LambdaHack-0.9.3.0: GameDefinition/Content/CaveKind.hs
-- | Cave properties.
module Content.CaveKind
( content
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Data.Ratio
import Game.LambdaHack.Content.CaveKind
import Game.LambdaHack.Core.Dice
content :: [CaveKind]
content =
[rogue, arena, smoking, laboratory, noise, mine, empty, shallowRogue, outermost, raid, brawl, shootout, hunt, escape, zoo, ambush, battle, safari1, safari2, safari3]
rogue, arena, smoking, laboratory, noise, mine, empty, shallowRogue, outermost, raid, brawl, shootout, hunt, escape, zoo, ambush, battle, safari1, safari2, safari3 :: CaveKind
-- * Underground caves; most of mediocre height and size
rogue = CaveKind
{ csymbol = 'R'
, cname = "A maze of twisty passages"
, cfreq = [("default random", 100), ("caveRogue", 1)]
, cXminSize = 80
, cYminSize = 21
, ccellSize = DiceXY (2 `d` 4 + 10) 6
, cminPlaceSize = DiceXY (2 `d` 2 + 4) 5
, cmaxPlaceSize = DiceXY 16 40
, cdarkOdds = 1 `d` 54 + 1 `dL` 20
-- most rooms lit, to compensate for dark corridors
, cnightOdds = 51 -- always night
, cauxConnects = 1%2
, cmaxVoid = 1%6
, cminStairDist = 20
, cextraStairs = 1 + 1 `d` 2
, cdoorChance = 3%4
, copenChance = 1%5
, chidden = 7
, cactorCoeff = 65 -- the maze requires time to explore
, cactorFreq = [("monster", 60), ("animal", 40)]
, citemNum = 6 `d` 5 + 10 - 10 `dL` 1 -- deep down quality over quantity
, citemFreq = [("common item", 40), ("treasure", 60)]
, cplaceFreq = [("rogue", 1)]
, cpassable = False
, labyrinth = False
, cdefTile = "fillerWall"
, cdarkCorTile = "floorCorridorDark"
, clitCorTile = "floorCorridorLit"
, cwallTile = "fillerWall"
, ccornerTile = "fillerWall"
, cfenceTileN = "basic outer fence"
, cfenceTileE = "basic outer fence"
, cfenceTileS = "basic outer fence"
, cfenceTileW = "basic outer fence"
, cfenceApart = False
, clegendDarkTile = "legendDark"
, clegendLitTile = "legendLit"
, cescapeFreq = []
, cstairFreq = [ ("walled staircase", 50), ("open staircase", 50)
, ("tiny staircase", 1) ]
, cstairAllowed = []
, cdesc = "Winding tunnels stretch into the dark."
} -- no lit corridors cave alternative, since both lit # and . look bad here
arena = rogue
{ csymbol = 'A'
, cname = "Dusty underground library"
, cfreq = [("default random", 60), ("caveArena", 1)]
, cXminSize = 50
, cYminSize = 21
, ccellSize = DiceXY (3 `d` 3 + 17) (1 `d` 3 + 4)
, cminPlaceSize = DiceXY (2 `d` 2 + 4) 6
, cmaxPlaceSize = DiceXY 16 12
, cdarkOdds = 49 + 1 `d` 10 -- almost all rooms dark (1 in 10 lit)
-- Light is not too deadly, because not many obstructions and so
-- foes visible from far away and few foes have ranged combat
-- at shallow depth.
, cnightOdds = 0 -- always day
, cauxConnects = 1
, cmaxVoid = 1%8
, cminStairDist = 15
, cextraStairs = 1 `d` 2
, chidden = 0
, cactorCoeff = 75 -- small open level, don't rush the player
, cactorFreq = [("monster", 30), ("animal", 70)]
, citemNum = 4 `d` 5 -- few rooms
, citemFreq = [("common item", 20), ("treasure", 40), ("any scroll", 40)]
, cplaceFreq = [("arena", 1)]
, cpassable = True
, cdefTile = "arenaSetLit"
, cdarkCorTile = "trailLit" -- let trails give off light
, clitCorTile = "trailLit" -- may be rolled different than the above
, cstairFreq = [ ("walled staircase", 20), ("closed staircase", 80)
, ("tiny staircase", 1) ]
, cdesc = "The shelves groan with dusty books and tattered scrolls."
