Allure-0.6.2.0: GameDefinition/Content/ItemKindActor.hs
-- Copyright (c) 2008--2011 Andres Loeh, 2010--2017 Mikolaj Konarski
-- This file is a part of the computer game Allure of the Stars
-- and is released under the terms of the GNU Affero General Public License.
-- For license and copyright information, see the file LICENSE.
--
-- | Actor (or rather actor body trunk) definitions.
module Content.ItemKindActor
( actors
) where
import Prelude ()
import Game.LambdaHack.Common.Prelude
import Game.LambdaHack.Common.Ability
import Game.LambdaHack.Common.Color
import Game.LambdaHack.Common.Flavour
import Game.LambdaHack.Common.Misc
import Game.LambdaHack.Content.ItemKind
actors :: [ItemKind]
actors =
[warrior, warrior2, warrior3, warrior4, warrior5, scout, ranger, escapist, ambusher, soldier, civilian, civilian2, civilian3, civilian4, civilian5, eye, fastEye, nose, elbow, torsor, goldenJackal, griffonVulture, skunk, armadillo, gilaMonster, rattlesnake, komodoDragon, hyena, alligator, rhinoceros, beeSwarm, hornetSwarm, thornbush]
-- Allure-specific
++ [razorwireFence, electricFence, activeFence, steamFaucet, biogasFaucet, medbotFaucet, surveillanceDrone, shepherdDrone, huntingDrone, homeRobot, wasteRobot, lightRobot, heavyRobot, cleanerRobot]
warrior, warrior2, warrior3, warrior4, warrior5, scout, ranger, escapist, ambusher, soldier, civilian, civilian2, civilian3, civilian4, civilian5, eye, fastEye, nose, elbow, torsor, goldenJackal, griffonVulture, skunk, armadillo, gilaMonster, rattlesnake, komodoDragon, hyena, alligator, rhinoceros, beeSwarm, hornetSwarm, thornbush :: ItemKind
-- Allure-specific
razorwireFence, electricFence, activeFence, steamFaucet, biogasFaucet, medbotFaucet, surveillanceDrone, shepherdDrone, huntingDrone, homeRobot, wasteRobot, lightRobot, heavyRobot, cleanerRobot :: ItemKind
-- * Hunams
warrior = ItemKind
{ isymbol = '@'
, iname = "mercenary" -- modified if initial actors in hero faction
, ifreq = [("hero", 100), ("mobile", 1)]
, iflavour = zipPlain [BrWhite]
, icount = 1
, irarity = [(1, 5)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 80 -- partially from clothes and assumed first aid
, AddMaxCalm 70, AddSpeed 20, AddNocto 2
, AddAbility AbProject 2, AddAbility AbApply 1
, AddAbility AbAlter 2 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = ""
, ikit = [ ("fist", COrgan), ("foot", COrgan), ("eye 6", COrgan)
, ("sapient brain", COrgan) ]
}
warrior2 = warrior
{ iname = "pilot" }
warrior3 = warrior
{ iname = "engineer" }
warrior4 = warrior
{ iname = "doctor" }
warrior5 = warrior
{ iname = "hacker" }
scout = warrior
{ iname = "scout"
, ifreq = [("scout hero", 100), ("mobile", 1)]
, ikit = ikit warrior
++ [ ("add sight", CEqp)
, ("armor ranged", CEqp)
, ("add nocto 1", CInv) ]
}
ranger = warrior
{ iname = "ranger"
, ifreq = [("ranger hero", 100), ("mobile", 1)]
, ikit = ikit warrior ++ [("weak arrow", CInv), ("armor ranged", CEqp)]
}
escapist = warrior
{ iname = "escapist"
, ifreq = [("escapist hero", 100), ("mobile", 1)]
, ikit = ikit warrior
++ [ ("add sight", CEqp)
, ("weak arrow", CInv) -- mostly for probing
, ("armor ranged", CEqp)
, ("flask", CInv)
, ("light source", CInv)
, ("blanket", CInv) ]
}
ambusher = warrior
{ iname = "ambusher"
, ifreq = [("ambusher hero", 100), ("mobile", 1)]
, ikit = ikit warrior -- dark and numerous, so more kit without exploring
++ [ ("ring of opportunity sniper", CEqp)
, ("light source", CEqp), ("wooden torch", CInv)
, ("weak arrow", CInv), ("any arrow", CSha), ("flask", CSha) ]
}
soldier = warrior
{ iname = "soldier"
, ifreq = [("soldier hero", 100), ("mobile", 1)]
, ikit = ikit warrior ++ [("starting weapon", CEqp)]
}
civilian = warrior
{ iname = "clerk"
, ifreq = [("civilian", 100), ("mobile", 1)]
, iflavour = zipPlain [BrBlack] }
civilian2 = civilian
{ iname = "hairdresser" }
civilian3 = civilian
{ iname = "lawyer" }
civilian4 = civilian
{ iname = "peddler" }
civilian5 = civilian
{ iname = "tax collector" }
-- * Aliens
-- They have bright colours, because they are not natural.
