package world import ( "fmt" "math" "strings" "gitlab.com/beoran/woe/monolog" "gitlab.com/beoran/woe/sitef" ) /* Aptitudes of a being, species or profession */ type Aptitudes struct { Skills []BeingSkill Arts []BeingArt Techniques []BeingTechnique Exploits []BeingExploit } /* Kind of a being or "Kin" for short*/ type Kin struct { Entity // Talent modifiers of the species Talents // Vitals modifiers of the species Vitals Aptitudes // Arts multiplier in %. If zero arts cannot be used. Arts float64 // Technique multiplier in %. If zero techniques cannot be used. Techniques float64 // Learning speed in % Learning float64 // How much of the being is mechanical. // Affects healing arts and medication, and the ability to install parts. Mechanical float64 // Level of Corruption Corruption float64 // Level of "unliving", i,e, previously alive, matter in the being Unlife float64 } func NewKin(id string, name string) *Kin { res := new(Kin) res.ID = id res.Name = name return res } /* Kin modifier display as a string */ func (me Kin) ToKinModifiers() string { return fmt.Sprintf("ARTS : %4.2f TECHS: %4.2f LEARN: %4.2f\n"+ "MECHA: %4.2f CORRU: %4.2f UNLIF: %4.2f", me.Arts, me.Techniques, me.Learning, me.Mechanical, me.Corruption, me.Unlife) } /* Help for a kin */ func (me Kin) AskLong() string { return me.Long + "\n\nTalent modifiers for " + me.Name + " kin:\n" + me.ToTalents() + "\n\nKin modifiers for " + me.Name + " kin:\n" + me.ToKinModifiers() + "\n" } /* Job of a being */ type Job struct { Entity // Talent modifiers of the profession Talents // Vitals modifiers of the profession Vitals // Map of skills that this job starts with and their levels. Skills map[string]int // Same for arts and techniques and exploits Arts map[string]int Techniques map[string]int Exploits map[string]int // if a player can choose this or not Playable bool } /* Help for a job */ func (me Job) AskLong() string { return me.Long + "\n\nTalent modifiers for " + me.Name + " job:\n" + me.ToTalents() + "\n" } /* Gender of a being */ type Gender struct { Entity // Talent modifiers of the gender Talents // Vitals modifiers of the gender Vitals } /* Help for a gender */ func (me Gender) AskLong() string { return me.Long + "\n\nGender modifiers for " + me.Name + " gender:\n" + me.ToTalents() + "\n" } /* Struct, list and map of all genders in WOE. */ var Genders = struct { Female Gender Male Gender Intersex Gender Genderless Gender }{ Gender{ Entity: Entity{ID: "gender_female", Name: "Female", Short: "Female gender", Long: "No matter the day and age, there are still plenty of beings who are female. Females are slighly more agile and charismatic than those who have another gender.", }, Talents: Talents{Agility: 1, Charisma: 1}, }, Gender{ Entity: Entity{ID: "gender_male", Name: "Male", Short: "Male gender", Long: "No matter the day and age, there are still plenty of beings who are male. Males are slighly more strong and studious than those who have another gender.", }, Talents: Talents{Strength: 1, Intelligence: 1}, }, Gender{ Entity: Entity{ID: "gender_intersex", Name: "Intersex", Short: "Intersexed", Long: "Not every being can be clearly defined as being male or female. Sometimes, certain beings end up characteristics of both. Intersexed are slighly more dexterous and wise than those who have another gender.", }, Talents: Talents{Dexterity: 1, Wisdom: 1}, }, Gender{ Entity: Entity{ID: "gender_none", Name: "Genderless", Short: "No gender", Long: "Some beings lack reproductive sytems and are therefore genderless. Genderless are slighly more tough and emotionally balanced than those who have another gender.", }, Talents: Talents{Toughness: 1, Emotion: 1}, }, } func EntitylikeToGender(me Entitylike) *Gender { v, ok := me.