}
smoking = arena
{ cname = "Smoking rooms"
, cfreq = [("caveSmoking", 1)]
, cdarkOdds = 41 + 1 `d` 10 -- almost all rooms lit (1 in 10 dark)
-- Trails provide enough light for fun stealth.
, cnightOdds = 51 -- always night
, citemNum = 6 `d` 5 -- rare, so make it exciting
, citemFreq = [("common item", 20), ("treasure", 40), ("any vial", 40)]
, cdefTile = "arenaSetDark"
, cdesc = "Velvet couches exude the strong smell of tobacco."
}
laboratory = rogue
{ csymbol = 'L'
, cname = "Burnt laboratory"
, cfreq = [("caveLaboratory", 1)]
, cXminSize = 60
, cYminSize = 21
, ccellSize = DiceXY (1 `d` 2 + 5) 6
, cminPlaceSize = DiceXY 7 5
, cmaxPlaceSize = DiceXY 10 40
, cnightOdds = 0 -- always day so that the corridor smoke is lit
, cauxConnects = 1%5
, cmaxVoid = 1%10
, cextraStairs = 2
, cdoorChance = 1
, copenChance = 1%2
, cactorFreq = [("monster", 30), ("animal", 70)]
, citemNum = 6 `d` 5 -- reward difficulty
, citemFreq = [("common item", 20), ("treasure", 40), ("explosive", 40)]
, cplaceFreq = [("laboratory", 1)]
, cdarkCorTile = "labTrailLit" -- let lab smoke give off light always
, clitCorTile = "labTrailLit"
, cstairFreq = [ ("walled staircase", 50), ("open staircase", 50)
, ("tiny staircase", 1) ]
, cdesc = "Shattered glassware and the sharp scent of spilt chemicals show that something terrible happened here."
}
noise = rogue
{ csymbol = 'N'
, cname = "Leaky burrowed sediment"
, cfreq = [("default random", 30), ("caveNoise", 1)]
, cXminSize = 50
, cYminSize = 21
, ccellSize = DiceXY (3 `d` 5 + 12) 6
, cminPlaceSize = DiceXY 8 5
, cmaxPlaceSize = DiceXY 20 20
, cdarkOdds = 51
-- Light is deadly, because nowhere to hide and pillars enable spawning
-- very close to heroes.
, cnightOdds = 0 -- harder variant, but looks cheerful
, cauxConnects = 1%10
, cmaxVoid = 1%100
, cminStairDist = 15
, cdoorChance = 1 -- to avoid lit quasi-door tiles
, chidden = 0
, cactorCoeff = 80 -- the maze requires time to explore; also, small
, cactorFreq = [("monster", 80), ("animal", 20)]
, citemNum = 6 `d` 5 -- an incentive to explore the labyrinth
, cpassable = True
, labyrinth = True
, cplaceFreq = [("noise", 1)]
, cdefTile = "noiseSetLit"
, cfenceApart = True -- ensures no cut-off parts from collapsed
, cdarkCorTile = "damp floor Dark"
, clitCorTile = "damp floor Lit"
, cstairFreq = [ ("closed staircase", 50), ("open staircase", 50)
, ("tiny staircase", 1) ]
, cdesc = "Soon, these passages will be swallowed up by the mud."
