feat: add chebyshev, novaTargets and Polymorph.pool
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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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