Files
warren/src/spells.lua
T

250 lines
10 KiB
Lua

-- Mana-fuelled spellbook. Spells are learned permanently from tomes (see
-- Items.TOME) and cast by spending mana from a pool that regenerates each
-- player turn. Targeted spells additionally need line of sight and range,
-- checked here before any mana is spent so a bad cast is free. Damage and
-- teleport spells reach into the game the same way potion/scroll effects do.
local Los = require("los")
local Status = require("status")
local Skills = require("skills")
local Resistances = require("resistances")
local Conductivity = require("conductivity")
local Polymorph = require("polymorph")
local Disease = require("disease")
local Spells = {}
local DIRS4 = { { 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 } }
-- Every walkable, unoccupied cell within `radius` orthogonal steps of the
-- caster, excluding the caster's own cell. Used by blink so a short-range
-- teleport only ever lands somewhere the caster could in principle walk to.
local function reachableWithin(game, caster, radius)
local map = game.level.map
local start = map:index(caster.x, caster.y)
local dist = { [start] = 0 }
local queue = { { caster.x, caster.y, start } }
local head = 1
local cells = {}
while head <= #queue do
local cur = queue[head]
head = head + 1
local cx, cy, idx = cur[1], cur[2], cur[3]
local d = dist[idx]
if idx ~= start then cells[#cells + 1] = { x = cx, y = cy } end
if d < radius then
for _, dir in ipairs(DIRS4) do
local nx, ny = cx + dir[1], cy + dir[2]
if map:inBounds(nx, ny) and map:isWalkable(nx, ny) then
local nIdx = map:index(nx, ny)
if not dist[nIdx] then
dist[nIdx] = d + 1
queue[#queue + 1] = { nx, ny, nIdx }
end
end
end
end
end
return cells
end
Spells.catalog = {
missile = {
name = "magic missile", cost = 3, targeted = true, range = 6,
cast = function(game, caster, target)
local raw = math.floor((6 + (caster.level or 1)) * Skills.spellDamageMultiplier(caster))
local dmg = Resistances.apply(target, raw, Resistances.ARCANE)
target.hp = target.hp - dmg
if dmg <= 0 then
game.log:add(string.format("a bolt of force washes over %s harmlessly", target.name))
else
game.log:add(string.format("a bolt of force hits %s for %d", target.name, dmg))
end
if not target:isAlive() then game:awardKill(target) end
return {}
end,
},
heal = {
name = "minor heal", cost = 5, targeted = false,
cast = function(_, caster)
local amount = 10 + (caster.level or 1) * 2
local before = caster.hp
caster.hp = math.min(caster.maxHp, caster.hp + amount)
return { string.format("you mend for %d", caster.hp - before) }
end,
},
-- Mirrors effects.lua's "cure" potion handler (both lift disease and every
-- Status.HOSTILE debuff) but reachable without needing the item on hand -
-- until now the only way to shed poison/burning/stun/slow/weaken/discord/
-- confuse/blind was to survive until they expired on their own.
cleanse = {
name = "cleansing ward", cost = 5, targeted = false,
cast = function(_, caster)
local diseaseCured = Disease.cure(caster)
local lifted = Status.cureHostile(caster)
if diseaseCured and #lifted > 0 then
return { string.format("your affliction lifts, and the %s fades", table.concat(lifted, ", ")) }
elseif diseaseCured then
return { "your affliction lifts" }
elseif #lifted > 0 then
return { string.format("the %s fades", table.concat(lifted, ", ")) }
end
return { "you feel a faint tingle, but had nothing to cleanse" }
end,
},
shield = {
name = "arcane shield", cost = 4, targeted = false,
cast = function(_, caster)
Status.apply(caster, Status.SHIELD, 15, 1)
return { "a shimmering ward surrounds you" }
end,
},
shock = {
name = "shock bolt", cost = 4, targeted = true, range = 5,
cast = function(game, caster, target)
local raw = math.floor((5 + (caster.level or 1)) * Skills.spellDamageMultiplier(caster))
local dmg = Conductivity.applyLightning(target, raw)
target.hp = target.hp - dmg
if dmg <= 0 then
game.log:add(string.format("a crackle of lightning washes over %s harmlessly", target.name))
elseif Conductivity.isWet(target) then
game.log:add(string.format("lightning arcs through the water clinging to %s for %d", target.name, dmg))
else
game.log:add(string.format("a bolt of lightning strikes %s for %d", target.name, dmg))
end
if not target:isAlive() then game:awardKill(target) end
return {}
end,
},
-- Fractures the target's mind for a few turns: while it lasts, the
-- target attacks whatever creature stands nearest it - ally or foe,
-- including the caster's own companion/hireling/thrall if one strays
-- close enough - instead of chasing the caster (see infighting.lua). No
-- direct damage of its own; the value is entirely in redirecting a
-- threat, or turning a cluster of monsters against itself.
