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
This commit is contained in:
Griffin Smith 2021-06-18 16:07:39 -04:00 committed by grfn
parent 4d2402a64e
commit f00dd30cad
8 changed files with 229 additions and 20 deletions

View file

@ -1,6 +1,10 @@
{-# LANGUAGE TemplateHaskell #-}
{-# LANGUAGE RecordWildCards #-}
--------------------------------------------------------------------------------
module Xanthous.Entities.Character
( Character(..)
( -- * Character datatype
Character(..)
, characterName
, inventory
, characterDamage
@ -8,13 +12,14 @@ module Xanthous.Entities.Character
, characterHitpoints
, hitpointRecoveryRate
, speed
, body
-- * Inventory
-- ** Inventory
, Inventory(..)
, backpack
, wielded
, items
-- ** Wielded items
-- *** Wielded items
, Wielded(..)
, hands
, leftHand
@ -28,7 +33,16 @@ module Xanthous.Entities.Character
, wieldableItem
, asWieldedItem
-- *
-- *** Body
, Body(..)
, initialBody
, knuckles
, Knuckles(..)
, fistDamageChance
, damageKnuckles
, fistfightingDamage
-- * Character functions
, mkCharacter
, pickUpItem
, isDead
@ -45,6 +59,8 @@ import Data.Coerce (coerce)
import Test.QuickCheck
import Test.QuickCheck.Instances.Vector ()
import Test.QuickCheck.Arbitrary.Generic
import Test.QuickCheck.Gen (chooseUpTo)
import Test.QuickCheck.Checkers (EqProp)
--------------------------------------------------------------------------------
import Xanthous.Util.QuickCheck
import Xanthous.Game.State
@ -55,6 +71,10 @@ import Xanthous.Data
)
import Xanthous.Entities.RawTypes (WieldableItem, wieldable)
import qualified Xanthous.Entities.RawTypes as Raw
import Xanthous.Util (EqEqProp(EqEqProp), modifyKL)
import Control.Monad.State.Lazy (execState)
import Control.Monad.Trans.State.Lazy (execStateT)
import Xanthous.Monad (say_)
--------------------------------------------------------------------------------
data WieldedItem = WieldedItem
@ -199,11 +219,107 @@ instance Monoid Inventory where
--------------------------------------------------------------------------------
-- | The status of the character's knuckles
--
-- This struct is used to track the damage and then eventual build-up of
-- calluses when the character is fighting with their fists
data Knuckles = Knuckles
{ -- | How damaged are the knuckles currently, from 0 to 5?
--
-- At 0, no calluses will form
-- At 1 and up, the character will form calluses after a while
-- At 5, continuing to fistfight will deal the character even more damage
_knuckleDamage :: !Word
-- | How built-up are the character's calluses, from 0 to 5?
--
-- Each level of calluses decreases the likelihood of being damaged when
-- fistfighting by 1%, up to 5 where the character will never be damaged
-- fistfighting
, _knuckleCalluses :: !Word
-- | Number of turns that have passed since the last time the knuckles were
-- damaged
, _ticksSinceDamaged :: Ticks
}
deriving stock (Show, Eq, Ord, Generic)
deriving anyclass (NFData, CoArbitrary, Function)
deriving EqProp via EqEqProp Knuckles
deriving (ToJSON, FromJSON)
via WithOptions '[ FieldLabelModifier '[Drop 1] ]
Knuckles
makeLenses ''Knuckles
instance Semigroup Knuckles where
(Knuckles d c t) <> (Knuckles d c t) = Knuckles
(min (d + d) 5)
(min (c + c) 5)
(max t t)
instance Monoid Knuckles where
mempty = Knuckles 0 0 0
instance Arbitrary Knuckles where
arbitrary = do
_knuckleDamage <- fromIntegral <$> chooseUpTo 5
_knuckleCalluses <- fromIntegral <$> chooseUpTo 5
_ticksSinceDamaged <- arbitrary
pure Knuckles{..}
-- | Likelihood that the character fighting with their fists will damage
-- themselves
fistDamageChance :: Knuckles -> Float
fistDamageChance knuckles
| calluses == 5 = 0
| otherwise = baseChance - (0.01 * fromIntegral calluses)
where
baseChance = 0.08
calluses = knuckles ^. knuckleCalluses
-- | Damage the knuckles by a level (capping at the max knuckle damage)
damageKnuckles :: Knuckles -> Knuckles
damageKnuckles = execState $ do
knuckleDamage %= min 5 . succ
ticksSinceDamaged .= 0
-- | Damage taken when fistfighting and 'fistDamageChance' has occurred
fistfightingDamage :: Knuckles -> Hitpoints
fistfightingDamage knuckles
| knuckles ^. knuckleDamage == 5 = 2
| otherwise = 1
stepKnuckles :: Ticks -> Knuckles -> AppM Knuckles
stepKnuckles ticks = execStateT . whenM (uses knuckleDamage (> 0)) $ do
ticksSinceDamaged += ticks
whenM (uses ticksSinceDamaged (>= 2000)) $ do
dam <- knuckleDamage <<.= 0
knuckleCalluses %= min 5 . (+ dam)
ticksSinceDamaged .= 0
lift $ say_ ["character", "body", "knuckles", "calluses"]
-- | Status of the character's body
data Body = Body
{ _knuckles :: !Knuckles
}
deriving stock (Show, Eq, Ord, Generic)
deriving anyclass (NFData, CoArbitrary, Function)
deriving Arbitrary via GenericArbitrary Body
deriving (ToJSON, FromJSON)
via WithOptions '[ FieldLabelModifier '[Drop 1] ]
Body
makeLenses ''Body
initialBody :: Body
initialBody = Body { _knuckles = mempty }
--------------------------------------------------------------------------------
data Character = Character
{ _inventory :: !Inventory
, _characterName :: !(Maybe Text)
{ _inventory :: !Inventory
, _characterName :: !(Maybe Text)
, _characterHitpoints' :: !Double
, _speed :: TicksPerTile
, _speed :: !TicksPerTile
, _body :: !Body
}
deriving stock (Show, Eq, Ord, Generic)
deriving anyclass (NFData, CoArbitrary, Function)
@ -226,10 +342,12 @@ instance Draw Character where
drawPriority = const maxBound -- Character should always be on top, for now
instance Brain Character where
step ticks = (pure .) $ positioned . characterHitpoints' %~ \hp ->
if hp > fromIntegral initialHitpoints
then hp
else hp + hitpointRecoveryRate |*| ticks
step ticks = execStateT $ do
positioned . characterHitpoints' %= \hp ->
if hp > fromIntegral initialHitpoints
then hp
else hp + hitpointRecoveryRate |*| ticks
modifyKL (positioned . body . knuckles) $ lift . stepKnuckles ticks
instance Entity Character where
description _ = "yourself"
@ -249,10 +367,11 @@ defaultSpeed = 100
mkCharacter :: Character
mkCharacter = Character
{ _inventory = mempty
, _characterName = Nothing
{ _inventory = mempty
, _characterName = Nothing
, _characterHitpoints' = fromIntegral initialHitpoints
, _speed = defaultSpeed
, _speed = defaultSpeed
, _body = initialBody
}
defaultCharacterDamage :: Hitpoints
@ -280,3 +399,5 @@ damage :: Hitpoints -> Character -> Character
damage (fromIntegral -> amount) = characterHitpoints' %~ \case
n | n <= amount -> 0
| otherwise -> n - amount
{-# ANN module ("Hlint: ignore Use newtype instead of data" :: String) #-}