Allure-0.9.3.1: GameDefinition/Content/ItemKindOrgan.hs
-- Copyright (c) 2008--2011 Andres Loeh
-- Copyright (c) 2010--2019 Mikolaj Konarski and others (see git history)
-- 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 organ definitions.
module Content.ItemKindOrgan
( organs
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Game.LambdaHack.Content.ItemKind
import Game.LambdaHack.Core.Dice
import Game.LambdaHack.Definition.Ability
import Game.LambdaHack.Definition.Color
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Definition.Flavour
organs :: [ItemKind]
organs =
[fist, foot, hookedClaw, smallClaw, snout, smallJaw, jaw, largeJaw, antler, horn, rhinoHorn, tentacle, thorn, boilingFissure, arsenicFissure, sulfurFissure, beeSting, sting, venomTooth, venomFang, screechingBeak, largeTail, hugeTail, armoredSkin, bark, eye3, eye6, eye8, vision6, vision12, vision16, nostril, ear3, ear6, ear8, rattleOrgan, insectMortality, sapientBrain, animalBrain, speedGland5, speedGland10, scentGland, boilingVent, arsenicVent, sulfurVent, bonusHP, braced, asleep, impressed]
-- Allure-specific
++ [smallBeak, razor, liveWire, robotBrain, hullPlating, mouthVent, geneticFlaw3, geneticFlaw10]
fist, foot, hookedClaw, smallClaw, snout, smallJaw, jaw, largeJaw, antler, horn, rhinoHorn, tentacle, thorn, boilingFissure, arsenicFissure, sulfurFissure, beeSting, sting, venomTooth, venomFang, screechingBeak, largeTail, hugeTail, armoredSkin, bark, eye3, eye6, eye8, vision6, vision12, vision16, nostril, ear3, ear6, ear8, rattleOrgan, insectMortality, sapientBrain, animalBrain, speedGland5, speedGland10, scentGland, boilingVent, arsenicVent, sulfurVent, bonusHP, braced, asleep, impressed :: ItemKind
-- Allure-specific
smallBeak, razor, liveWire, robotBrain, hullPlating, mouthVent, geneticFlaw3, geneticFlaw10 :: ItemKind
-- Weapons
-- * Human weapon organs
fist = ItemKind
{ isymbol = ','
, iname = "fist"
, ifreq = [("fist", 100)]
, iflavour = zipPlain [Red]
, icount = 2
, irarity = [(1, 1)]
, iverbHit = "punch"
, iweight = 2000
, idamage = 4 `d` 1
, iaspects = [SetFlag Durable, SetFlag Meleeable]
, ieffects = []
, idesc = "Simple but effective."
, ikit = []
}
foot = fist
{ iname = "foot"
, ifreq = [("foot", 50)]
, iverbHit = "kick"
, idamage = 4 `d` 1
, idesc = "A weapon you can still use if disarmed."
-- great example of tutorial hints inside a flavourful text
}
-- * Other weapon organs
hookedClaw = fist
{ iname = "hooked claw"
, ifreq = [("hooked claw", 50)]
, icount = 2 -- even if more, only the fore claws used for fighting
, iverbHit = "hook"
, idamage = 2 `d` 1
, iaspects = Timeout (12 - 1 `dL` 3)
: iaspects fist
, ieffects = [toOrganBad "slowed" 2]
, idesc = "A curved talon."
}
smallClaw = fist
{ iname = "small claw"
, ifreq = [("small claw", 50)]
, iverbHit = "slash"
, idamage = 2 `d` 1
, idesc = "A pearly spike."
}
snout = fist
{ iname = "snout"
, ifreq = [("snout", 10)]
, icount = 1
, iverbHit = "bite"
, idamage = 2 `d` 1
, idesc = "Sensitive and wide-nostrilled."
}
smallJaw = fist
{ iname = "small jaw"
, ifreq = [("small jaw", 20)]
, icount = 1
, iverbHit = "rip"
, idamage = 3 `d` 1
, idesc = "Filled with small, even teeth."
