feat(xanthous): Fistfighting builds knuckle calluses
2000 ticks after the character damages their fists by hitting something, the character now develops calluses on their fists (scaled by *how* damaged they've become) that reduce the chance of them receiving additional damage from hitting things - up to a max of 5, which prevents *all* damage from fistfighting. This is all tracked in a new "Knuckles" struct in a new "Body" struct on the character datatype, which manages stepping itself forward as part of the Brain impl on the character. Change-Id: Ica269f16fb340fb25900d2c77fbad32f10c00be2 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3222 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
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8 changed files with 229 additions and 20 deletions
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@ -362,10 +362,7 @@ attackAt pos =
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message msg msgParams
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entities . ix creatureID . positioned .= SomeEntity creature'
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whenM (uses character $ isNothing . weapon)
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$ whenM (chance (0.08 :: Float)) $ do
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say_ ["combat", "fistSelfDamage"]
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character %= Character.damage 1
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whenM (uses character $ isNothing . weapon) handleFists
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stepGame -- TODO
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weapon chr = chr ^? inventory . wielded . wieldedItems . wieldableItem
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@ -377,6 +374,16 @@ attackAt pos =
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Nothing ->
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Messages.lookup ["combat", "hit", "fists"]
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handleFists = do
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damageChance <- use $ character . body . knuckles . to fistDamageChance
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whenM (chance damageChance) $ do
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damageAmount <- use $ character . body . knuckles . to fistfightingDamage
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say_ [ "combat" , if damageAmount > 1
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then "fistExtraSelfDamage"
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else "fistSelfDamage" ]
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character %= Character.damage damageAmount
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character . body . knuckles %= damageKnuckles
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entityMenu_
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:: (Comonad w, Entity entity)
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=> [w entity]
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