eye = ItemKind
{ isymbol = 'w'
, iname = "beckoning walker"
, ifreq = [ ("monster", 100), ("mobile", 1)
, ("mobile monster", 100), ("scout monster", 10) ]
, iflavour = zipFancy [BrRed]
, icount = 1
, irarity = [(4, 6), (10, 10)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 20, AddMaxCalm 70, AddSpeed 20, AddNocto 2
, AddAggression 1
, AddAbility AbProject 2, AddAbility AbApply 1
, AddAbility AbAlter 2 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "Walks with a stately dignity. You read death in the slow beckoning gestures of its revolting upper appendages."
, ikit = [ ("foot", COrgan), ("tentacle", COrgan)
, ("eye 6", COrgan)
, ("sapient brain", COrgan) ]
}
fastEye = ItemKind
{ isymbol = 'b'
, iname = "crawling biter"
, ifreq = [ ("monster", 100), ("mobile", 1)
, ("mobile monster", 100), ("scout monster", 60) ]
, iflavour = zipFancy [BrBlue]
, icount = 1
, irarity = [(4, 3), (10, 10)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 5, AddMaxCalm 70, AddSpeed 30, AddNocto 2
, AddAggression 1
, AddAbility AbAlter 2 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "It bites as blindingly fast as it runs. Or rolls? Or crawls? Also, cuts and pierces."
, ikit = [ ("tentacle", COrgan), ("jaw", COrgan)
, ("eye 3", COrgan), ("speed gland 10", COrgan)
, ("sapient brain", COrgan) ]
}
nose = ItemKind -- depends solely on smell
{ isymbol = 'h'
, iname = "tentacled horror"
, ifreq = [("monster", 100), ("mobile", 1), ("mobile monster", 100)]
, iflavour = zipFancy [BrGreen]
, icount = 1
, irarity = [(4, 5), (10, 9)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 30, AddMaxCalm 30, AddSpeed 16, AddNocto 2
, AddAggression 1
, AddAbility AbProject (-1), AddAbility AbAlter 2 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "A blind, slimy mass of clawing, stinging and burning. You'd think it's powerless, but as soon as it touches your trembling body, it's always one step ahead."
, ikit = [ ("nostril", COrgan), ("small claw", COrgan)
, ("tentacle", COrgan), ("tentacle", COrgan)
, ("thorn", COrgan), ("venom tooth", COrgan)
, ("sapient brain", COrgan) ]
}
elbow = ItemKind
{ isymbol = 's'
, iname = "creepy shooter"
, ifreq = [ ("monster", 100), ("mobile", 1)
, ("mobile monster", 100), ("scout monster", 30) ]
, iflavour = zipFancy [BrMagenta]
, icount = 1
, irarity = [(6, 1), (10, 9)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 12, AddMaxCalm 80, AddSpeed 21, AddNocto 2
, AddAbility AbProject 2, AddAbility AbApply 1
, AddAbility AbAlter 2, AddAbility AbMelee (-1) ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "It moves in sudden jerks and never makes a noise. Speaks in hard objects hurled at deadly speeds."