}
jaw = fist
{ iname = "jaw"
, ifreq = [("jaw", 20)]
, icount = 1
, iverbHit = "rip"
, idamage = 5 `d` 1
, idesc = "Delivers a powerful bite."
}
largeJaw = fist
{ iname = "large jaw"
, ifreq = [("large jaw", 100)]
, icount = 1
, iverbHit = "crush"
, idamage = 10 `d` 1
, iaspects = [Timeout $ 2 + 1 `d` 2] -- no effect, but limit raw damage
++ iaspects fist
, idesc = "Enough to swallow anything in a single gulp."
}
antler = fist
{ iname = "antler"
, ifreq = [("antler", 100)]
, icount = 2
, iverbHit = "ram"
, idamage = 4 `d` 1
, iaspects = [ Timeout $ 3 + (1 `d` 3) * 3
, AddSkill SkArmorMelee 10 ] -- bonus doubled
++ iaspects fist
, ieffects = [PushActor (ThrowMod 100 50 1)] -- 1 step, slow
, idesc = ""
}
horn = fist
{ iname = "horn"
, ifreq = [("horn", 100)]
, icount = 2
, iverbHit = "impale"
, idamage = 5 `d` 1
, iaspects = [ AddSkill SkHurtMelee 10
, AddSkill SkArmorMelee 10 ] -- bonus doubled
++ iaspects fist
, idesc = "Sharp and long, for defence or attack."
}
rhinoHorn = fist
{ iname = "ugly horn" -- made of keratin, unlike real horns
, ifreq = [("rhino horn", 100)]
, icount = 1 -- single, unlike real horns
, iverbHit = "gore"
, idamage = 5 `d` 1
, iaspects = [Timeout 5, AddSkill SkHurtMelee 20]
++ iaspects fist
, ieffects = [Impress, Yell] -- the owner is a mid-boss, after all
, idesc = "Very solid, considering it has the same composition as fingernails."
}
tentacle = fist
{ iname = "tentacle"
, ifreq = [("tentacle", 50)]
, icount = 4
, iverbHit = "slap"
, idamage = 4 `d` 1
, idesc = "Damp and dextrous."
}
thorn = fist
{ iname = "thorn"
, ifreq = [("thorn", 100)]
, icount = 2 + 1 `d` 3
, iverbHit = "puncture"
, idamage = 2 `d` 1
, iaspects = [SetFlag Meleeable] -- not Durable
, ieffects = [VerbNoLonger "be not so thorny any more"]
, idesc = "Sharp yet brittle."
}
boilingFissure = fist
{ iname = "fissure"
, ifreq = [("boiling fissure", 100)]
, icount = 5 + 1 `d` 5
, iverbHit = "hiss at"
, idamage = 1 `d` 1
, iaspects = [ AddSkill SkHurtMelee 20 -- decreasing as count decreases
, SetFlag Meleeable ] -- not Durable
, ieffects = [ DropItem 1 1 COrgan "condition" -- useful; limited
, VerbNoLonger "widen the crack, releasing pressure" ]
, idesc = ""
}
arsenicFissure = boilingFissure
{ iname = "fissure"
, ifreq = [("biogas fissure", 100)]
, icount = 3 + 1 `d` 3
, idamage = 2 `d` 1
, ieffects = [ toOrganBad "parsimonious" (5 + 1 `d` 3)
-- weaken/poison, impacting intellectual abilities first
, VerbNoLonger "become clogged with organic residue" ]
, idesc = ""
}
sulfurFissure = boilingFissure
{ iname = "fissure"
, ifreq = [("medbot fissure", 100)]
, icount = 2 + 1 `d` 2
, idamage = 0 -- heal not via (negative) idamage, for armour would block it
, ieffects = [ RefillHP 5
, VerbNoLonger "run out of nano medbot liquid" ]
, idesc = ""
}
beeSting = fist
{ iname = "bee sting"
, ifreq = [("bee sting", 100)]
, icount = 1
, iverbHit = "sting"
, idamage = 0
, iaspects = [ AddSkill SkArmorMelee 200, AddSkill SkArmorRanged 45
, SetFlag Meleeable ] -- not Durable
, ieffects = [Paralyze 6, RefillHP 4]
-- no special message when runs out, because it's 1 copy
, idesc = "Painful, but beneficial."