}
mine = noise
{ cname = "Frozen derelict mine"
, cfreq = [("caveMine", 1)]
, cnightOdds = 51 -- easier variant, but looks sinister
, citemNum = 10 `d` 4 -- an incentive to explore the final labyrinth
, citemFreq = [("common item", 20), ("gem", 20)]
-- can't be "valuable" or template items generated
, cplaceFreq = [("noise", 1), ("mine", 99)]
, cdefTile = "powerSetDark"
, cstairFreq = [ ("gated closed staircase", 50)
, ("gated open staircase", 50)
, ("gated tiny staircase", 1) ]
, cdesc = "Pillars of shining ice create a frozen labyrinth."
}
empty = rogue
{ csymbol = 'E'
, cname = "Tall cavern"
, cfreq = [("caveEmpty", 1)]
, ccellSize = DiceXY (2 `d` 2 + 11) (1 `d` 2 + 8)
, cminPlaceSize = DiceXY 13 11
, cmaxPlaceSize = DiceXY 37 31 -- favour large rooms
, cdarkOdds = 1 `d` 100 + 1 `dL` 100
, cnightOdds = 0 -- always day
, cauxConnects = 3%2
, cmaxVoid = 0 -- too few rooms to have void and fog common anyway
, cminStairDist = 30
, cextraStairs = 1
, cdoorChance = 0
, copenChance = 0
, chidden = 0
, cactorCoeff = 7
, cactorFreq = [("animal", 10), ("immobile animal", 90)]
-- The healing geysers on lvl 3 act like HP resets. Needed to avoid
-- cascading failure, if the particular starting conditions were
-- very hard. Items are not reset, even if they are bad, which provides
-- enough of a continuity. Gyesers on lvl 3 are not OP and can't be
-- abused, because they spawn less and less often and also HP doesn't
-- effectively accumulate over max.
, citemNum = 4 `d` 5 -- few rooms and geysers are the boon
, cplaceFreq = [("empty", 1)]
, cpassable = True
, cdefTile = "emptySetLit"
, cdarkCorTile = "floorArenaDark"
, clitCorTile = "floorArenaLit"
, cstairFreq = [ ("walled staircase", 20), ("closed staircase", 80)
, ("tiny staircase", 1) ]
, cdesc = "Swirls of warm fog fill the air, the hiss of geysers sounding all around."
}
shallowRogue = rogue
{ cfreq = [("caveShallowRogue", 100)]
, cXminSize = 60
, cYminSize = 21
, cextraStairs = 1 -- ensure heroes meet initial monsters and their loot
, cdesc = "The snorts and grunts of savage beasts can be clearly heard."
}
outermost = shallowRogue
{ csymbol = 'B'
, cname = "Cave entrance"
, cfreq = [("caveOutermost", 100)]
, cXminSize = 40
, cYminSize = 21
, cdarkOdds = 0 -- all rooms lit, for a gentle start
, cminStairDist = 10
, cextraStairs = 1
, cactorCoeff = 80 -- already animals start there; also, pity on the noob
, cactorFreq = filter ((/= "monster") . fst) $ cactorFreq rogue
, citemNum = 6 `d` 5 -- lure them in with loot
, citemFreq = filter ((/= "treasure") . fst) $ citemFreq rogue
, cescapeFreq = [("escape up", 1)]
, cdesc = "This close to the surface, the sunlight still illuminates the dungeon."