, ikit = [ ("speed gland 4", COrgan)
, ("eye 8", COrgan)
, ("any arrow", CSha), ("any arrow", CInv)
, ("weak arrow", CInv), ("weak arrow", CInv)
, ("sapient brain", COrgan) ]
}
torsor = ItemKind
{ isymbol = 'M'
, iname = "The Maker of Contact"
, ifreq = [("monster", 100), ("mobile", 1)]
, iflavour = zipFancy [BrCyan]
, icount = 1
, irarity = [(11 * 10/12, 0), (12 * 10/12, 1000)] -- unique
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 300, AddMaxCalm 100, AddSpeed 6, AddNocto 2
, AddAggression 3
, AddAbility AbProject 2, AddAbility AbApply 1
, AddAbility AbAlter (-1) ] -- can't switch levels, the boss
, ieffects = [Unique]
, ifeature = [Durable, Identified]
, idesc = "The mind, the heart behind it all. Warmth and sympathy pour out through the graceful undulation of tentacles, sharp claws, snapping jaw, grinding teeth and tensing fangs."
, ikit = [ ("tentacle", COrgan), ("hooked claw", COrgan)
, ("large jaw", COrgan)
, ("sting", COrgan), ("venom fang", COrgan)
, ("eye 6", COrgan), ("speed gland 4", COrgan)
, ("gem", CInv), ("gem", CInv), ("gem", CInv), ("gem", CInv)
, ("sapient brain", COrgan) ]
}
-- * Animals
-- They need rather strong melee, because they don't use items.
-- Unless/until they level up.
-- They have dull colors, except for yellow, because there is no dull variant.
goldenJackal = ItemKind -- basically a much smaller and slower hyena
{ isymbol = 'j'
, iname = "golden jackal"
, ifreq = [ ("animal", 100), ("mobile", 1), ("mobile animal", 100)
, ("scavenger", 50) ]
, iflavour = zipPlain [BrYellow]
, icount = 1
, irarity = [(1, 3)]
, iverbHit = "thud"
, iweight = 13000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 12, AddMaxCalm 70, AddSpeed 24, AddNocto 2 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = ""
, ikit = [ ("small jaw", COrgan), ("eye 6", COrgan), ("nostril", COrgan)
, ("animal brain", COrgan) ]
}
griffonVulture = ItemKind
{ isymbol = 'v'
, iname = "griffon vulture"
, ifreq = [ ("animal", 100), ("mobile", 1), ("mobile animal", 100)
, ("scavenger", 30) ]
, iflavour = zipPlain [BrYellow]
, icount = 1
, irarity = [(1, 5)]
, iverbHit = "thud"
, iweight = 13000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 12, AddMaxCalm 80, AddSpeed 22, AddNocto 2
, AddAbility AbAlter (-2) ] -- can't use stairs nor doors
-- Animals don't have leader, usually, so even if only one of level,
-- it pays the communication overhead, so the speed is higher to get
-- them on par with human leaders moving solo. Random double moves,
-- on either side, are just too frustrating.
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = ""
, ikit = [ ("screeching beak", COrgan) -- in reality it grunts and hisses
, ("small claw", COrgan), ("eye 7", COrgan)
, ("animal brain", COrgan) ]
}
skunk = ItemKind
{ isymbol = 's'
, iname = "hog-nosed skunk"
, ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)]
, iflavour = zipPlain [White]
, icount = 1
, irarity = [(1, 5), (10, 3)]
, iverbHit = "thud"
, iweight = 4000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 10, AddMaxCalm 30, AddSpeed 22, AddNocto 2
, AddAbility AbAlter (-2) ] -- can't use stairs nor doors
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = ""
, ikit = [ ("scent gland", COrgan)
, ("small claw", COrgan), ("snout", COrgan)
, ("nostril", COrgan), ("eye 3", COrgan)
, ("animal brain", COrgan) ]
}
armadillo = ItemKind
{ isymbol = 'a'
, iname = "giant armadillo"
, ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)]
, iflavour = zipPlain [Brown]
, icount = 1