}
sting = fist
{ iname = "sting"
, ifreq = [("sting", 100)]
, icount = 1
, iverbHit = "inject"
, idamage = 1 `d` 1
, iaspects = [Timeout $ 10 - 1 `dL` 4, AddSkill SkHurtMelee 40]
++ iaspects fist
, ieffects = [toOrganBad "retaining" (3 + 1 `d` 3)]
, idesc = "Painful, debilitating and harmful."
}
venomTooth = fist
{ iname = "venom tooth"
, ifreq = [("venom tooth", 100)]
, icount = 2
, iverbHit = "bite"
, idamage = 1 `d` 1
, iaspects = Timeout (7 - 1 `dL` 3)
: iaspects fist
, ieffects = [toOrganBad "slowed" (3 + 1 `d` 3)]
, idesc = "A chilling numbness spreads from its bite."
}
venomFang = fist
{ iname = "venom fang"
, ifreq = [("venom fang", 100)]
, icount = 2
, iverbHit = "bite"
, idamage = 0
, iaspects = Timeout (10 - 1 `dL` 5)
: iaspects fist
, ieffects = [toOrganNoTimer "poisoned"]
, idesc = "Dripping with deadly venom."
}
screechingBeak = fist
{ iname = "screeching beak"
, ifreq = [("screeching beak", 100)]
, icount = 1
, iverbHit = "peck"
, idamage = 3 `d` 1
, iaspects = Timeout (7 - 1 `dL` 3)
: iaspects fist
, ieffects = [Summon "scavenger" $ 1 `dL` 3]
, idesc = "Both a weapon and a beacon, calling more scavengers to the meal."
}
largeTail = fist
{ iname = "large tail"
, ifreq = [("large tail", 50)]
, icount = 1
, iverbHit = "knock"
, idamage = 7 `d` 1
, iaspects = [Timeout $ 2 + 1 `d` 2, AddSkill SkHurtMelee 20]
++ iaspects fist
-- timeout higher, lest they regain push before closing again
, ieffects = [PushActor (ThrowMod 200 50 1)] -- 1 step, fast
, idesc = "Almost as long as the trunk."
}
hugeTail = largeTail
{ iname = "huge tail"
, ifreq = [("huge tail", 50)]
, iverbHit = "upend"
, iaspects = [Timeout $ 3 + 1 `d` 2, AddSkill SkHurtMelee 20]
++ iaspects fist
-- timeout higher, lest they regain push before closing again
, ieffects = [PushActor (ThrowMod 400 50 1)] -- 2 steps, fast
, idesc = "Slow but immensely heavy."
}
-- Non-weapons
-- * Armor organs
armoredSkin = ItemKind
{ isymbol = ','
, iname = "armored skin"
, ifreq = [("armored skin", 100)]
, iflavour = zipPlain [Red]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "bash"
, iweight = 2000
, idamage = 0
, iaspects = [ AddSkill SkArmorMelee 30, AddSkill SkArmorRanged 15
, SetFlag Durable ]
, ieffects = []
, idesc = "Homemade armour is just as good." -- hmm, it may get confused with leather armor jackets, etc.
, ikit = []
}
bark = armoredSkin
{ iname = "bark"
, ifreq = [("bark", 100)]
, idesc = ""
}
-- * Sense organs
eye :: Int -> ItemKind
eye n = armoredSkin
{ iname = "eye"
, ifreq = [(toGroupName $ "eye" <+> tshow n, 100)]
, icount = 2
, iverbHit = "glare at"
, iaspects = [ AddSkill SkSight (intToDice n)
, SetFlag Durable ]
, idesc = "A piercing stare."
