Files
warren/src/skills.lua
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Lua

-- Class skill trees. Each class (classes.lua) unlocks three skills, one
-- learned per skill point (granted on level-up, see progression.lua): an
-- active that spends the player's turn like a spell, and passives that fold
-- straight into combat/spells/ranged. Passive checks all guard on
-- `entity.skills` being present, so calling any of these on a monster (which
-- never has the field) is always a safe no-op - the same shape status.lua
-- uses for its own modifiers.
local Los = require("los")
local Items = require("items")
local Resistances = require("resistances")
local Skills = {}
Skills.active = {
cleave = { name = "cleave", class = "fighter", reqLevel = 1, cooldown = 3 },
secondWind = { name = "second wind", class = "fighter", reqLevel = 3, cooldown = 12 },
poisonBlade = { name = "poison blade", class = "rogue", reqLevel = 5, cooldown = 6 },
meditate = { name = "meditate", class = "mage", reqLevel = 3, cooldown = 0 },
multishot = { name = "multishot", class = "ranger", reqLevel = 1, cooldown = 5 },
}
Skills.passive = {
berserk = { name = "berserk", class = "fighter", reqLevel = 5 },
backstab = { name = "backstab", class = "rogue", reqLevel = 1 },
evasion = { name = "evasion", class = "rogue", reqLevel = 3 },
overload = { name = "overload", class = "mage", reqLevel = 1 },
manaShield = { name = "mana shield", class = "mage", reqLevel = 5 },
camouflage = { name = "camouflage", class = "ranger", reqLevel = 3 },
trueshot = { name = "trueshot", class = "ranger", reqLevel = 5 },
}
local function defOf(key)
return Skills.active[key] or Skills.passive[key]
end
-- Every skill key belonging to `classKey`, active and passive alike, in a
-- fixed alphabetical order so autopilot and tests see a stable pick sequence
-- regardless of Lua's unordered `pairs` iteration over the catalogs above.
function Skills.forClass(classKey)
local list = {}
for key, def in pairs(Skills.active) do
if def.class == classKey then list[#list + 1] = key end
end
for key, def in pairs(Skills.passive) do
if def.class == classKey then list[#list + 1] = key end
end
table.sort(list)
return list
end
function Skills.has(entity, key)
return entity.skills ~= nil and entity.skills[key] == true
end
-- Spends one of the player's skill points to permanently learn `key`.
-- Returns (true, message) on success or (false, message) with no state
-- changed - no point spent - on failure.
function Skills.learn(player, key)
local def = defOf(key)
if not def then return false, "there is no such skill" end
if player.class ~= def.class then return false, "that skill is not part of your training" end
if player.level < def.reqLevel then return false, "you are not experienced enough for that yet" end
if Skills.has(player, key) then return false, "you already know that" end
if (player.skillPoints or 0) <= 0 then return false, "you have no skill points to spend" end
player.skillPoints = player.skillPoints - 1
player.skills[key] = true
return true, "you learn " .. def.name
end
function Skills.tickCooldowns(player)
for key, turns in pairs(player.skillCooldowns) do
if turns > 0 then player.skillCooldowns[key] = turns - 1 end
end
end
-- Passive hooks. Each is a small, pure function of entity/game state so
-- combat.lua, spells.lua, ranged.lua and game.lua can call straight into it
-- without either side needing to know about the other's active-skill logic.
-- Rogue: a target still at full hp has not yet reacted to the fight, so the
-- first strike lands twice as hard.
function Skills.meleeDamageMultiplier(attacker, defender)
if Skills.has(attacker, "backstab") and defender.hp == defender.maxHp then
return 2
end
return 1
end
-- Rogue: a trained dodge fully negates an incoming melee hit one time in
-- four. Checks `has` before touching the rng so an unlearned/unlearnable
-- defender never perturbs the rng stream.
function Skills.evades(game, defender)
if not Skills.has(defender, "evasion") then return false end
return game.rng:chance(1, 4)
end
-- Fighter: a flat attack surge once hp drops to a third or less of max.
function Skills.attackBonus(entity)
if entity.skills and entity.skills.berserk and entity.hp <= entity.maxHp * 0.34 then
return 4
end
return 0
end
-- Mage: an actively maintained ward that lapses once the pool it draws on
-- runs low.
function Skills.defenseBonus(entity)
if entity.skills and entity.skills.manaShield and (entity.mana or 0) >= 5 then
return 3
end
return 0
end
-- Mage: damaging spells hit a quarter harder.
function Skills.spellDamageMultiplier(caster)
if Skills.has(caster, "overload") then return 1.25 end
return 1
end
-- Ranger: a steadier draw adds flat damage to every loosed arrow.
function Skills.rangedDamageBonus(entity)
if Skills.has(entity, "trueshot") then return 3 end
return 0
end
-- Ranger: blends into the dark. Only ever shrinks a monster's detection
-- range on a lightless floor - camouflage on a lit one would just be standing
-- in the open.
function Skills.detectionPenalty(player, dark)
if dark and Skills.has(player, "camouflage") then return 3 end
return 0
end
-- Active skills. Each takes the live `game` object (duck-typed, mirroring
-- spells.lua's Spells.cast) so it can log, award kills and touch level state
-- without skills.lua ever requiring the game module back.
local EIGHT_DIRS = {
{ 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 },
{ 1, 1 }, { 1, -1 }, { -1, 1 }, { -1, -1 },
}
local function statAttack(entity)
return entity.effectiveAttack and entity:effectiveAttack() or entity.attack
end
local function statDefense(entity)
return entity.effectiveDefense and entity:effectiveDefense() or entity.defense
end
-- Fighter: strikes the primary target in full through the normal attack path
-- (so backstab/riders/kill-xp all still apply) and every other monster
-- standing next to the player for half that raw swing.