, irarity = [(1, 5)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 20, AddMaxCalm 30, AddSpeed 20, AddNocto 2
, AddAbility AbAlter (-2) ] -- can't use stairs nor doors
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = ""
, ikit = [ ("hooked claw", COrgan), ("snout", COrgan)
, ("armored skin", COrgan), ("nostril", COrgan)
, ("eye 3", COrgan), ("animal brain", COrgan) ]
}
gilaMonster = ItemKind
{ isymbol = 'g'
, iname = "Gila monster"
, ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)]
, iflavour = zipPlain [Magenta]
, icount = 1
, irarity = [(2, 5), (10, 3)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 12, AddMaxCalm 50, AddSpeed 18, AddNocto 2
, AddAbility AbAlter (-2) ] -- can't use stairs nor doors
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = ""
, ikit = [ ("venom tooth", COrgan), ("small claw", COrgan)
, ("eye 3", COrgan), ("nostril", COrgan)
, ("animal brain", COrgan) ]
}
rattlesnake = ItemKind
{ isymbol = 's'
, iname = "rattlesnake"
, ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)]
, iflavour = zipPlain [Brown]
, icount = 1
, irarity = [(5, 1), (10, 12)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 25, AddMaxCalm 60, AddSpeed 16, AddNocto 2
, AddAbility AbAlter (-2) ] -- can't use stairs nor doors
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = ""
, ikit = [ ("venom fang", COrgan)
, ("eye 4", COrgan), ("nostril", COrgan)
, ("animal brain", COrgan) ]
}
komodoDragon = ItemKind -- bad hearing; regeneration makes it very powerful
{ isymbol = 'k'
, iname = "Komodo dragon"
, ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)]
, iflavour = zipPlain [Blue]
, icount = 1
, irarity = [(9, 0), (10, 10)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 41, AddMaxCalm 60, AddSpeed 18, AddNocto 2 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = ""
, ikit = [ ("large tail", COrgan), ("jaw", COrgan)
, ("hooked claw", COrgan), ("speed gland 4", COrgan)
, ("armored skin", COrgan), ("eye 3", COrgan)
, ("nostril", COrgan), ("animal brain", COrgan) ]
}
hyena = ItemKind
{ isymbol = 'h'
, iname = "spotted hyena"
, ifreq = [ ("animal", 100), ("mobile", 1), ("mobile animal", 100)
, ("scavenger", 20) ]
, iflavour = zipPlain [BrYellow]
, icount = 1
, irarity = [(4, 1), (10, 8)]
, iverbHit = "thud"
, iweight = 60000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 20, AddMaxCalm 70, AddSpeed 32, AddNocto 2 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = ""
, ikit = [ ("jaw", COrgan), ("eye 6", COrgan), ("nostril", COrgan)
, ("animal brain", COrgan) ]
}
alligator = ItemKind
{ isymbol = 'a'
, iname = "alligator"
, ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)]
, iflavour = zipPlain [Blue]
, icount = 1
, irarity = [(8, 1), (10, 9)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 41, AddMaxCalm 70, AddSpeed 18, AddNocto 2 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = ""
, ikit = [ ("large jaw", COrgan), ("large tail", COrgan)
, ("small claw", COrgan)
, ("armored skin", COrgan), ("eye 6", COrgan)
, ("animal brain", COrgan) ]
}
rhinoceros = ItemKind
{ isymbol = 'R'
, iname = "The Maddened Rhinoceros"
, ifreq = [("animal", 100), ("mobile", 1)]
, iflavour = zipPlain [Brown]
, icount = 1
, irarity = [(1 * 10/12, 1000000), (2 * 10/12, 0)] -- unique
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 90, AddMaxCalm 60, AddSpeed 27, AddNocto 2
, AddAggression 2
, AddAbility AbAlter (-1) ] -- can't switch levels, a miniboss
, ieffects = [Unique]
, ifeature = [Durable, Identified]
, idesc = "The last of its kind. Blind with rage. Charges at deadly speed."