(*Gender) if ok { return v } else { return nil } } type EntitylikeSlice []Entitylike var GenderList = []Gender{Genders.Female, Genders.Male, Genders.Intersex, Genders.Genderless} var GenderEntityList = EntitylikeSlice{&Genders.Female, &Genders.Male, &Genders.Intersex, &Genders.Genderless} var GenderMap = map[string]*Gender{ Genders.Female.ID: &Genders.Female, Genders.Male.ID: &Genders.Male, Genders.Intersex.ID: &Genders.Intersex, Genders.Genderless.ID: &Genders.Genderless, } type EntityIterator interface { Each(cb func(Entitylike) Entitylike) Entitylike } func (me EntitylikeSlice) Each(cb func(Entitylike) Entitylike) Entitylike { for i := 0; i < len(me); i++ { res := cb(me[i]) if res != nil { return res } } return nil } func (me EntitylikeSlice) Filter(cb func(Entitylike) Entitylike) EntitylikeSlice { result := make(EntitylikeSlice, 0) for i := 0; i < len(me); i++ { res := cb(me[i]) if res != nil { result = append(result, res) } } return result } /* Finds the name irrespecful of the case */ func (me EntitylikeSlice) FindName(name string) Entitylike { return me.Each(func(e Entitylike) Entitylike { if strings.ToLower(e.AsEntity().Name) == strings.ToLower(name) { return e } else { return nil } }) } /* Finds the ID */ func (me EntitylikeSlice) FindID(id string) Entitylike { if id == "" { return nil } return me.Each(func(e Entitylike) Entitylike { if strings.ToLower(e.AsEntity().ID) == id { return e } else { return nil } }) } /* Filters the list by privilege level (only those allowed by the level are retained) */ func (me EntitylikeSlice) FilterPrivilege(privilege Privilege) EntitylikeSlice { return me.Filter(func(e Entitylike) Entitylike { if e.AsEntity().Privilege <= privilege { return e } else { return nil } }) } /* All Kins of WOE */ var KinList = []Kin{ Kin{ Entity: Entity{ ID: "kin_human", Name: "Human", Short: "The primordial conscious beings on Earth.", Long: `Humans are the primordial kind of conscious beings on Earth. They excel at nothing in particular, but are fast learners.`, }, // No talents because humans get no talent bonuses // No stats either because no bonuses there either. Arts: 1.0, Techniques: 1.0, Learning: 1.5, }, { Entity: Entity{ ID: "kin_neosa", Name: "Neosa", Short: "Nimble beings, skilled in the Arts.", Long: `Neosa are descendents of humans genetically modified to be lite, agile and skilled with the Numen Arts. They are less tough and strong, and less adept with techniques. They can be recognized by their long and pointy ears.`, }, // AGI+1 EMO+1 STR-1 TOU-1 Talents: Talents{Strength: -1, Toughness: -1, Agility: 1, Emotion: 1}, Arts: 1.2, Techniques: 0.8, Learning: 1.0, }, { Entity: Entity{ ID: "kin_mantu", Name: "Mantu", Short: "Hardy, stocky, furry beings, skilled in the Techniques.", Long: `Mantu are descendents of humans genetically modified to be hardy, stocky and skilled with Techniques. They are somewhat less agine and less adept with Numen Arts than humans. They have a soft fur which covers their whole body.`, }, // STR+1 1 TOU+1 AGI-1 EMO-1 Talents: Talents{Strength: +1, Toughness: +1, Agility: -1, Emotion: -1}, Arts: 0.8, Techniques: 1.2, Learning: 1.0, }, { Entity: Entity{ ID: "kin_cyborg", Name: "Cyborg", Short: "Human enhanced with robotic parts. ", Long: `Cyborgs are humans who either through neccesity or through their own will, have been enhanced with robotic parts. They are far more skilled with Techniques, and can install some Parts, but their Nummen arts are only half as effective. They are partially mechanical and healing arts and medication is not as effective on them, but they can be repaired.`, }, // STR+1 1 TOU+1 DEX+1 INT+1 Talents: Talents{Strength: +1, Toughness: +1, Dexterity: +1, Intelligence: +1}, Arts: 0.5, Techniques: 1.5, Mechanical: 0.5, Learning: 1.1, }, { Entity: Entity{ ID: "kin_android", Name: "Android", Short: "Human shaped biomchanical robot at the service of humans. ", Long: `Androids are conscious human shaped robots with the imperative to serve humans. Highly effective with Techniques, and can install many Parts, but cannot use any Numen arts. Since thay are not alive, they technically cannot die.