}
-- * Overground "caves"; no story-wise limits wrt height and size
raid = rogue
{ csymbol = 'T'
, cname = "Typing den"
, cfreq = [("caveRaid", 1)]
, cXminSize = 50
, cYminSize = 21
, ccellSize = DiceXY (2 `d` 4 + 6) 6
, cminPlaceSize = DiceXY (2 `d` 2 + 4) 5
, cmaxPlaceSize = DiceXY 16 20
, cdarkOdds = 0 -- all rooms lit, for a gentle start
, cmaxVoid = 1%10
, cextraStairs = 0
, cactorCoeff = 250 -- deep level with no kit, so slow spawning
, cactorFreq = [("animal", 100)]
, citemNum = 6 `d` 6 -- just one level, hard enemies, treasure
, citemFreq = [("common item", 100), ("currency", 500)]
, cescapeFreq = [("escape up", 1)]
, cstairFreq = []
, cdesc = ""
}
brawl = rogue -- many random solid tiles, to break LOS, since it's a day
-- and this scenario is not focused on ranged combat;
-- also, sanctuaries against missiles in shadow under trees
{ csymbol = 'b'
, cname = "Sunny woodland"
, cfreq = [("caveBrawl", 1)]
, cXminSize = 60
, cYminSize = 21
, ccellSize = DiceXY (2 `d` 5 + 5) 6
, cminPlaceSize = DiceXY 3 3
, cmaxPlaceSize = DiceXY 7 5
, cdarkOdds = 51
, cnightOdds = 0
, cdoorChance = 1
, copenChance = 0
, cextraStairs = 0
, chidden = 0
, cactorFreq = []
, citemNum = 5 `d` 6
, citemFreq = [("common item", 100)]
, cplaceFreq = [("brawl", 1)]
, cpassable = True
, cdefTile = "brawlSetLit"
, cdarkCorTile = "dirt Lit"
, clitCorTile = "dirt Lit"
, cstairFreq = []
, cfenceTileN = "outdoor outer fence"
, cfenceTileE = "outdoor outer fence"
, cfenceTileS = "outdoor outer fence"
, cfenceTileW = "outdoor outer fence"
, cdesc = "Sunlight falls through the trees and dapples on the ground."
}
shootout = rogue -- a scenario with strong missiles;
-- few solid tiles, but only translucent tiles or walkable
-- opaque tiles, to make scouting and sniping more interesting
-- and to avoid obstructing view too much, since this
-- scenario is about ranged combat at long range
{ csymbol = 'S'
, cname = "Misty meadow"
, cfreq = [("caveShootout", 1)]
, ccellSize = DiceXY (1 `d` 2 + 6) 6
, cminPlaceSize = DiceXY 3 3
, cmaxPlaceSize = DiceXY 4 4
, cdarkOdds = 51
, cnightOdds = 0
, cauxConnects = 1%10
, cdoorChance = 1
, copenChance = 0
, cextraStairs = 0
, chidden = 0
, cactorFreq = []
, citemNum = 5 `d` 16
-- less items in inventory, more to be picked up,
-- to reward explorer and aggressor and punish camper
, citemFreq = [ ("common item", 30)
, ("any arrow", 400), ("harpoon", 300), ("explosive", 50) ]
-- Many consumable buffs are needed in symmetric maps
-- so that aggressor prepares them in advance and camper
-- needs to waste initial turns to buff for the defence.
, cplaceFreq = [("shootout", 1)]
, cpassable = True
, cdefTile = "shootoutSetLit"
, cdarkCorTile = "dirt Lit"
, clitCorTile = "dirt Lit"
, cstairFreq = []
, cfenceTileN = "outdoor outer fence"
, cfenceTileE = "outdoor outer fence"
, cfenceTileS = "outdoor outer fence"
, cfenceTileW = "outdoor outer fence"
, cdesc = ""
}
hunt = rogue -- a scenario with strong missiles for ranged and shade for melee
{ csymbol = 'H'
, cname = "Noon swamp"
, cfreq = [("caveHunt", 1)]
, ccellSize = DiceXY (1 `d` 2 + 6) 6
, cminPlaceSize = DiceXY 3 3
, cmaxPlaceSize = DiceXY 4 4
, cdarkOdds = 51
, cnightOdds = 0