, ikit = [ ("armored skin", COrgan), ("eye 2", COrgan)
, ("horn", COrgan), ("snout", COrgan)
, ("animal brain", COrgan) ]
}
-- * Non-animal animals
beeSwarm = ItemKind
{ isymbol = 'b'
, iname = "bee swarm"
, ifreq = [("animal", 100), ("mobile", 1)]
, iflavour = zipPlain [Brown]
, icount = 1
, irarity = [(1, 2), (10, 4)]
, iverbHit = "thud"
, iweight = 1000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 8, AddMaxCalm 60
, AddSpeed 30, AddNocto 2 -- armor in sting
, AddAbility AbAlter (-2) ] -- can't use stairs nor doors
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = ""
, ikit = [ ("bee sting", COrgan), ("vision 6", COrgan)
, ("insect mortality", COrgan), ("animal brain", COrgan) ]
}
hornetSwarm = ItemKind
{ isymbol = 'h'
, iname = "hornet swarm"
, ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)]
, iflavour = zipPlain [Magenta]
, icount = 1
, irarity = [(5, 1), (10, 8)]
, iverbHit = "thud"
, iweight = 1000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 8, AddMaxCalm 70, AddSpeed 30, AddNocto 2
, AddAbility AbAlter (-2) -- can't use stairs nor doors
, AddArmorMelee 80, AddArmorRanged 40 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = ""
, ikit = [ ("sting", COrgan), ("vision 8", COrgan)
, ("insect mortality", COrgan), ("animal brain", COrgan) ]
}
thornbush = ItemKind
{ isymbol = 't'
, iname = "thornbush"
, ifreq = [("animal", 20), ("immobile animal", 30)]
, iflavour = zipPlain [Brown]
, icount = 1
, irarity = [(1, 10)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 20, AddMaxCalm 999, AddSpeed 22, AddNocto 2
, AddAbility AbWait 1, AddAbility AbMelee 1 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = ""
, ikit = [("thorn", COrgan), ("armored skin", COrgan)]
}
-- * Robots, Allure-specific
-- Robots have any colors but only f, d and r letters. Avoid these letters
-- for other factions.
razorwireFence = ItemKind
{ isymbol = 'f'
, iname = "razorwire fence"
, ifreq = [("robot", 10), ("immobile robot", 10)]
, iflavour = zipPlain [Cyan]
, icount = 1
, irarity = [(3 * 10/12, 0), (4 * 10/12, 10)] -- quickly vanishes at depth
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 30, AddMaxCalm 999, AddSpeed 20, AddNocto 2
, AddAbility AbWait 1, AddAbility AbMelee 1
, AddArmorMelee 40, AddArmorRanged 20 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "Must have been bought by previous ship owners to contain the wild animal infestation."
, ikit = [("razor", COrgan)]
}
electricFence = ItemKind
{ isymbol = 'f'
, iname = "electric fence"
, ifreq = [("robot", 10), ("immobile robot", 10)]
, iflavour = zipPlain [Blue]
, icount = 1
, irarity = [(3 * 10/12, 0), (4 * 10/12, 10)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 10, AddMaxCalm 999, AddSpeed 40, AddNocto 2
, AddAbility AbWait 1, AddAbility AbMelee 1
, AddArmorMelee 40, AddArmorRanged 20 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "Marginally intelligent electric shepherd. Originally used in orbital dairy farms and planetary zoos."
, ikit = [("live wire", COrgan)]
}
activeFence = ItemKind
{ isymbol = 'f'
, iname = "active fence"
, ifreq = [("robot", 30), ("immobile robot", 30)]
, iflavour = zipPlain [Red]
, icount = 1
, irarity = [(5 * 10/12, 0), (6 * 10/12, 3)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 20, AddMaxCalm 999, AddSpeed 20, AddNocto 2
, AddAbility AbWait 1, AddAbility AbProject 3
, AddArmorMelee 40, AddArmorRanged 20 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "Makeshift, mostly non-lethal, autonomous perimeter defense outpost."
, ikit = [ ("vision 6", COrgan)
, ("needle", CInv), ("can of sticky foam", CInv) ]
}
steamFaucet = ItemKind
{ isymbol = 'f'
, iname = "steam faucet"
, ifreq = [("robot", 30), ("immobile robot", 50)]
, iflavour = zipPlain [BrBlue]
, icount = 1
, irarity = [(1, 3), (5 * 10/12, 3)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 20, AddMaxCalm 999, AddSpeed 10, AddNocto 2
, AddAbility AbWait 1, AddAbility AbMelee 1
, AddArmorMelee 40, AddArmorRanged 20 ] -- hard material
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "A cracked valve on one of the superheated water pipes spreading radially outward from the tokamak level."
