Give bosses own creation function and loot table

- Make goose miniboss fallback to differentiate bosses and minibosses
This commit is contained in:
juliancoffee 2021-05-21 09:52:03 +03:00
parent 88ba97b35a
commit e48e3e11ba
6 changed files with 145 additions and 123 deletions

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@ -0,0 +1,3 @@
[
(1.0, LootTable("common.loot_tables.weapons.tier-0")),
]

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@ -0,0 +1,3 @@
[
(1.0, LootTable("common.loot_tables.weapons.tier-1")),
]

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@ -0,0 +1,3 @@
[
(1.0, LootTable("common.loot_tables.weapons.tier-2")),
]

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@ -0,0 +1,3 @@
[
(1.0, LootTable("common.loot_tables.weapons.tier-3")),
]

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@ -0,0 +1,3 @@
[
(1.0, LootTable("common.loot_tables.weapons.tier-4")),
]

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@ -796,126 +796,17 @@ impl Floor {
boss_spawn_tile + if boss_tile_is_pillar { 1 } else { 0 };
if tile_pos == boss_spawn_tile && tile_wcenter.xy() == wpos2d {
let chosen = match room.difficulty {
0 => Lottery::<LootSpec>::load_expect(
"common.loot_tables.weapons.tier-0",
),
1 => Lottery::<LootSpec>::load_expect(
"common.loot_tables.weapons.tier-1",
),
2 => Lottery::<LootSpec>::load_expect(
"common.loot_tables.weapons.tier-2",
),
3 => Lottery::<LootSpec>::load_expect(
"common.loot_tables.weapons.tier-3",
),
4 => Lottery::<LootSpec>::load_expect(
"common.loot_tables.weapons.tier-4",
),
5 => Lottery::<LootSpec>::load_expect(
"common.loot_tables.dungeon.tier-5.boss",
),
_ => {
Lottery::<LootSpec>::load_expect("common.loot_tables.fallback")
},
};
let entity = match room.difficulty {
0 => {
vec![
EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_body(comp::Body::BipedLarge(
comp::biped_large::Body::random_with(
dynamic_rng,
&comp::biped_large::Species::Harvester,
),
))
.with_name("Harvester".to_string())
.with_loot_drop(chosen.read().choose().to_item()),
]
},
1 => {
vec![
EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_body(comp::Body::BipedLarge(
comp::biped_large::Body::random_with(
dynamic_rng,
&comp::biped_large::Species::Yeti,
),
))
.with_name("Yeti".to_string())
.with_loot_drop(chosen.read().choose().to_item()),
]
},
2 => {
vec![
EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_body(comp::Body::BipedLarge(
comp::biped_large::Body::random_with(
dynamic_rng,
&comp::biped_large::Species::Tidalwarrior,
),
))
.with_name("Tidal Warrior".to_string())
.with_loot_drop(chosen.read().choose().to_item()),
]
},
3 => {
let mut entities = Vec::new();
entities.resize_with(2, || {
EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_body(comp::Body::Golem(
comp::golem::Body::random_with(
dynamic_rng,
&comp::golem::Species::ClayGolem,
),
))
.with_name("Clay Golem".to_string())
.with_loot_drop(chosen.read().choose().to_item())
});
entities
},
4 => {
vec![
EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_body(comp::Body::BipedLarge(
comp::biped_large::Body::random_with(
dynamic_rng,
&comp::biped_large::Species::Minotaur,
),
))
.with_name("Minotaur".to_string())
.with_loot_drop(chosen.read().choose().to_item()),
]
},
5 => {
vec![
EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_body(comp::Body::BipedLarge(
comp::biped_large::Body::random_with(
dynamic_rng,
&comp::biped_large::Species::Mindflayer,
),
))
.with_name("Mindflayer".to_string())
.with_loot_drop(chosen.read().choose().to_item())
.with_skillset_config(
common::skillset_builder::SkillSetConfig::Mindflayer,
),
]
},
_ => {
vec![EntityInfo::at(tile_wcenter.map(|e| e as f32)).with_body(
comp::Body::QuadrupedSmall(
comp::quadruped_small::Body::random_with(
dynamic_rng,
&comp::quadruped_small::Species::Sheep,
),
),
)]
},
let entities = match room.difficulty {
0 => boss_0(dynamic_rng, tile_wcenter),
1 => boss_1(dynamic_rng, tile_wcenter),
2 => boss_2(dynamic_rng, tile_wcenter),
3 => boss_3(dynamic_rng, tile_wcenter),
4 => boss_4(dynamic_rng, tile_wcenter),
5 => boss_5(dynamic_rng, tile_wcenter),
_ => boss_fallback(dynamic_rng, tile_wcenter),
};
for entity in entity {
for entity in entities {
supplement.add_entity(
entity
.with_level(
@ -1223,6 +1114,111 @@ impl Floor {
}
}
fn boss_0(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<EntityInfo> {