}
eye3 = eye 3
eye6 = eye 6
eye8 = eye 8
vision :: Int -> ItemKind
vision n = armoredSkin
{ iname = "vision"
, ifreq = [(toGroupName $ "vision" <+> tshow n, 100)]
, iverbHit = "visualize"
, iaspects = [ AddSkill SkSight (intToDice n)
, SetFlag Durable ]
, idesc = ""
}
vision6 = vision 6
vision12 = vision 12
vision16 = vision 16
nostril = armoredSkin
{ iname = "nostril"
, ifreq = [("nostril", 100)]
, icount = 2
, iverbHit = "snuff"
, iaspects = [ AddSkill SkSmell 1 -- times 2, from icount
, SetFlag Durable ]
, idesc = ""
}
ear :: Int -> ItemKind
ear n = armoredSkin
{ iname = "ear"
, ifreq = [(toGroupName $ "ear" <+> tshow n, 100)]
, icount = 2
, iverbHit = "overhear"
, iaspects = [ AddSkill SkHearing (intToDice n)
, SetFlag Durable ]
, idesc = ""
}
ear3 = ear 3
ear6 = ear 6
ear8 = ear 8
-- * Assorted
rattleOrgan = armoredSkin
{ iname = "rattle"
, ifreq = [("rattle", 100)]
, iverbHit = "announce"
, iaspects = [ Timeout $ 10 + (1 `d` 3) * 10 -- long, to limit spam
, SetFlag Periodic, SetFlag Durable ]
, ieffects = [Yell, RefillCalm 5]
, idesc = ""
}
insectMortality = armoredSkin
{ iname = "insect mortality"
, ifreq = [("insect mortality", 100)]
, iverbHit = "age"
, iaspects = [ AddSkill SkAggression 2 -- try to attack before you die
, Timeout $ 30 + (1 `d` 3) * 10 -- die very slowly
, SetFlag Periodic, SetFlag Durable ]
, ieffects = [RefillHP (-1), Yell]
, idesc = ""
}
sapientBrain = armoredSkin
{ iname = "sapient brain"
, ifreq = [("sapient brain", 100)]
, iverbHit = "outbrain"
, iaspects = [AddSkill sk 1 | sk <- [SkMove .. SkApply]]
++ [AddSkill SkMove 4] -- can move at once when waking up
++ [AddSkill SkAlter 4] -- can use all stairs; dig rubble, ice
++ [AddSkill SkWait 2] -- can brace and sleep
++ [AddSkill SkApply 1] -- can use most items, not just foods
++ [SetFlag Durable]
, idesc = ""
}
animalBrain = armoredSkin
{ iname = "animal brain"
, ifreq = [("animal brain", 100)]
, iverbHit = "blank"
, iaspects = [AddSkill sk 1 | sk <- [SkMove .. SkApply]]
++ [AddSkill SkMove 4] -- can move at once when waking up
++ [AddSkill SkAlter 2] -- can use normal stairs; can't dig
++ [AddSkill SkWait 2] -- can brace and sleep
-- No @SkAppy@ bonus, so can only apply foods.
++ [AddSkill SkDisplace (-1)] -- no melee tactics
++ [AddSkill SkMoveItem (-1)] -- no item gathering
++ [AddSkill SkProject (-1)] -- nor item flinging
++ [SetFlag Durable]
, idesc = ""
}
speedGland :: Int -> ItemKind
speedGland n = armoredSkin
{ iname = "speed gland"
, ifreq = [(toGroupName $ "speed gland" <+> tshow n, 100)]
, iverbHit = "spit at"
, iaspects = [ AddSkill SkSpeed $ intToDice n
, Timeout $ intToDice (100 `div` n)
, SetFlag Periodic, SetFlag Durable ]
, ieffects = [RefillHP 1]
, idesc = ""
}
speedGland5 = speedGland 5
speedGland10 = speedGland 10
scentGland = armoredSkin
{ iname = "scent gland"
, ifreq = [("scent gland", 100)]
, icount = 10 + 1 `d` 3 -- runs out
, iverbHit = "spray at"
, iaspects = [ Timeout $ (1 `d` 3) * 10
, SetFlag Periodic, SetFlag Fragile ] -- not Durable
, ieffects = [ VerbNoLonger "look spent"
, ApplyPerfume
, Explode "distressing odor" ]
-- keep explosion at the end to avoid the ambiguity of
-- "of ([foo explosion] of [bar])"
, idesc = ""
}
