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authorGriffin Smith <grfn@gws.fyi>2021-06-18T20·07-0400
committergrfn <grfn@gws.fyi>2021-06-18T21·17+0000
commitf00dd30cad191bf53729fdedf66d49e9b539e19e (patch)
treeab99193890d6f49906d3bab2b2d4d21039c26ded /users/grfn/xanthous/src/Xanthous/Entities
parent4d2402a64ec3ca28e87ebc264f2064f310ca68f5 (diff)
feat(xanthous): Fistfighting builds knuckle calluses r/2676
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
Diffstat (limited to 'users/grfn/xanthous/src/Xanthous/Entities')
-rw-r--r--users/grfn/xanthous/src/Xanthous/Entities/Character.hs149
1 files changed, 135 insertions, 14 deletions
diff --git a/users/grfn/xanthous/src/Xanthous/Entities/Character.hs b/users/grfn/xanthous/src/Xanthous/Entities/Character.hs
index f27ed1e475d6..b073f0d0719b 100644
--- a/users/grfn/xanthous/src/Xanthous/Entities/Character.hs
+++ b/users/grfn/xanthous/src/Xanthous/Entities/Character.hs
@@ -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 d₁ c₁ t₁) <> (Knuckles d₂ c₂ t₂) = Knuckles
+    (min (d₁ + d₂) 5)
+    (min (c₁ + c₂) 5)
+    (max t₁ t₂)
+
+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) #-}