`, }, // STR+1 1 TOU+1 DEX+1 INT+1 Talents: Talents{Strength: +2, Toughness: +2, Dexterity: +2, Intelligence: +2}, Arts: 0.0, Techniques: 2.0, Mechanical: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_maverick", Name: "Maverick", Short: "Human shaped biomechanical robot running wild. ", Long: `Mavericks are androids in which the imperative to serve humans has been destroyed or disabled. Highly effective with Techniques, and can install many Parts, but cannot use any Numen arts. Since thay are not alive, they technically cannot die. They are feared by Humans and hated by Androids.`, Privilege: PRIVILEGE_IMPLEMENTOR, }, // STR+1 1 TOU+1 DEX+1 INT+1 Talents: Talents{Strength: +3, Toughness: +3, Dexterity: +2, Intelligence: +2, Charisma: -2}, Arts: 0.0, Techniques: 2.0, Mechanical: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_robot", Name: "Robot", Short: "Non conscious mechanical robot.", Long: `In the wars of the past many robots were built for offense or defense. Unfortunately, they are self repairing and often even able to replicate if they find suitable materials. No wonder they are still prowling the Earth millennia after.`, Privilege: PRIVILEGE_IMPLEMENTOR, }, // STR+1 1 TOU+1 DEX+1 INT+1 Talents: Talents{Strength: +4, Toughness: +4, Dexterity: +2, Intelligence: +2, Charisma: -4}, Arts: 0.0, Techniques: 2.0, Mechanical: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_drone", Name: "Drone", Short: "Flying combat robot. ", Long: `Out of control robots are a pain, out of control flying robots even more so! They might be less though than normal robots, but they move extremely quickly. `, Privilege: PRIVILEGE_IMPLEMENTOR, }, Talents: Talents{Strength: +2, Toughness: +2, Agility: +4, Dexterity: +2, Intelligence: +2, Charisma: -4}, Arts: 0.0, Techniques: 2.0, Mechanical: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_turret", Name: "Turret", Short: "Immobile automated defense system. ", Long: ` The ancients would set up robotic defense system to guard certain areas. These defense systems might be immobile, but they are deadly accurate. Furthermore they are extremely resillient and self repairing. No wonder they are still active after all these years. `, Privilege: PRIVILEGE_IMPLEMENTOR, }, Talents: Talents{Strength: +2, Toughness: +4, Agility: -4, Dexterity: +4, Intelligence: +4, Charisma: -4}, Arts: 0.0, Techniques: 2.0, Mechanical: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_beast", Name: "Beast", Short: "Beast that prowls the wild. ", Long: `Due to the damage to the ecosystem, beasts have rapidly evolved in the last 60000 years. As a result, most all of them, even the plant eaters, are ferocious and aggressive, to protect themselves and their offspring from Humans.`, Privilege: PRIVILEGE_IMPLEMENTOR, }, Talents: Talents{Strength: +2, Toughness: +2, Agility: +1, Intelligence: -5}, Arts: 1.0, Techniques: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_bird", Name: "Bird", Short: "Flying being that prowls the wild. ", Long: `Beasts can be dangerous, flying beasts are all the more so! They might be less resillient, but all the more agile.`, Privilege: PRIVILEGE_IMPLEMENTOR, }, Talents: Talents{Strength: +1, Toughness: +1, Agility: +3, Intelligence: -5}, Arts: 1.0, Techniques: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_fish", Name: "Fish", Short: "Fish like being that swims the seas or rivers. ", Long: `Now you know why you were always told not to swim in rivers or seas. Fish dart through the water, attacking with their razor sharp teeth. `, Privilege: PRIVILEGE_IMPLEMENTOR, }, Talents: Talents{Strength: +3, Toughness: +2, Agility: +2, Intelligence: -5}, Arts: 1.0, Techniques: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_amphibian", Name: "Amphibian", Short: "Being that lives both on land and in the water. ", Long: `Covered with a slimy skin and often toxic, these being can not only swim but also purse you on land.