boilingVent = armoredSkin
{ iname = "vent"
, ifreq = [("boiling vent", 100)]
, iflavour = zipPlain [BrBlue]
, iverbHit = "menace"
, iaspects = [ Timeout $ (2 + 1 `d` 3) * 5
, SetFlag Periodic, SetFlag Durable ]
, ieffects = [RefillHP 2, Explode "boiling water"]
, idesc = ""
}
arsenicVent = armoredSkin
{ iname = "vent"
, ifreq = [("biogas vent", 100)]
, iflavour = zipPlain [BrGreen]
, iverbHit = "menace"
, iaspects = [ Timeout $ (2 + 1 `d` 3) * 5
, SetFlag Periodic, SetFlag Durable ]
, ieffects = [RefillHP 2, Explode "sparse shower"]
, idesc = ""
}
sulfurVent = armoredSkin
{ iname = "vent"
, ifreq = [("medbot vent", 100)]
, iflavour = zipPlain [BrYellow]
, iverbHit = "menace"
, iaspects = [ Timeout $ (2 + 1 `d` 3) * 5
, SetFlag Periodic, SetFlag Durable ]
, ieffects = [RefillHP 2, Explode "dense shower"]
, idesc = ""
}
-- * Special
bonusHP = armoredSkin
{ isymbol = 'H' -- '+' reserved for conditions
, iname = "bonus HP"
, ifreq = [("bonus HP", 1)]
, iflavour = zipPlain [BrBlue]
, iverbHit = "intimidate"
, iweight = 0
, iaspects = [AddSkill SkMaxHP 1]
, idesc = "Special training and connections in the right places give this adventurer reinforced musculature and augmented internal organs, much more resilient to damage."
}
braced = armoredSkin
{ isymbol = 'B'
, iname = "braced"
, ifreq = [("braced", 1)]
, iflavour = zipPlain [BrGreen]
, iverbHit = "brace"
, iweight = 0
, iaspects = [ AddSkill SkArmorMelee 50, AddSkill SkArmorRanged 25
, AddSkill SkHearing 10
, SetFlag Condition ] -- hack: display as condition
, idesc = "Apart of increased resilience to attacks, being braced protects from displacement by foes and other forms of forced translocation, e.g., pushing or pulling."
}
asleep = armoredSkin
{ isymbol = 'S'
, iname = "asleep"
, ifreq = [("asleep", 1)]
, iflavour = zipPlain [BrGreen] -- regenerates HP (very slowly)
, icount = 5
, iverbHit = "slay"
, iweight = 0
, iaspects = [AddSkill sk (-1) | sk <- [SkMove .. SkApply]]
++ [ AddSkill SkMelee 1, AddSkill SkAlter 1, AddSkill SkWait 1
, AddSkill SkSight (-3), AddSkill SkArmorMelee (-10)
, SetFlag Condition ] -- hack: display as condition
, idesc = "Sleep helps to regain health, albeit extremely slowly. Being asleep makes you vulnerable, with gradually diminishing effects as the slumber wears off over several turns. Any non-idle action, not only combat but even yawning or stretching removes a sizable portion of the sleepiness."
}
impressed = armoredSkin
{ isymbol = 'I'
, iname = "impressed"
, ifreq = [("impressed", 1), ("condition", 1)]
, iflavour = zipPlain [BrRed]
, iverbHit = "confuse"
, iweight = 0
, iaspects = [ AddSkill SkMaxCalm (-1) -- to help player notice on HUD
-- and to count as bad condition
, SetFlag Fragile -- to announce "no longer" only when
-- all impressions gone
, SetFlag Condition ] -- this is really a condition,
-- just not a timed condition
, ieffects = [ OnSmash $ verbMsgLess "impressed"
, OnSmash $ verbMsgNoLonger "impressed" ]
-- not periodic, so no wear each turn, so only @OnSmash@
, idesc = "Being impressed by one's adversary sounds like fun, but on battlefield it equals treason. Almost. Throw in depleted battle calm and it leads to mindless desertion outright."