, ikit = [("boiling vent", COrgan), ("boiling fissure", COrgan)]
}
biogasFaucet = ItemKind
{ isymbol = 'f'
, iname = "biogas faucet"
, ifreq = [("robot", 10), ("immobile robot", 30)]
, iflavour = zipPlain [BrGreen]
, icount = 1
, irarity = [(1, 10), (5 * 10/12, 10)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 30, AddMaxCalm 999, AddSpeed 22
, AddNocto 2, AddShine 3
, AddAbility AbWait 1, AddAbility AbMelee 1 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "An emergency pressure-release vent on a smelly biogas pipe."
, ikit = [("biogas vent", COrgan), ("biogas fissure", COrgan)]
}
medbotFaucet = ItemKind
{ isymbol = 'f'
, iname = "nano medbot faucet"
, ifreq = [("robot", 10), ("immobile robot", 90)]
, iflavour = zipPlain [BrYellow]
, icount = 1
, irarity = [(1, 10), (5 * 10/12, 10)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 30, AddMaxCalm 999, AddSpeed 22
, AddNocto 2, AddShine 3
, AddAbility AbWait 1, AddAbility AbMelee 1 ]
, ieffects = []
, ifeature = [Durable, Identified] -- TODO: only heal humans
, idesc = "A faucet of a malfunctioning nano medical robot dispenser. Let's hope the medbots are still effective."
, ikit = [("medbot vent", COrgan), ("medbot fissure", COrgan)]
}
surveillanceDrone = ItemKind
{ isymbol = 'd'
, iname = "surveillance drone"
, ifreq = [("robot", 100), ("mobile", 100), ("mobile robot", 100)]
, iflavour = zipPlain [Blue]
, icount = 1
, irarity = [] -- TODO: too boring
, iverbHit = "thud"
, iweight = 1000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 6, AddMaxCalm 90, AddSpeed 30, AddNocto 2
, AddAbility AbDisplace (-1), AddAbility AbMoveItem (-1)
, AddAbility AbProject (-1), AddAbility AbMelee (-1)
, AddArmorMelee 40, AddArmorRanged 20 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "A video camera in each room would violate privacy of passengers, hence surveillance drones. Programmed to be easy to fend off, they keep a respectful distance."
, ikit = [ ("vision 14", COrgan), ("robot brain", COrgan) ]
}
shepherdDrone = ItemKind
{ isymbol = 'd'
, iname = "shepherd drone"
, ifreq = [("robot", 100), ("mobile", 100), ("mobile robot", 100)]
, iflavour = zipPlain [BrRed]
, icount = 1
, irarity = [(1, 7)]
, iverbHit = "thud"
, iweight = 1000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 3, AddMaxCalm 60, AddSpeed 30, AddNocto 2
, AddAbility AbDisplace (-1), AddAbility AbMoveItem (-1)
, AddAbility AbProject (-1)
, AddArmorMelee 80, AddArmorRanged 40 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "A shabby drone for bringing cows home."
, ikit = [ ("eye 4", COrgan), ("live wire", COrgan)
, ("robot brain", COrgan) ]
}
huntingDrone = ItemKind
{ isymbol = 'd'
, iname = "hunting drone"
, ifreq = [("robot", 100), ("mobile", 100), ("mobile robot", 100)]
, iflavour = zipPlain [Green]
, icount = 1
, irarity = [(3, 0), (5, 2), (10, 4)]
, iverbHit = "thud"
, iweight = 500
, idamage = toDmg 0
, iaspects = [ AddMaxHP 6, AddMaxCalm 60, AddSpeed 40, AddNocto 2
, AddAbility AbDisplace (-1), AddAbility AbMoveItem (-1)
, AddAbility AbMelee (-1)
, AddArmorMelee 40, AddArmorRanged 20 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "Originally designed for hunting down and putting to sleep stray animals. The sleeping agent has long since dried up."
, ikit = [ ("eye 5", COrgan), ("needle", CInv)
, ("robot brain", COrgan) ]
}
homeRobot = ItemKind
{ isymbol = 'r'
, iname = "feral home robot"
-- TODO: name another 'deranged', tertiary imperative: survival
, ifreq = [("robot", 100), ("mobile", 100), ("mobile robot", 100)]
, iflavour = zipPlain [Magenta]
, icount = 1
, irarity = [(1, 20), (10, 6)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 10, AddMaxCalm 30, AddSpeed 20, AddNocto 2
, AddAbility AbProject (-1) ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "Once a timid household robot, now sufficiently adapted to survive in the deadly environment."
