feat: add Streaks.new, Streaks.record and Terrain.slide

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dualfroz committed 2026-09-08 15:57:47 +02:00
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-- Win/loss streak tracking over meta.lua's own run history: not "how many
-- wins in total" (Meta.recordRun's own totalRuns/wins tally already answers
-- that) but how many of the *most recent* runs in a row ended the same
-- way - the number that actually swings the instant a lucky or unlucky run
-- lands, unlike a lifetime win rate that a hundred prior runs already numbs.
local Streaks = {}
Streaks.HISTORY_CAP = 50
function Streaks.new()
return {}
end
-- Appends `won` (a boolean) as the newest entry, trimming the oldest once
-- history grows past Streaks.HISTORY_CAP - a streak only ever needs to look
-- back so far, and an unbounded history would grow meta.lua's save file
-- forever for no further benefit.
function Streaks.record(history, won)
history[#history + 1] = won
while #history > Streaks.HISTORY_CAP do
table.remove(history, 1)
end
end
-- Length of the run of identical outcomes ending at the most recent entry,
-- and which outcome that is - (0, nil) for an empty history. A single win
-- right after a loss reads as a streak of exactly 1, not 0: the run just
-- recorded is itself part of its own streak.
function Streaks.current(history)
if #history == 0 then return 0, nil end
local outcome = history[#history]
local length = 0
for i = #history, 1, -1 do
if history[i] ~= outcome then break end
length = length + 1
end
return length, outcome
end
-- The longest run of consecutive wins anywhere in history, not just the one
-- still active - a player's all-time best winning streak survives even
-- after it eventually breaks.
function Streaks.bestWinStreak(history)
local best, running = 0, 0
for _, won in ipairs(history) do
if won then
running = running + 1
if running > best then best = running end
else
running = 0
end
end
return best
end
return Streaks
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-- Permanent map terrain that punishes careless movement, as opposed to
-- hazards.lua's fire and gas which are timed and spawned mid-game. Lava
-- scorches whoever stands on it every time they step there, a chasm drops
-- the player to the floor below (or swallows a monster outright), and ice
-- keeps sliding a traveller in the direction they started moving until
-- something stops them. None of it spreads, fades, or needs saving beyond
-- the glyph already baked into the map by the builder.
local Tiles = require("tiles")
local Status = require("status")
local Resistances = require("resistances")
local Terrain = {}
Terrain.LAVA_DAMAGE = 8
-- Slides entity through consecutive ice tiles in direction (dx, dy), from
-- wherever it just came to rest. Stops the instant the current tile isn't
-- ice, the next cell is unwalkable, or another actor already occupies it -
-- so ice never carries a traveller through a wall or on top of someone else.
function Terrain.slide(level, entity, dx, dy)
local map = level.map
while map:get(entity.x, entity.y) == Tiles.ICE do
local nx, ny = entity.x + dx, entity.y + dy
if not map:isWalkable(nx, ny) then break end
if level:entityAt(nx, ny) then break end
entity.x, entity.y = nx, ny
end
end
-- Applies lava's burn to whoever is currently standing on it. Returns a log
-- line, or nil when the tile underfoot isn't lava.
function Terrain.afflictLava(level, entity)
if level.map:get(entity.x, entity.y) ~= Tiles.LAVA then return nil end
local dealt = Resistances.apply(entity, Terrain.LAVA_DAMAGE, Resistances.FIRE)
entity.hp = entity.hp - dealt
if dealt <= 0 then
return entity.kind == "player" and "you wade through the lava unharmed"
or string.format("%s wades through the lava unharmed", entity.name)
end
Status.apply(entity, Status.BURNING, 2, math.max(1, dealt // 3))
return string.format("molten rock sears %s for %d", entity.name, dealt)
end
function Terrain.isChasm(level, entity)
return level.map:get(entity.x, entity.y) == Tiles.CHASM
end
return Terrain
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-- Player ranged option that costs no mana: any spare weapon or potion sitting
-- in the inventory (not the one currently wielded) can be hurled at a monster
-- in range and line of sight. A thrown weapon hits harder than a melee swing
-- and lands where it struck, ready to be picked back up; a thrown potion
-- shatters and visits its effect on the target instead of the thrower, which
-- only makes sense for potions with a hostile reading.
local Los = require("los")
local Status = require("status")
local Items = require("items")
local Hazards = require("hazards")
local Resistances = require("resistances")
local Throwing = {}
Throwing.RANGE = 6
local POWER_MULT = 2
-- Hostile reading of each potion effect. Potions with no meaningful effect on
-- an enemy (healing, strength) just shatter harmlessly rather than helping
-- whoever they were thrown at.
local hostileEffects = {
poison = function(game, target)
Status.apply(target, Status.POISON, 6, 3)
Hazards.spawnGas(game.level, target.x, target.y, 4, 2)
return string.format("the potion shatters, poisoning %s in a cloud of fumes", target.name)
end,
haste = function(_, target)
Status.apply(target, Status.HASTE, 10, 1)
return string.format("the potion shatters, and %s bolts away", target.name)
end,
confuse = function(_, target)
Status.apply(target, Status.CONFUSE, 6, 1)
return string.format("the potion shatters, and %s reels in confusion", target.name)
end,
blind = function(_, target)
Status.apply(target, Status.BLIND, 6, 1)
return string.format("the potion shatters in a blinding flash, and %s is struck blind", target.name)
end,
-- Same hostile reading as haste above: lifting a dangerous target off the
-- ground lets it drift clear of whatever lava, chasm, or trap the thrower
-- was counting on to block or punish it (see status.lua's Status.LEVITATE),
-- so handing it to an enemy is a liability, not a gift.
levitate = function(_, target)
Status.apply(target, Status.LEVITATE, 10, 1)
return string.format("the potion shatters, and %s rises off the ground", target.name)
end,
}
function Throwing.canThrow(item)
return item.kind == Items.WEAPON or item.kind == Items.POTION
end
function Throwing.canReach(game, x1, y1, x2, y2)
local dist = math.max(math.abs(x1 - x2), math.abs(y1 - y2))
return dist <= Throwing.RANGE and Los.clear(game.level.map, x1, y1, x2, y2)
end
-- Resolves a thrown item against a target. Returns (true, lines) if the item
-- left the thrower's hand - whether or not it did anything useful on arrival
-- - or (false, lines) if the throw never happened at all.
function Throwing.resolve(game, thrower, item, target)
if not Throwing.canThrow(item) then
return false, { "that can't be thrown" }
end
if not target or not target:isAlive() then
return false, { "no target" }
end
if not Throwing.canReach(game, thrower.x, thrower.y, target.x, target.y) then
return false, { "you have no clear throw" }
end
if item.kind == Items.WEAPON then
local dmg = Resistances.apply(target, item.power * POWER_MULT, item.damageType or Resistances.PHYSICAL)
target.hp = target.hp - dmg
local lines = { string.format("your thrown %s hits %s for %d", item.name, target.name, dmg) }
game.level.floorItems[#game.level.floorItems + 1] = { x = target.x, y = target.y, item = item }
if not target:isAlive() then game:awardKill(target) end
return true, lines
end
local handler = hostileEffects[item.effect]
local line = handler and handler(game, target) or "the potion shatters harmlessly"
return true, { line }
end
return Throwing