110 lines
3.1 KiB
Lua
110 lines
3.1 KiB
Lua
local classes = require "data.classes"
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local constants = require "data.constants"
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local images = require "data.images"
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local races = require "data.races"
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local characters = {}
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local base_stat_roll = function()
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return 3 + math.random(1, 6) + math.random(1, 6) + math.random(1, 6)
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end
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local naive_random_name = function(length)
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local vowels = "aaeeeiioouuy"
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local consonants = "bcdfghjklmnpqrstvwxyz"
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local text = ""
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for i = 1, length do
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local c
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if i % 2 == 0 then
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c = math.random(1, #vowels)
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text = text .. vowels:sub(c, c)
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else
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c = math.random(1, #consonants)
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text = text .. consonants:sub(c, c)
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end
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end
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return text
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end
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local progress_quest_random_name = function()
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local parts = {
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("br|cr|dr|fr|gr|j|kr|l|m|n|pr||||r|sh|tr|v|wh|x|y|z"):split("|"),
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("a|a|e|e|i|i|o|o|u|u|ae|ie|oo|ou"):split("|"),
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("b|ck|d|g|k|m|n|p|t|v|x|z"):split("|"),
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}
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local name = ""
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for i = 0, 5 do
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local part = parts[i % 3 + 1]
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name = name .. part[math.random(1, #part)]
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end
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return name
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end
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local random_stat_up = function(character)
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local core_stats = {
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"charisma", "constitution", "dexterity", "intelligence", "strength", "wisdom",
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}
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local selected_stat = core_stats[math.random(1, #core_stats)]
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character[selected_stat] = character[selected_stat] + 1
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end
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characters.new = function(name)
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name = name or progress_quest_random_name() -- name not affected by seed
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local seed = math.random()
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math.randomseed(seed)
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local character = {
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seed = seed,
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name = name,
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race = races[math.random(1, #races)],
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class = classes[math.random(1, #classes)],
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charisma = base_stat_roll(),
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constitution = base_stat_roll(),
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dexterity = base_stat_roll(),
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intelligence = base_stat_roll(),
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strength = base_stat_roll(),
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wisdom = base_stat_roll(),
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level = 1,
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experience = 0,
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}
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character.health = math.random(1, 8) + math.floor(character.constitution / 6)
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character.magic = math.random(1, 8) + math.floor(character.intelligence / 6)
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for _, stat_name in ipairs(races[character.race].stats) do
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character[stat_name] = character[stat_name] + math.random(1, 3)
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end
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for _, stat_name in ipairs(classes[character.class].stats) do
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character[stat_name] = character[stat_name] + math.random(1, 3)
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end
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character.max_encumberance = character.strength + 10
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character.inventory = {}
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character.x = 1
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character.y = 1
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return setmetatable(character, { __index = characters, })
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end
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characters.level_up = function(character)
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character.health = character.health + 1 + math.floor(character.constitution / 3) + math.random(1, 4)
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character.magic = character.magic + 1 + math.floor(character.intelligence / 3) + math.random(1, 4)
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random_stat_up(character)
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random_stat_up(character)
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character.max_encumberance = character.strength + 10
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-- TODO this is where a spell could be added, and
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end
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characters.draw = function(self)
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local icon = races[self.race].icon or "todo"
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love.graphics.draw(images.love_image, images[icon], self.x * constants.tile_size, self.y * constants.tile_size)
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end
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return characters
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