, ikit = [ ("fist", COrgan), ("eye 2", COrgan), ("nostril", COrgan)
, ("robot brain", COrgan) ]
}
wasteRobot = ItemKind
{ isymbol = 'r'
, iname = "waste disposal robot"
, ifreq = [ ("robot", 100), ("mobile", 100), ("mobile robot", 100)
, ("construction robot", 50) ]
, iflavour = zipPlain [Green]
, icount = 1
, irarity = [(1, 10), (10, 6)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 15, AddMaxCalm 30, AddSpeed 15, AddNocto 2 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "You are not in its database, hence you are waste."
, ikit = [ ("jaw", COrgan), ("tentacle", COrgan)
, ("waste container", COrgan), ("armored skin", COrgan)
, ("eye 2", COrgan), ("nostril", COrgan)
, ("robot brain", COrgan) ]
}
lightRobot = ItemKind
{ isymbol = 'r'
, iname = "decoration robot"
, ifreq = [ ("robot", 100), ("mobile", 100), ("mobile robot", 100)
, ("construction robot", 100) ]
, iflavour = zipPlain [BrYellow]
, icount = 1
, irarity = [(3, 1), (10, 10)]
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 15, AddMaxCalm 60, AddSpeed 30, AddNocto 2
, AddAbility AbProject 2 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "Interior and exterior decoration robot. Strongly fancies deep reds recently."
, ikit = [ ("hooked claw", COrgan), ("tentacle", COrgan)
, ("spotlight", COrgan), ("armored skin", COrgan)
, ("eye 5", COrgan), ("robot brain", COrgan) ]
}
heavyRobot = ItemKind
{ isymbol = 'r'
, iname = "construction robot"
, ifreq = [ ("robot", 100), ("mobile", 100), ("mobile robot", 100)
, ("construction robot", 100) ]
, iflavour = zipPlain [BrRed]
, icount = 1
, irarity = [(8, 0), (10, 10)]
, iverbHit = "thud"
, iweight = 800000
, idamage = toDmg 0
, iaspects = [ AddMaxHP 41, AddMaxCalm 60, AddSpeed 20, AddNocto 2
, AddAbility AbProject 2 ]
, ieffects = []
, ifeature = [Durable, Identified]
, idesc = "Heavy multi-purpose construction robot. Excels at discharging, dismantling and demolition."
, ikit = [ ("large jaw", COrgan), ("small claw", COrgan), ("spotlight", COrgan)
, ("construction hooter", CInv)
, ("armored skin", COrgan), ("eye 4", COrgan)
, ("robot brain", COrgan) ]
}
cleanerRobot = ItemKind
{ isymbol = 'C'
, iname = "The Void Cleaner Robot"
, ifreq = [("robot", 100), ("mobile", 1)]
, iflavour = zipPlain [BrGreen]
, icount = 1
, irarity = [(9 * 10/12, 0), (10 * 10/12, 1000), (11 * 10/12, 0)]
-- unique, appears at 10 of 12
, iverbHit = "thud"
, iweight = 80000
, idamage = toDmg 0
, iaspects = [AddMaxHP 120, AddMaxCalm 60, AddSpeed 18, AddNocto 2]
-- can't exit the gated level, a miniboss
, ieffects = [Unique]
, ifeature = [Durable, Identified]
, idesc = "A waste disposal robot repaired with parts from a heavy construction robot, including a scaled up goal matrix. The cosmic void is now the only acceptable model of cleanliness."
, ikit = [ ("waste container", COrgan), ("boiling vent", COrgan)
, ("armored skin", COrgan), ("live wire", COrgan)
, ("jaw", COrgan), ("hooked claw", COrgan)
, ("eye 2", COrgan), ("nostril", COrgan), ("spotlight", COrgan)
, ("currency", CInv), ("currency", CInv), ("currency", CInv)
, ("robot brain", COrgan) ]
}