`, Privilege: PRIVILEGE_IMPLEMENTOR, }, Talents: Talents{Strength: +1, Toughness: +2, Agility: +1, Dexterity: +1, Intelligence: -5}, Arts: 1.0, Techniques: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_reptile", Name: "Reptile", Short: "Scaly creepy crawling beasts.", Long: `Reptiles have been around for a long time, and it looks they will be around for a long time still. They may be slow, especially in colder weather, nevertheless they remain dangerous. `, Privilege: PRIVILEGE_IMPLEMENTOR, }, Talents: Talents{Strength: +2, Toughness: +2, Agility: -1, Intelligence: -5}, Arts: 1.0, Techniques: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_crustacean", Name: "Custacian", Short: "Beast protected by a tough shell", Long: `You might find it hard to inflict any damage to these well armoured beings. Their shells protect them against damage and allow them to live in the water and as well on the land.`, Privilege: PRIVILEGE_IMPLEMENTOR, }, Talents: Talents{Strength: +2, Toughness: +4, Intelligence: -5}, Arts: 1.0, Techniques: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_insect", Name: "Insect", Short: "Beast with articulated legs and bodies.", Long: `The climate of Earth hs shifted dramaticaly over the last 60000 years, and as a result, larger creepy crawlers became more successful. `, Privilege: PRIVILEGE_IMPLEMENTOR, }, Talents: Talents{Strength: +2, Toughness: +4, Intelligence: -5}, Arts: 1.0, Techniques: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_aquatic", Name: "beast", Short: "Aquatic beast. ", Long: `Whether in the rivers or the deep seas, these soft bodies creatures are often toxic and quite dangerous.`, Privilege: PRIVILEGE_IMPLEMENTOR, }, Talents: Talents{Strength: +2, Dexterity: +2, Intelligence: -5}, Arts: 1.0, Techniques: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_corrupted", Name: "corrupted", Short: "Beast corupted by Omen. ", Long: `Some animals became corrupted by Omen. As a result, they became much stronger and more resillient. Fortunately, the Omen is weak against certain Numen arts. Beware, their attacks might be contageous...`, Privilege: PRIVILEGE_IMPLEMENTOR, }, Talents: Talents{Strength: +4, Toughness: +4, Agility: +1, Intelligence: -3, Wisdom: -5}, Arts: 1.0, Techniques: 1.0, Corruption: 1.0, Learning: 1.0, }, { Entity: Entity{ ID: "kin_deceased", Name: "Deceased", Short: "Deceased biological being animated by Omen. ", Long: `Some living beings become corrupted by Omen to the point that they remain animated even after their biological bodies have already stopped functioning. Such beings are termed the Deceased. They are resillient, strong and cunning. Fortunately, the Omen is weak against certain Numen arts. But beware, their attacks might be contageous... `, Privilege: PRIVILEGE_IMPLEMENTOR, }, Talents: Talents{Strength: +2, Toughness: +2, Agility: +1, Intelligence: -1, Wisdom: -7}, Arts: 1.0, Techniques: 1.0, Learning: 1.0, Corruption: 1.0, Unlife: 1.0, }, } var KinEntityList EntitylikeSlice func init() { KinEntityList = make(EntitylikeSlice, len(KinList)) for i := range KinList { e := KinList[i] monolog.Debug("KinList: %s", e.Name) KinEntityList[i] = &e } } func EntitylikeToKin(me Entitylike) *Kin { v, ok := me.