ay, bx, by)
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return math.max(math.abs(ax - bx), math.abs(ay - by))
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end
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-- Everyone the cataclysm can reach: the player when in range, plus every
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-- living companion, hireling or thrall within the same radius - the same
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-- three-way ally kind the rest of the engine treats as a single "player's
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-- own side" (see game.lua's isPlayerAlly, infighting.lua, and the noise/
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-- confuse/blind symmetry work across companions.lua/mercenaries.lua/
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-- reanimation.lua). A wild monster caught nearby is never a target - a
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-- boss's desperate gambit is aimed at the party that cornered it, not at
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-- whatever else happens to be on the floor (mirrors Bosses itself only ever
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-- threatening the player's side).
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local function novaTargets(game, monster, radius)
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local targets = {}
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if chebyshev(game.player.x, game.player.y, monster.x, monster.y) <= radius then
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targets[#targets + 1] = game.player
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end
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for _, other in ipairs(game.level.entities) do
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if other:isAlive() and (other.kind == "companion" or other.kind == "hireling" or other.kind == "thrall")
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and chebyshev(other.x, other.y, monster.x, monster.y) <= radius then
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targets[#targets + 1] = other
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end
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end
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return targets
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end
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-- Called once per boss turn, at the same point Bosses.tryEnrage already
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-- runs in Game:takeMonsterTurn (after status/hazard/regen, before every
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-- other action). Returns (line, consumedTurn); consumedTurn true means the
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-- caller must skip everything else this turn, bracing and unleashing both
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-- being the entire point of the turn they happen on.
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function Phases.tick(game, monster)
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if not monster.isBoss or not monster:isAlive() then return nil, false end
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local spec = Bosses.byKey[monster.bossKey]
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if not spec or not spec.desperateAt then return nil, false end
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if monster.channeling then
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monster.channeling = false
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monster.novaSpent = true
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monster.defense = monster.defense - spec.desperateDefenseBonus
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monster.baseDefense = monster.baseDefense - spec.desperateDefenseBonus
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local hit = {}
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for _, victim in ipairs(novaTargets(game, monster, spec.novaRadius)) do
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victim.hp = victim.hp - spec.novaDamage
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hit[#hit + 1] = victim == game.player and "you" or victim.name
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end
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if #hit == 0 then
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return string.format("%s unleashes a cataclysm that finds no one in range", monster.name), true
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end
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return string.format("%s unleashes a cataclysm on %s for %d", monster.name,
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table.concat(hit, ", "), spec.novaDamage), true
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end
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if monster.novaSpent or monster.desperate then return nil, false end
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if monster.hp > monster.maxHp * spec.desperateAt then return nil, false end
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monster.desperate = true
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monster.channeling = true
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monster.defense = monster.defense + spec.desperateDefenseBonus
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monster.baseDefense = monster.baseDefense + spec.desperateDefenseBonus
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return string.format("%s reels and begins channeling a desperate cataclysm", monster.name), true
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end
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return Phases
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@@ -0,0 +1,63 @@
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-- Rewrites an entity's very body into a different bestiary species mid-run.
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-- Unlike affixes.lua or runewords.lua, which layer bonuses on top of a fixed
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-- body, a polymorph replaces the body outright: name, glyph, ai behaviour,
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-- attack, defense, speed, resistances, faction and any ability tag all come
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-- from the new species wholesale, the same fields Monsters.create stamps
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-- onto a fresh spawn. Only the current hp fraction survives the swap, so a
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-- polymorph is never a cheap full heal and never an outright kill either.
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-- Mutation happens in place on the entity table already held everywhere
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-- else (the turn scheduler, level.entities, a live nemesis reference), so
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-- nothing needs to re-look-up or re-insert anything after a transform.
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local Monsters = require("monsters")
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local Polymorph = {}
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-- Species a polymorph may land on at `depth`, in Monsters.species order so a
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-- given rng draw is deterministic. Excludes the shopkeeper outright: its
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-- "vend" behaviour idles forever once out of the shop context a polymorphed
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-- body would never occupy, leaving it neither hostile nor useful to anyone.
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function Polymorph.pool(depth)
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local eligible = {}
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for _, spec in ipairs(Monsters.species) do
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if spec.key ~= "shopkeeper" and spec.minDepth <= depth then
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eligible[#eligible + 1] = spec
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end
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end
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return eligible
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end
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-- Transforms `entity` in place into a random species drawn from `pool`,
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-- excluding whatever species it already is so a polymorph always changes
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-- something. Returns the species table it became, or nil (entity untouched)
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-- if `pool` has nothing left to offer once the current species is excluded.
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function Polymorph.transform(entity, rng, pool)
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local choices = {}
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for _, spec in ipairs(pool) do
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if spec.key ~= entity.species then choices[#choices + 1] = spec end
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end
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if #choices == 0 then return nil end
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local spec = choices[rng:range(1, #choices)]
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local fraction = entity.maxHp > 0 and (entity.hp / entity.maxHp) or 1
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entity.glyph = spec.glyph
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entity.name = spec.name
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entity.species = spec.key
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entity.ai = spec.ai
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entity.maxHp = spec.hp
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entity.hp = math.max(1, math.floor(spec.hp * fraction + 0.5))
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entity.attack = spec.attack
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entity.defense = spec.defense
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entity.speed = spec.speed
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entity.range = spec.range or 0
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entity.regen = spec.regen
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entity.onDeath = spec.onDeath
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entity.breath = spec.breath
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entity.ability = spec.ability
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entity.summonSpecies = spec.summonSpecies
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entity.cooldown = 0
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entity.resist = spec.resist
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entity.faction = spec.faction
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return spec
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end
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return Polymorph
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