}
-- * Allure-specific
smallBeak = fist
{ iname = "small beak"
, ifreq = [("small beak", 50)]
, icount = 1
, iverbHit = "nom"
, idamage = 2 `d` 1
, idesc = "Cute, but painful."
}
razor = fist
{ iname = "razor edge"
, ifreq = [("razor", 100)]
, icount = 1 + 1 `d` 2
, iverbHit = "slice"
, idamage = 2 `d` 1
, iaspects = [SetFlag Meleeable] -- not Durable
, ieffects = [ toOrganBad "weakened" (2 + 1 `dL` 3)
, VerbNoLonger "lose all sharpness" ]
-- we interpret charges as sharpness of the actor or his razor'
-- no pronoun in the message to avoid "you lose its sharpness"
, idesc = ""
}
liveWire = fist
{ iname = "live wire"
, ifreq = [("live wire", 100)]
, icount = 1
, iverbHit = "shock"
, idamage = 0
, iaspects = [ Timeout $ 3 + 1 `d` 2
, AddSkill SkHurtMelee 20 ]
++ iaspects fist
, ieffects = [ toOrganBad "immobile" (3 + 1 `d` 3)
, RefillHP (-1) ]
, idesc = ""
}
robotBrain = armoredSkin
{ iname = "robot brain"
, ifreq = [("robot brain", 100)]
, iverbHit = "outcompute"
, iaspects = [AddSkill sk 1 | sk <- [SkMove .. SkApply]]
++ [AddSkill SkMove 4] -- can move at once when waking up
++ [AddSkill SkAlter 1] -- can open doors; only easiest stairs
++ [AddSkill SkWait 2] -- can brace and sleep
-- No @SkAlter@ bonus, so can only use the easiest stairs.
++ [AddSkill SkApply (-1)] -- can't even eat food, but can fling
++ [SetFlag Durable]
, idesc = ""
}
hullPlating = armoredSkin
{ iname = "hull plating"
, ifreq = [("hull plating", 100)]
, idesc = ""
}
mouthVent = armoredSkin
{ iname = "mouth vent"
, ifreq = [("mouth vent", 100)]
, iflavour = zipPlain [BrMagenta]
, iverbHit = "surprise"
, iaspects = [ Timeout 7
, SetFlag Periodic, SetFlag Durable ]
, ieffects = [OneOf $ map Explode
["pheromone", "cruise ad hologram", "immobile mist", "smoke", "spark"]]
, idesc = ""
}
geneticFlaw :: Int -> ItemKind -- HP change varies due to body size
geneticFlaw n = armoredSkin
{ isymbol = 'F'
, iname = "genetic flaw"
, ifreq = [ ("genetic flaw", 1)
, (toGroupName $ "genetic flaw" <+> tshow n, 1) ]
, iflavour = zipPlain [BrRed]
, iverbHit = "flaw"
, iweight = 0
, iaspects = [ AddSkill SkMaxHP (intToDice $ - n)
, Odds (1 `d` 400) [AddSkill SkArmorMelee (-20)]
[AddSkill SkArmorRanged (-10)]
, SetFlag Condition ]
-- destroy on drop to run the @OnSmash@ effects
++ [AddSkill SkWait (-1) | n >= 10]
++ [AddSkill SkApply (-1) | n >= 10]
, ieffects = [ OnSmash $ DropItem maxBound maxBound COrgan "condition"
-- key for AI is it eliminates all impression conditions
, OnSmash $ RefillHP n
, OnSmash $ VerbNoLonger "undergo instant infracellular decontamination" ] -- unlike the civilian version, this one is instant and the attunement is automatic and relatively quick (the usual double cooldown when equipping items again)
, idesc = "Nobody is perfect. At least without infracellular engineering, which is heavily regulated, insanely expensive and automatically reverted without refund before critical medical interventions. One more reason to be a good citizen, work hard and not die often. But where is the fun in that?"
}
geneticFlaw3 = geneticFlaw 3
geneticFlaw10 = geneticFlaw 10