(*Kin) if ok { return v } else { return nil } } /* All jobs of WOE * agent officer guardian * worker brawler builder * hunter gunsman rogue * explorer ranger rebel * tinker engineer wrecker * homemaker musician trader * scholar scientist hacker * medic cleric artist * esper dilettante (not playable) Danger * * * hunter scholar esper worker medic agent officer cleric guardian ranger * wrecker engineer tinker scientist * * * Agent STR + 2 Worker TOU + 2 Engineer DEX + 2 Hunter AGI + 2 Scholar INT + 2 Medic WIS + 2 Cleric CHA + 2 * * */ var JobList = []Job{ {Entity: Entity{ ID: "job_agent", Name: "Agent", Short: "Agent employed by the government of Eruta.", Long: `Agents work for the government of Eruta. They are given all sorts of tasks, but tend to focus on capturing criminals. Physical strength is their forte. `, }, Talents: Talents{Strength: +2}, Skills: map[string]int{ "skill_sword": 10, "skill_heavy_gear": 10, "skill_acrobatics": 5, "skill_cannon": 5, "skill_weaponsmith": 5, }, Playable: true, }, {Entity: Entity{ ID: "job_worker", Name: "Worker", Short: "Worker in construction or mining.", Long: `Workers take on the more heavy jobs such as construction and mining. They are a tough lot. `, }, Talents: Talents{Toughness: +2}, Skills: map[string]int{ "skill_maul": 10, "skill_heavy_gear": 10, "skill_toiling": 5, "skill_explosives": 5, "skill_mining": 5, }, Playable: true, }, {Entity: Entity{ ID: "job_engineer", Name: "Engineer", Short: "Expert in machines and technology.", Long: `Engineers are experts in technology. They can construct and repair most any machine. They tend to be higly dexterous. `, }, Talents: Talents{Toughness: +2}, Skills: map[string]int{ "skill_gun": 10, "skill_medium_gear": 10, "skill_engineering": 5, "skill_fist": 5, "skill_gunsmith": 5, }, Playable: true, }, {Entity: Entity{ ID: "job_hunter", Name: "Hunter", Short: "Hunter who chases beasts and mavericks.", Long: `Hunters protect human settlements from Beasts and Mavericks, and try to keep their numbers down. They excel in Agility. `, }, Talents: Talents{Agility: +2}, Skills: map[string]int{ "skill_polearm": 10, "skill_medium_gear": 10, "skill_shield": 5, "skill_gun": 5, "skill_survival": 5, }, Playable: true, }, {Entity: Entity{ ID: "job_scholar", Name: "Scholar", Short: "Scholar who studies science.", Long: `Scolars focus in studying science and discovering what was previously unknown. Reknowned for their intelligence. `, }, Talents: Talents{Intelligence: +2}, Skills: map[string]int{ "skill_staff": 10, "skill_light_gear": 10, "skill_science": 5, "skill_lore": 5, "skill_artistic": 5, }, Playable: true, }, {Entity: Entity{ ID: "job_medic", Name: "Medic", Short: "Medic who heals the wounded and cures the ill.", Long: `Medics focus on healing the wounded and curng the ill. Need wisdom to deal with their patients. `, }, Talents: Talents{Wisdom: +2}, Skills: map[string]int{ "skill_knife": 10, "skill_light_gear": 10, "skill_medical": 5, "skill_bravery": 5, "skill_gun": 5, }, Playable: true, }, {Entity: Entity{ ID: "job_cleric", Name: "Cleric", Short: "Clerics tend to the spiritual.", Long: `Clerics tend to the spiritual well being of others in the name of Lord Kei. It is a job that requires high Charisma.`, }, Talents: Talents{Charisma: +2}, Skills: map[string]int{ "skill_fist": 10, "skill_light_gear": 10, "skill_shield": 5, "skill_social": 5, "skill_arcane": 5, }, Playable: true, }, } var JobEntityList EntitylikeSlice func init() { JobEntityList = make(EntitylikeSlice, len(JobList)) for i := range JobList { e := JobList[i] monolog.Debug("JobList: %s", e.Name) JobEntityList[i] = &e } } func EntitylikeToJob(me Entitylike) *Job { v, ok := me.