, cauxConnects = 1%10
, cdoorChance = 1
, copenChance = 0
, cextraStairs = 0
, chidden = 0
, cactorFreq = []
, citemNum = 5 `d` 10
, citemFreq = [ ("common item", 30)
, ("any arrow", 400), ("harpoon", 300), ("explosive", 50) ]
, cplaceFreq = [("brawl", 50), ("shootout", 100)]
, cpassable = True
, cdefTile = "shootoutSetLit"
, cdarkCorTile = "dirt Lit"
, clitCorTile = "dirt Lit"
, cstairFreq = []
, cfenceTileN = "outdoor outer fence"
, cfenceTileE = "outdoor outer fence"
, cfenceTileS = "outdoor outer fence"
, cfenceTileW = "outdoor outer fence"
, cdesc = ""
}
escape = rogue -- a scenario with weak missiles, because heroes don't depend
-- on them; dark, so solid obstacles are to hide from missiles,
-- not view; obstacles are not lit, to frustrate the AI;
-- lots of small lights to cross, to have some risks
{ csymbol = 'E'
, cname = "Metropolitan park at dusk" -- "night" didn't fit
, cfreq = [("caveEscape", 1)]
, ccellSize = DiceXY (1 `d` 3 + 7) 6
, cminPlaceSize = DiceXY 5 3
, cmaxPlaceSize = DiceXY 9 9 -- bias towards larger lamp areas
, cdarkOdds = 51 -- rooms always dark so that fence not visible from afar
, cnightOdds = 51 -- always night
, cauxConnects = 2 -- many lit trails, so easy to aim
, cmaxVoid = 1%100
, cextraStairs = 0
, chidden = 0
, cactorFreq = []
, citemNum = 6 `d` 8
, citemFreq = [ ("common item", 30), ("gem", 150)
, ("weak arrow", 500), ("harpoon", 400)
, ("explosive", 100) ]
, cplaceFreq = [("escape", 1)]
, cpassable = True
, cdefTile = "escapeSetDark" -- unlike in ambush, tiles not burning yet
, cdarkCorTile = "safeTrailLit" -- let trails give off light
, clitCorTile = "safeTrailLit"
, cfenceTileN = "outdoor outer fence"
, cfenceTileE = "outdoor outer fence"
, cfenceTileS = "outdoor outer fence"
, cfenceTileW = "outdoor outer fence"
, cescapeFreq = [("escape outdoor down", 1)]
, cstairFreq = []
, cdesc = ""
}
zoo = rogue -- few lights and many solids, to help the less numerous heroes
{ csymbol = 'Z'
, cname = "Menagerie in flames"
, cfreq = [("caveZoo", 1)]
, ccellSize = DiceXY (1 `d` 3 + 7) 6
, cminPlaceSize = DiceXY 4 4
, cmaxPlaceSize = DiceXY 12 5
, cdarkOdds = 51 -- rooms always dark so that fence not visible from afar
, cnightOdds = 51 -- always night
, cauxConnects = 1%4
, cmaxVoid = 1%20
, cdoorChance = 7%10
, copenChance = 9%10
, cextraStairs = 0
, chidden = 0
, cactorFreq = []
, citemNum = 7 `d` 8
, citemFreq = [ ("common item", 100), ("light source", 1000)
, ("starting weapon", 1000) ]
, cplaceFreq = [("zoo", 1)]
, cpassable = True
, cdefTile = "zooSetDark"
, cdarkCorTile = "safeTrailLit" -- let trails give off light
, clitCorTile = "safeTrailLit"
, cstairFreq = []
, cfenceTileN = "outdoor outer fence"
, cfenceTileE = "outdoor outer fence"
, cfenceTileS = "outdoor outer fence"
, cfenceTileW = "outdoor outer fence"
, cdesc = ""
}
ambush = rogue -- a scenario with strong missiles;
-- dark, so solid obstacles are to hide from missiles,
-- not view, and they are all lit, because stopped missiles
-- are frustrating, while a few LOS-only obstacles are not lit;
-- few small lights to cross, giving a chance to snipe;
-- crucial difference wrt shootout and hunt is that trajectories
-- of missiles are usually not seen, so enemy can't be guessed;