discord = {
name = "discord", cost = 5, targeted = true, range = 6,
cast = function(_, _, target)
Status.apply(target, Status.DISCORD, 8, 1)
return { string.format("%s's mind fractures with discord", target.name) }
end,
},
-- Scrambles the target's own sense of direction for a few turns (see
-- status.lua's Status.CONFUSE, and its mirror in Game:movePlayer/Ai.act) -
-- a lucky roll can send a dangerous chaser stumbling into a wall, a lava
-- pool, or one of its own allies instead of at the caster.
confuse = {
name = "confusing hex", cost = 4, targeted = true, range = 5,
cast = function(_, _, target)
Status.apply(target, Status.CONFUSE, 6, 1)
return { string.format("%s's senses reel with confusion", target.name) }
end,
},
-- Snuffs the target's sight down to melee range for a few turns (see
-- status.lua's Status.BLIND, folded into Game:effectiveRadius/canSeePlayer)
-- - unlike confuse, which garbles the target's own movement, a blinded
-- monster keeps walking straight at its last known heading and simply
-- stops noticing anything past arm's reach, useful against archers and
-- casters whose whole threat depends on seeing the caster from a distance.
blind = {
name = "veil of shadow", cost = 4, targeted = true, range = 5,
cast = function(_, _, target)
Status.apply(target, Status.BLIND, 6, 1)
return { string.format("a veil of shadow falls over %s's eyes", target.name) }
end,
},
-- Saps the target's fighting strength for a few turns (see status.lua's
-- Status.WEAKEN). Until now WEAKEN only ever flowed toward the player - a
-- shaman's ranged curse, a cursed shrine's backfired prayer - with no way
-- for the player to return the favor against a monster; this spell is
-- that missing direction, shaped exactly like confuse/blind above (no
-- direct damage, just a debuff riding on Status.apply).
weaken = {
name = "withering hex", cost = 4, targeted = true, range = 5,
cast = function(_, _, target)
Status.apply(target, Status.WEAKEN, 6, 1)
return { string.format("%s's strength withers", target.name) }
end,
},
-- Rewrites the target's body outright rather than damaging or debuffing
-- it (see polymorph.lua). A pricier cast than any other targeted spell
-- here, since a lucky roll can turn a real threat into something the
-- caster can safely ignore - and an unlucky one can just as easily make
-- it worse, the same double-edged risk a shrine's backfired prayer carries.
polymorph = {
name = "polymorph", cost = 9, targeted = true, range = 5,
cast = function(game, _, target)
local oldName = target.name
local pool = Polymorph.pool(game.depth)
local spec = Polymorph.transform(target, game.rng, pool)
if not spec then
return { string.format("the magic washes over %s, changing nothing", oldName) }
end
return { string.format("%s convulses and reforms into a %s", oldName, spec.name) }
end,
},
-- A self-buff shaped exactly like shield, but see status.lua's
-- Status.LEVITATE for the payoff: for as long as it lasts, the caster
-- drifts clear of lava, a chasm's drop, an ice tile's slide, and any
-- ground-pressure trap (Game:checkTerrainFor/checkTrapFor) instead of
-- soaking a hit.
levitate = {
name = "levitation", cost = 5, targeted = false,
cast = function(_, caster)
Status.apply(caster, Status.LEVITATE, 20, 1)
return { "you rise off the ground" }
end,
},
blink = {
name = "blink", cost = 6, targeted = false,
cast = function(game, caster)
local free = {}
for _, cell in ipairs(reachableWithin(game, caster, 5)) do
if not game.level:entityAt(cell.x, cell.y) then
free[#free + 1] = cell
end
end
if #free == 0 then return { "there is nowhere to blink" } end
local pick = free[game.rng:range(1, #free)]
caster.x, caster.y = pick.x, pick.y
return { "you blink through space" }
end,
},
}
function Spells.knows(caster, key)
for _, known in ipairs(caster.spellsKnown) do
if known == key then return true end
end
return false
end
function Spells.learn(caster, key)
if not Spells.catalog[key] then return false end
if Spells.knows(caster, key) then return false end
caster.spellsKnown[#caster.spellsKnown + 1] = key
return true
end
-- Attempts to cast `key` on behalf of `caster`. Returns (true, lines) on a
-- successful cast, or (false, lines) with an explanatory line and no state
-- changed - no mana spent, no cooldown, nothing - on failure.
function Spells.cast(game, caster, key, target)
local spell = Spells.catalog[key]
if not spell then return false, { "you don't know that spell" } end
if not Spells.knows(caster, key) then return false, { "you haven't learned that spell" } end
if caster.mana < spell.cost then return false, { "not enough mana" } end
if spell.targeted then
if not target or not target:isAlive() then return false, { "no target" } end
local dist = math.max(math.abs(target.x - caster.x), math.abs(target.y - caster.y))
if dist > spell.range then return false, { "out of range" } end
if not Los.clear(game.level.map, caster.x, caster.y, target.x, target.y) then
return false, { "no clear shot" }
end
end
caster.mana = caster.mana - spell.cost
return true, spell.cast(game, caster, target) or {}
end
return Spells