(*Job) if ok { return v } else { return nil } } type LabeledPointer struct { ID string labeled *Labeled } type GenderPointer struct { ID string gender *Gender } //} /* Vital statistic of a Being. */ type Vital struct { Now int `xml:"N,attr"` Max int `xml:"X,attr"` } /* Report a vital statistic as a Now/Max string */ func (me *Vital) ToNowMax() string { return fmt.Sprintf("%4d/%4d", me.Now, me.Max) } // alias of the above, since I'm lazy at times func (me *Vital) TNM() string { return me.ToNowMax() } /* Report a vital statistic as a rounded percentage */ func (me *Vital) ToPercentage() string { percentage := (me.Now * 100) / me.Max return fmt.Sprintf("%d", percentage) } /* Report a vital statistic as a bar of characters */ func (me *Vital) ToBar(full string, empty string, length int) string { numfull := (me.Now * length) / me.Max numempty := length - numfull return strings.Repeat(empty, numempty) + strings.Repeat(full, numfull) } type Talents struct { Strength int `xml:"Talents>STR,omitempty"` Toughness int `xml:"Talents>TOU,omitempty"` Agility int `xml:"Talents>AGI,omitempty"` Dexterity int `xml:"Talents>DEX,omitempty"` Intelligence int `xml:"Talents>INT,omitempty"` Wisdom int `xml:"Talents>WIS,omitempty"` Charisma int `xml:"Talents>CHA,omitempty"` Emotion int `xml:"Talents>EMO,omitempty"` } type Vitals struct { HP Vital MP Vital JP Vital LP Vital } type EquipmentValues struct { Offense int Protection int Block int Rapidity int Yield int } type Being struct { Entity // Essentials *Gender *Kin *Job Level int // A being has talents. Talents // A being has vitals Vitals // A being has Equipment values EquipmentValues // A being has aptitudes Aptitudes // Skills map[string]BeingSkill // Arts array // Arts []Art // Affects array // Affects []Affect // Equipment Equipment // Inventory Inventory // Location pointer Room *Room } var BasicTalent Talents = Talents{ Strength: 10, Toughness: 10, Agility: 10, Dexterity: 10, Intelligence: 10, Wisdom: 10, Charisma: 10, Emotion: 10, } // Derived stats func (me *Talents) Force() int { return (me.Strength*2 + me.Wisdom) / 3 } func (me *Talents) Vitality() int { return (me.Toughness*2 + me.Charisma) / 3 } func (me *Talents) Quickness() int { return (me.Agility*2 + me.Intelligence) / 3 } func (me *Talents) Knack() int { return (me.Dexterity*2 + me.Emotion) / 3 } func (me *Talents) Understanding() int { return (me.Intelligence*2 + me.Toughness) / 3 } func (me *Talents) Grace() int { return (me.Charisma*2 + me.Agility) / 3 } func (me *Talents) Zeal() int { return (me.Wisdom*2 + me.Strength) / 3 } func (me *Talents) Numen() int { return (me.Emotion*2 + me.Dexterity) / 3 } /* Stats of beings: Talents: * * Talents describe the basic constitution of a being. Strength: explosive physical strength Toughness: physical resillience Agility: Speed of motion and bodily balance Dexterity: Fine motor sills and hand eye coordination Intelligence: Book smarts and studiousness Wisdom: Insight and intution Emotion: Emotional control and insight. Charisma: Social abilities and appeal to others Force: Physical and mental vigor. Vitality: Resistance against damage. Quickness: Phyisical and mental speed. Knack: Manual and mental adroitness Understanding: Deep insight though stubborn work. Grace: Appeal and delicacy of motion and presence. Zeal: Mental and religious perspicacity. Numen: Effectiveness of arts through passion and quick hands. HP: Hull Power/ Health Power: Protection against wounds. When 0, the being is likely to get stunned and vulnerable against LP damage. MP: Motion Power. Needed for motion and performing techniques. JP: Junction Power. Needed for Numen arts. LP: Life Power. Resilience to actual wounds. When 0, the being dies or is destroyed. Offense: Effectiveness of weapon (ranged or melee). Protection: Effectiveness of armor. Blocking: Efectiveness of shield or parrying weapon. Rapidity: Gain or loss of speed due to armor (may be negative). Calculations: Life Power LP Vitality / 2 + KIN_LP_BONUS Husk Power HP (((Level * Vitality) div 5) + Level*2 + Vitality*2 + 8) * RACE_HP_MUL Junction Power JP ((Level * Numen) div 4) + Level*2 + Numen*2) * RACE_JP_MUL Motion Power MP (((Level * Zeal) div 4) + Level * 2 + Zeal * 2) + 30) * RACE_MP_MUL XXX: this will be changd to