-- camping doesn't pay off, because enemies can sneak and only
-- active scouting, throwing flares and shooting discovers them
{ csymbol = 'M'
, cname = "Burning metropolitan park"
, cfreq = [("caveAmbush", 1)]
, ccellSize = DiceXY (1 `d` 4 + 7) 6
, cminPlaceSize = DiceXY 5 3
, cmaxPlaceSize = DiceXY 9 9 -- bias towards larger lamp areas
, cdarkOdds = 51 -- rooms always dark so that fence not visible from afar
, cnightOdds = 51 -- always night
, cauxConnects = 1%10 -- few lit trails, so hard to aim
, cextraStairs = 0
, chidden = 0
, cactorFreq = []
, citemNum = 5 `d` 8
, citemFreq = [ ("common item", 30)
, ("any arrow", 400), ("harpoon", 300), ("explosive", 50) ]
, cplaceFreq = [("ambush", 1)]
, cpassable = True
, cdefTile = "ambushSetDark"
, cdarkCorTile = "trailLit" -- let trails give off light
, clitCorTile = "trailLit"
, cstairFreq = []
, cfenceTileN = "outdoor outer fence"
, cfenceTileE = "outdoor outer fence"
, cfenceTileS = "outdoor outer fence"
, cfenceTileW = "outdoor outer fence"
, cdesc = ""
}
-- * Other caves; testing, Easter egg, future work
battle = rogue -- few lights and many solids, to help the less numerous heroes
{ csymbol = 'B'
, cname = "Old battle ground"
, cfreq = [("caveBattle", 1)]
, ccellSize = DiceXY (5 `d` 3 + 11) 5 -- cfenceApart results in 2 rows
, cminPlaceSize = DiceXY 4 4
, cmaxPlaceSize = DiceXY 9 7
, cdarkOdds = 0
, cnightOdds = 51 -- always night
, cauxConnects = 1%4
, cmaxVoid = 1%20
, cdoorChance = 2%10
, copenChance = 9%10
, cextraStairs = 0
, chidden = 0
, cactorFreq = []
, citemNum = 5 `d` 8
, citemFreq = [("common item", 100), ("light source", 200)]
, cplaceFreq = [("battle", 50), ("rogue", 50)]
, cpassable = True
, cdefTile = "battleSetDark"
, cdarkCorTile = "safeTrailLit" -- let trails give off light
, clitCorTile = "safeTrailLit"
, cfenceTileN = "outdoor outer fence"
, cfenceTileE = "outdoor outer fence"
, cfenceTileS = "outdoor outer fence"
, cfenceTileW = "outdoor outer fence"
, cfenceApart = True -- ensures no cut-off parts from collapsed
, cstairFreq = []
, cdesc = ""
}
safari1 = brawl
{ cname = "Hunam habitat"
, cfreq = [("caveSafari1", 1)]
, cminPlaceSize = DiceXY 5 3
, cextraStairs = 1
, cstairFreq = [ ("outdoor walled staircase", 20)
, ("outdoor closed staircase", 80)
, ("outdoor tiny staircase", 1) ]
, cdesc = "\"Act 1. Hunams scavenge in a forest in their usual disgusting way.\""
}
safari2 = escape -- lamps instead of trees, but ok, it's only a simulation
{ cname = "Deep into the jungle"
, cfreq = [("caveSafari2", 1)]
, cextraStairs = 1
, cescapeFreq = []
, cstairFreq = [ ("outdoor walled staircase", 20)
, ("outdoor closed staircase", 80)
, ("outdoor tiny staircase", 1) ]
, cdesc = "\"Act 2. In the dark pure heart of the jungle noble animals roam freely.\""
}
safari3 = zoo -- glass rooms, but ok, it's only a simulation
{ cname = "Jungle in flames"
, cfreq = [("caveSafari3", 1)]
, cminPlaceSize = DiceXY 5 4
, cescapeFreq = [("escape outdoor down", 1)]
, cextraStairs = 1
, cstairFreq = [ ("outdoor walled staircase", 20)
, ("outdoor closed staircase", 80)
, ("outdoor tiny staircase", 1) ]
, cdesc = "\"Act 3. Jealous hunams set jungle on fire and flee.\""
}