92 lines
4.3 KiB
Lua
92 lines
4.3 KiB
Lua
-- 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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