only include Equipment related values, skill and talent are added to the calculation later. Offense OFF Quality of equipped weapon Protection PRO Sum of quality of equipped gear. Blocking BLO (shield quality ) OR ( weapon skill + weapon quality ) if learned weapon's parry technique, otherwise ineffective. Rapidity RAP - weight of armor - weight of shield - weight of weapon. Yield YIE Numen - interference penalty of gear - interference penalty of shield - interference of weapon + quality of staff if equipped + quality of equipped Focus. Offense Protection Block Rapidity Yield */ // Generates a prompt for use with the being/character func (me *Being) ToPrompt() string { if (me.Kin != nil) && (me.Kin.Arts > 0.0) { return fmt.Sprintf("HP:%s MP:%s LP:%s JP:%s", me.HP.TNM(), me.MP.TNM(), me.LP.TNM(), me.JP.TNM()) } else { return fmt.Sprintf("HP:%s MP:%s LP:%s", me.HP.TNM(), me.MP.TNM(), me.LP.TNM()) } } func (me *Being) GenderName() string { if me.Gender == nil { return "????" } return me.Gender.Name } func (me *Being) KinName() string { if me.Kin == nil { return "????" } return me.Kin.Name } func (me *Being) JobName() string { if me.Job == nil { return "????" } return me.Job.Name } // Generates an overview of the essentials of the being as a string. func (me *Being) ToEssentials() string { return fmt.Sprintf("%s lvl %d %s %s %s", me.Name, me.Level, me.GenderName(), me.KinName(), me.JobName()) } // Generates an overview of the physical talents of the being as a string. func (me *Talents) ToBodyTalents() string { return fmt.Sprintf("STR: %3d TOU: %3d AGI: %3d DEX: %3d", me.Strength, me.Toughness, me.Agility, me.Dexterity) } // Generates an overview of the mental talents of the being as a string. func (me *Talents) ToMindTalents() string { return fmt.Sprintf("INT: %3d WIS: %3d CHA: %3d EMO: %3d", me.Intelligence, me.Wisdom, me.Charisma, me.Emotion) } // Generates an overview of the physical derived talents of the being as a string. func (me *Talents) ToBodyDerived() string { return fmt.Sprintf("FOR: %3d VIT: %3d QUI: %3d KNA: %3d", me.Force(), me.Vitality(), me.Quickness(), me.Knack()) } // Generates an overview of the mental derived talents of the being as a string. func (me *Talents) ToMindDerived() string { return fmt.Sprintf("UND: %3d GRA: %3d ZEA: %3d NUM: %3d", me.Understanding(), me.Grace(), me.Zeal(), me.Numen()) } // Generates an overview of the derived talents of the being as a string. func (me *Talents) ToDerived() string { status := me.ToBodyDerived() status += "\n" + me.ToMindDerived() return status } // Generates an overview of all talents as a string. func (me *Talents) ToTalents() string { status := me.ToBodyTalents() status += "\n" + me.ToMindTalents() return status } // Generates an overview of the equipment values of the being as a string. func (me *EquipmentValues) ToEquipmentValues() string { return fmt.Sprintf("OFF: %3d PRO: %3d BLO: %3d RAP: %3d YIE: %3d", me.Offense, me.Protection, me.Block, me.Rapidity, me.Yield) } // Generates an overview of the status of the being as a string. func (me *Being) ToStatus() string { status := me.ToEssentials() status += "\n" + me.ToTalents() status += "\n" + me.ToDerived() status += "\n" + me.ToEquipmentValues() status += "\n" + me.ToPrompt() status += "\n" return status } func (me *Talents) GrowFrom(from Talents) { me.Strength += from.Strength me.Toughness += from.Toughness me.Agility += from.Agility me.Dexterity += from.Dexterity me.Intelligence += from.Intelligence me.Wisdom += from.Wisdom me.Charisma += from.Charisma me.Emotion += from.Emotion } func (me *Vital) NewMax(max int) { oldmax := me.Max me.Max = max delta := me.Max - oldmax me.Now += delta if me.Now > me.Max { me.Now = me.Max } if me.Now < 0 { me.Now = 0 } } func (me *Being) RecalculateVitals() { newhp := (me.Level * me.Vitality() / 5) + me.Level*2 + me.Vitality()*2 newhp += 8 me.Vitals.HP.NewMax(newhp) me.Vitals.LP.NewMax((me.Vitality()/2 + 4)) newjp := (me.Level*me.Numen())/4 + me.Level*2 + me.Numen()*2 newjpf := float64(newjp) newmp := (me.Level*me.Zeal())/4 + me.Level*2 + me.Zeal()*2 + 32 newmpf := float64(newmp) if me.Kin != nil { newjpf *= me.Kin.Arts newmpf *= me.Kin.Techniques } me.Vitals.MP.NewMax(int(math.Floor(newjpf))) me.Vitals.JP.NewMax(int(math.Floor(newmpf))) } func (me *Being) Init(kind string, name string, privilege Privilege, kin Entitylike, gender Entitylike, job Entitylike) *Being { if me == nil { return me } me.Entity.InitKind(kind, name, privilege) realkin := EntitylikeToKin(kin) realgen := EntitylikeToGender(gender) realjob := EntitylikeToJob(job) monolog.Info("Init being: Kin: %v", realkin) monolog.Info("Init being: Gender: %v", realgen) monolog.Info("Init being: Job: %v", realjob) me.Kin = realkin me.Gender = realgen me.Job = realjob me.Talents.GrowFrom(BasicTalent) me.Talents.GrowFrom(me.Kin.Talents) me.Talents.GrowFrom(me.Gender.Talents) me.Talents.GrowFrom(me.Job.Talents) me.Level = 1 me.RecalculateVitals() return me } func NewBeing(kind string, name string, privilege Privilege, kin Entitylike, gender Entitylike, job Entitylike) *Being { res := &Being{} res.Init(kind, name, privilege, kin, gender, job) return res } func (me *Being) Type() string { return "being" } func (me *Being) Save(datadir string) { SaveSavable(datadir, me) } func LoadBeing(datadir string, nameid string) *Being { res, _ := LoadLoadable(datadir, nameid, new(Being)).(*Being) return res } func (me *Talents) SaveSitef(rec *sitef.Record) (err error) { rec.PutStruct("", *me) return nil } func (me *Vitals) SaveSitef(rec *sitef.Record) (err error) { rec.PutStruct("", *me) return nil } func (me *EquipmentValues) SaveSitef(rec *sitef.Record) (err error) { rec.PutStruct("", *me) return nil } func (me *Aptitudes) SaveSitef(rec *sitef.Record) (err error) { nskills := len(me.Skills) rec.PutInt("skills", nskills) for i := 0; i < nskills; i++ { rec.PutArrayIndex("skills", i, me.Skills[i].skill.ID) } return nil } func (me *Inventory) SaveSitef(rec *sitef.Record) (err error) { return nil } // Save a being to a sitef record. func (me *Being) SaveSitef(rec *sitef.Record) (err error) { me.Entity.SaveSitef(rec) rec.PutInt("level", me.Level) if me.Gender != nil { rec.Put("gender", me.Gender.ID) } if me.Job != nil { rec.Put("job", me.Job.ID) } if me.Kin != nil { rec.Put("kin", me.Kin.ID) } me.Talents.SaveSitef(rec) me.Vitals.SaveSitef(rec) me.EquipmentValues.SaveSitef(rec) me.Aptitudes.SaveSitef(rec) me.Inventory.SaveSitef(rec) if me.Room != nil { rec.Put("room", me.Room.ID) } return nil } func (me *Talents) LoadSitef(rec sitef.Record) (err error) { rec.GetStruct("", me) return nil } func (me *Vitals) LoadSitef(rec sitef.Record) (err error) { rec.GetStruct("", me) return nil } func (me *EquipmentValues) LoadSitef(rec sitef.Record) (err error) { rec.GetStruct("", me) return nil } func (me *Aptitudes) LoadSitef(rec sitef.Record) (err error) { // rec.GetStruct("", *me) return nil } func (me *Inventory) LoadSitef(rec sitef.Record) (err error) { // rec.GetStruct("", *me) return nil } // Load a being from a sitef record. func (me *Being) LoadSitef(rec sitef.Record) (err error) { me.Entity.LoadSitef(rec) me.Level = rec.GetIntDefault("level", 1) me.Gender = EntitylikeToGender(GenderEntityList.FindID(rec.Get("gender"))) me.Job = EntitylikeToJob(JobEntityList.FindID(rec.Get("job"))) me.Kin = EntitylikeToKin(KinEntityList.FindID(rec.Get("kin"))) me.Talents.LoadSitef(rec) me.Vitals.LoadSitef(rec) me.EquipmentValues.LoadSitef(rec) me.Aptitudes.LoadSitef(rec) me.Inventory.LoadSitef(rec) if rec.Get("room") != "" { var err error me.Room, err = DefaultWorld.LoadRoom(rec.Get("room")) if err != nil { monolog.WriteError(err) return err } } return nil }