feat: add csvField, Export.leaderboardCsv and Factions.areRivals

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dualfroz committed 2026-09-04 23:39:28 +02:00
1 parent 104157745f
commit e188355386
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-- Renders meta.lua's own leaderboard as CSV text, one row per entry, for a
-- player who wants their run history in a spreadsheet rather than
-- warren.lua's own --report listing. A leaderboard entry's exact field set
-- (see leaderboard.lua's Leaderboard.record) becomes the exact column set
-- here, so the header row and every data row are always built from the
-- same list and can never drift apart from each other.
local Compendium = require("compendium")
local Export = {}
Export.COLUMNS = { "rank", "score", "className", "depth", "turn", "won", "seed" }
Export.COMPENDIUM_COLUMNS = { "key", "name", "seen", "kills" }
local function csvField(value)
if value == nil then return "" end
if value == true then return "true" end
if value == false then return "false" end
return tostring(value)
end
-- One CSV document: a header row naming Export.COLUMNS, then one row per
-- `board` entry in its own existing order (best score first, see
-- Leaderboard.record) with a 1-based rank column prepended.
function Export.leaderboardCsv(board)
local lines = { table.concat(Export.COLUMNS, ",") }
for rank, entry in ipairs(board) do
local row = { rank, entry.score, entry.className, entry.depth, entry.turn, entry.won, entry.seed }
for i, value in ipairs(row) do row[i] = csvField(value) end
lines[#lines + 1] = table.concat(row, ",")
end
return table.concat(lines, "\n") .. "\n"
end
-- One CSV document over every species Compendium.entries knows about (see
-- compendium.lua), sighted or not - so an export always lists the whole
-- bestiary's shape, not just whatever a given save has stumbled across.
function Export.compendiumCsv(compendium)
local lines = { table.concat(Export.COMPENDIUM_COLUMNS, ",") }
for _, entry in ipairs(Compendium.entries(compendium)) do
local row = { entry.key, entry.name, entry.seen, entry.kills }
for i, value in ipairs(row) do row[i] = csvField(value) end
lines[#lines + 1] = table.concat(row, ",")
end
return table.concat(lines, "\n") .. "\n"
end
return Export
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-- Faction standing. Every hostile species in the bestiary carries a `faction`
-- tag; the player carries a `reputation` table scoring how each faction feels
-- about them, starting neutral (an absent entry reads as 0). Killing a
-- faction's members sours that score; paying tribute or turning in a bounty
-- sweetens it. Reputation then feeds back into the world two ways: a
-- tribal faction tagged "neutral" (see neutralFactions) leaves its members
-- passively unprovoked until the player either strikes first or has enraged
-- the whole tribe by other means, and the merchant guild's prices rise or
-- fall with how the player stands with it.
local Factions = {}
Factions.MERCHANT = "merchant"
Factions.GOBLINOID = "goblinoid"
Factions.VERMIN = "vermin"
Factions.ORCISH = "orcish"
Factions.UNDEAD = "undead"
Factions.BEAST = "beast"
Factions.CULT = "cult"
Factions.DRAKE = "drake"
Factions.BANDIT = "bandit"
-- Factions whose rank-and-file stay passive - see Factions.isWary - unless
-- provoked in melee/at range or already hated into open hostility.
Factions.neutralFactions = { [Factions.GOBLINOID] = true }
-- Faction pairs that loathe each other regardless of the player: two
-- monsters from an unrelated pair here fight on sight if they ever share a
-- floor (see infighting.lua), no discord spell required. Listed once per
-- pair; Factions.areRivals checks both directions. Deliberately excludes any
-- faction pairing with a summon relationship (CULT raises UNDEAD minions)
-- so a caster is never made to loathe its own summoned brood.
Factions.RIVALRIES = {
{ Factions.GOBLINOID, Factions.ORCISH },
{ Factions.BANDIT, Factions.MERCHANT },
{ Factions.VERMIN, Factions.BEAST },
}
function Factions.areRivals(factionA, factionB)
if not factionA or not factionB or factionA == factionB then return false end
for _, pair in ipairs(Factions.RIVALRIES) do
if (pair[1] == factionA and pair[2] == factionB) or (pair[1] == factionB and pair[2] == factionA) then
return true
end
end
return false
end
local HOSTILE_MAX = -30
local UNFRIENDLY_MAX = -10
local FRIENDLY_MIN = 25
local HONORED_MIN = 60
local PRICE_MULTIPLIER = {
hostile = 1.5, unfriendly = 1.15, neutral = 1.0, friendly = 0.85, honored = 0.65,
}
local KILL_PENALTY = 5
local BOSS_KILL_PENALTY = 15
local BASE_APPEASE_COST = 20
local APPEASE_GAIN = 15
function Factions.reputationFor(player, faction)
return (player.reputation and player.reputation[faction]) or 0
end
-- The named tier a raw reputation score falls into, from most soured to most
-- warm. Ties resolve toward the harsher tier so a score sitting exactly on a
-- boundary reads as the tier it just reached rather than the one it left.
function Factions.tier(rep)
if rep <= HOSTILE_MAX then return "hostile" end
if rep <= UNFRIENDLY_MAX then return "unfriendly" end
if rep >= HONORED_MIN then return "honored" end
if rep >= FRIENDLY_MIN then return "friendly" end
return "neutral"
end
-- Nudges `faction`'s standing by `delta`, clamped to +-100, creating the
-- player's reputation table on first use.
function Factions.adjust(player, faction, delta)
player.reputation = player.reputation or {}
local updated = Factions.reputationFor(player, faction) + delta
if updated > 100 then updated = 100 end
if updated < -100 then updated = -100 end
player.reputation[faction] = updated
return updated
end
-- Called once per monster a player action fells: unfactioned kills (traps,
-- hazards with no owning species) are simply ignored.
function Factions.registerKill(player, target)
if not target.faction then return end
Factions.adjust(player, target.faction, target.isBoss and -BOSS_KILL_PENALTY or -KILL_PENALTY)
end
-- Whether `faction`'s members currently hold back from attacking on sight.
-- Non-tribal factions are never wary; a tribal one stops being wary the
-- instant the whole faction's standing curdles into open hostility.
function Factions.isWary(player, monster)
local faction = monster.faction
if not (faction and Factions.neutralFactions[faction]) then return false end
if monster.provoked then return false end
return Factions.tier(Factions.reputationFor(player, faction)) ~= "hostile"
end
function Factions.priceMultiplier(player, faction)
return PRICE_MULTIPLIER[Factions.tier(Factions.reputationFor(player, faction))]
end
-- Gold cost of the next tribute to `faction`: a flat base that climbs the
-- deeper the grudge already runs, so digging out of "hostile" costs more
-- than smoothing over a merely "unfriendly" one.
function Factions.appeaseCost(player, faction)
return BASE_APPEASE_COST + math.max(0, -Factions.reputationFor(player, faction)) * 2
end
-- Spends gold to buy `faction`'s standing up by a fixed amount. Returns
-- (true, costPaid) on success; (false, cost) when the player cannot afford
-- it; (false, 0) when the faction is already maxed out and has nothing left
-- to sell.
function Factions.appease(player, faction)
if Factions.reputationFor(player, faction) >= 100 then return false, 0 end
local cost = Factions.appeaseCost(player, faction)
if player.gold < cost then return false, cost end
player.gold = player.gold - cost
Factions.adjust(player, faction, APPEASE_GAIN)
return true, cost
end
return Factions