let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.dungeon.tier-0.boss");
vec![
EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_body(comp::Body::BipedLarge(
comp::biped_large::Body::random_with(
dynamic_rng,
&comp::biped_large::Species::Harvester,
),
))
.with_name("Harvester".to_string())
.with_loot_drop(chosen.read().choose().to_item()),
]
}
fn boss_1(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<EntityInfo> {
let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.dungeon.tier-1.boss");
vec![
EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_body(comp::Body::BipedLarge(
comp::biped_large::Body::random_with(
dynamic_rng,
&comp::biped_large::Species::Yeti,
),
))
.with_name("Yeti".to_string())
.with_loot_drop(chosen.read().choose().to_item()),
]
}
fn boss_2(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<EntityInfo> {
let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.dungeon.tier-2.boss");
vec![
EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_body(comp::Body::BipedLarge(
comp::biped_large::Body::random_with(
dynamic_rng,
&comp::biped_large::Species::Tidalwarrior,
),
))
.with_name("Tidal Warrior".to_string())
.with_loot_drop(chosen.read().choose().to_item()),
]
}
fn boss_3(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<EntityInfo> {
let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.dungeon.tier-3.boss");
let mut entities = Vec::new();
entities.resize_with(2, || {
EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_body(comp::Body::Golem(comp::golem::Body::random_with(
dynamic_rng,
&comp::golem::Species::ClayGolem,
)))
.with_name("Clay Golem".to_string())
.with_loot_drop(chosen.read().choose().to_item())
});
entities
}
fn boss_4(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<EntityInfo> {
let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.dungeon.tier-4.boss");
vec![
EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_body(comp::Body::BipedLarge(
comp::biped_large::Body::random_with(
dynamic_rng,
&comp::biped_large::Species::Minotaur,
),
))
.with_name("Minotaur".to_string())
.with_loot_drop(chosen.read().choose().to_item()),
]
}
fn boss_5(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<EntityInfo> {
let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.dungeon.tier-5.boss");
vec![
EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_body(comp::Body::BipedLarge(
comp::biped_large::Body::random_with(
dynamic_rng,
&comp::biped_large::Species::Mindflayer,
),
))
.with_name("Mindflayer".to_string())
.with_loot_drop(chosen.read().choose().to_item())
.with_skillset_config(common::skillset_builder::SkillSetConfig::Mindflayer),
]
}
fn boss_fallback(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<EntityInfo> {
vec![
EntityInfo::at(tile_wcenter.map(|e| e as f32)).with_body(comp::Body::QuadrupedSmall(
comp::quadruped_small::Body::random_with(
dynamic_rng,
&comp::quadruped_small::Species::Sheep,
),
)),
]
}
fn mini_boss_0(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<EntityInfo> {
let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.weapons.tier-0");
vec![
@ -1362,11 +1358,8 @@ fn mini_boss_5(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<Entit
fn mini_boss_fallback(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<EntityInfo> {
vec![
EntityInfo::at(tile_wcenter.map(|e| e as f32)).with_body(comp::Body::QuadrupedSmall(
comp::quadruped_small::Body::random_with(
dynamic_rng,
&comp::quadruped_small::Species::Sheep,
),
EntityInfo::at(tile_wcenter.map(|e| e as f32)).with_body(comp::Body::BirdMedium(
comp::bird_medium::Body::random_with(dynamic_rng, &comp::bird_medium::Species::Goose),
)),
]
}
@ -1375,6 +1368,19 @@ fn mini_boss_fallback(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Ve
mod tests {
use super::*;
#[test]
fn test_creating_bosses() {
let mut dynamic_rng = rand::thread_rng();
let tile_wcenter = Vec3::new(0, 0, 0);
boss_0(&mut dynamic_rng, tile_wcenter);
boss_1(&mut dynamic_rng, tile_wcenter);
boss_2(&mut dynamic_rng, tile_wcenter);
boss_3(&mut dynamic_rng, tile_wcenter);
boss_4(&mut dynamic_rng, tile_wcenter);
boss_5(&mut dynamic_rng, tile_wcenter);
boss_fallback(&mut dynamic_rng, tile_wcenter);
}
#[test]
fn test_creating_minibosses() {
let mut dynamic_rng = rand::thread_rng();
@ -1387,4 +1393,5 @@ mod tests {
mini_boss_5(&mut dynamic_rng, tile_wcenter);
mini_boss_fallback(&mut dynamic_rng, tile_wcenter);
}
}