function Skills.useCleave(game, target)
if not target or not target:isAlive() then return false, { "there is nothing there to cleave" } end
local player = game.player
local dist = math.max(math.abs(target.x - player.x), math.abs(target.y - player.y))
if dist > 1 then return false, { "cleave only reaches an adjacent foe" } end
player.skillCooldowns.cleave = Skills.active.cleave.cooldown
local lines = {}
game:playerAttack(target)
local damageType = (player.weapon and player.weapon.damageType) or Resistances.PHYSICAL
for _, dir in ipairs(EIGHT_DIRS) do
local other = game.level:entityAt(player.x + dir[1], player.y + dir[2])
if other and other ~= target and other:isAlive() then
local dealt = math.floor((statAttack(player) - statDefense(other)) * 0.5)
if dealt < 1 then dealt = 1 end
dealt = Resistances.apply(other, dealt, damageType)
other.hp = other.hp - dealt
lines[#lines + 1] = string.format("your cleave catches %s for %d", other.name, dealt)
if not other:isAlive() then game:awardKill(other) end
end
end
return true, lines
end
-- Fighter: an instant breather, restoring three tenths of max hp.
function Skills.useSecondWind(game)
local player = game.player
player.skillCooldowns.secondWind = Skills.active.secondWind.cooldown
local amount = math.floor(player.maxHp * 0.3)
local before = player.hp
player.hp = math.min(player.maxHp, player.hp + amount)
return true, { string.format("you catch your breath and recover %d", player.hp - before) }
end
-- Rogue: readies venom on the next melee swing rather than dealing damage
-- itself. Cooldown starts immediately so it cannot be re-readied before the
-- swing that consumes it even lands.
function Skills.usePoisonBlade(game)
local player = game.player
player.skillCooldowns.poisonBlade = Skills.active.poisonBlade.cooldown
player.pendingPoisonBlade = true
return true, { "your blade drips with venom" }
end
-- Consumes a readied poison blade, if any. Called from Game:playerAttack
-- after every melee hit so the very next swing - and only that one - carries
-- the venom.
function Skills.consumePoisonBlade(player)
if player.pendingPoisonBlade then
player.pendingPoisonBlade = nil
return true
end
return false
end
-- Mage: trades the turn for a flat mana refill, cheaper than waiting out the
-- passive one-per-turn regen from hungerTorchTick.
function Skills.useMeditate(game)
local player = game.player
local before = player.mana
player.mana = math.min(player.maxMana, player.mana + 6)
return true, { string.format("you meditate and recover %d mana", player.mana - before) }
end
local function firstAmmoIndex(entity)
for i, item in ipairs(entity.inventory) do
if item.kind == Items.AMMO and item.count > 0 then return i end
end
return nil
end
local function canReach(game, x1, y1, x2, y2, range)
local dist = math.max(math.abs(x1 - x2), math.abs(y1 - y2))
return dist <= range and Los.clear(game.level.map, x1, y1, x2, y2)
end
-- Ranger: a single arrow splits to strike up to two targets - the first for
-- a full shot, the second for half - and only ever costs one arrow.
function Skills.useMultishot(game, t1, t2)
local shooter = game.player
local bow = shooter.bow
if not bow then return false, { "you have no bow readied" } end
local ammoIdx = firstAmmoIndex(shooter)
if not ammoIdx then return false, { "you have no arrows left" } end
local targets = {}
for _, t in ipairs({ t1, t2 }) do
if t and t:isAlive() and canReach(game, shooter.x, shooter.y, t.x, t.y, bow.range) then
targets[#targets + 1] = t
end
end
if #targets == 0 then return false, { "no target in range" } end
shooter.skillCooldowns.multishot = Skills.active.multishot.cooldown
local ammo = shooter.inventory[ammoIdx]
ammo.count = ammo.count - 1
if ammo.count <= 0 then table.remove(shooter.inventory, ammoIdx) end
local lines = {}
for i, t in ipairs(targets) do
local share = (i == 1) and 1 or 0.5
local dealt = math.floor((shooter.baseAttack + bow.power - t:effectiveDefense()) * share)
if dealt < 1 then dealt = 1 end
dealt = Resistances.apply(t, dealt, Resistances.PHYSICAL)
t.hp = t.hp - dealt
lines[#lines + 1] = string.format("your arrow splits and strikes %s for %d", t.name, dealt)
if not t:isAlive() then game:awardKill(t) end
end
return true, lines
end
-- Attempts to use the active skill `key` on behalf of the player. Returns
-- (true, lines) on success or (false, lines) with an explanatory line and no
-- state changed on failure - unknown skill, still on cooldown, or the
-- specific skill's own preconditions.
function Skills.use(game, key, ...)
local def = Skills.active[key]
if not def then return false, { "you have no such skill to use" } end
local player = game.player
if not Skills.has(player, key) then return false, { "you haven't learned that skill" } end
if (player.skillCooldowns[key] or 0) > 0 then return false, { "that skill is not ready yet" } end
if key == "cleave" then return Skills.useCleave(game, ...)
elseif key == "secondWind" then return Skills.useSecondWind(game)
elseif key == "poisonBlade" then return Skills.usePoisonBlade(game)
elseif key == "meditate" then return Skills.useMeditate(game)
elseif key == "multishot" then return Skills.useMultishot(game, ...)
end
return false, { "that skill does nothing yet" }
end
return Skills