Decompose score and wakeMonster (refactor step 7)
score splits into scoreInsert/scoreLines/showScores; wakeMonster gains meanWakes/medusaCatches/medusaGaze predicates and effect. Behavior and RNG call order unchanged.
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@@ -124,40 +124,14 @@ func (g *RogueGame) wakeMonster(y, x int) *Monster {
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panic("can't find monster in wake_monster")
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}
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ch := tp.Type
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// Every time he sees a mean monster, it might start chasing him
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if !tp.On(Awake) && g.rnd(3) != 0 && tp.On(Mean) && !tp.On(Held) &&
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!p.IsWearing(RingStealth) && !p.On(Levitating) {
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if g.meanWakes(tp) {
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tp.Dest = &p.Pos
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tp.Flags.Set(Awake)
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}
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if ch == 'M' && !p.On(Blind) && !p.On(Hallucinating) &&
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!tp.On(Found) && !tp.On(Cancelled) && tp.On(Awake) {
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rp := p.Room
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if (rp != nil && !rp.Flags.Has(Dark)) ||
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distance(y, x, p.Pos.Y, p.Pos.X) < LampDist {
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tp.Flags.Set(Found)
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if !g.save(VsMagic) {
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if p.On(Confused) {
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g.Lengthen(DUnconfuse, g.spread(HuhDuration))
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} else {
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g.Fuse(DUnconfuse, 0, g.spread(HuhDuration), After)
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}
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p.Flags.Set(Confused)
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mname := g.setMname(tp)
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g.addmsgf("%s", mname)
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if mname != "it" {
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g.addmsgf("'")
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}
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g.msg("s gaze has confused you")
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}
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}
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if g.medusaCatches(tp) {
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g.medusaGaze(tp, y, x)
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}
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// Let greedy ones guard gold
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if tp.On(Greedy) && !tp.On(Awake) {
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@@ -173,6 +147,60 @@ func (g *RogueGame) wakeMonster(y, x int) *Monster {
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return tp
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}
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// meanWakes decides whether a sleeping mean monster starts the chase
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// (monsters.c wake_monster). The waking roll happens for any sleeping
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// monster, as in C.
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func (g *RogueGame) meanWakes(tp *Monster) bool {
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p := &g.Player
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return !tp.On(Awake) && g.rnd(3) != 0 && tp.On(Mean) && !tp.On(Held) &&
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!p.IsWearing(RingStealth) && !p.On(Levitating)
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}
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// medusaCatches reports an uncovered, awake medusa the hero can see
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// (monsters.c wake_monster).
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func (g *RogueGame) medusaCatches(tp *Monster) bool {
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p := &g.Player
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return tp.Type == 'M' && !p.On(Blind) && !p.On(Hallucinating) &&
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!tp.On(Found) && !tp.On(Cancelled) && tp.On(Awake)
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}
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// medusaGaze confuses the hero when the medusa's gaze lands (the M
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// block of monsters.c wake_monster).
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func (g *RogueGame) medusaGaze(tp *Monster, y, x int) {
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p := &g.Player
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rp := p.Room
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if (rp == nil || rp.Flags.Has(Dark)) &&
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distance(y, x, p.Pos.Y, p.Pos.X) >= LampDist {
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return
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}
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tp.Flags.Set(Found)
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if g.save(VsMagic) {
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return
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}
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if p.On(Confused) {
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g.Lengthen(DUnconfuse, g.spread(HuhDuration))
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} else {
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g.Fuse(DUnconfuse, 0, g.spread(HuhDuration), After)
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}
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p.Flags.Set(Confused)
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mname := g.setMname(tp)
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g.addmsgf("%s", mname)
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if mname != "it" {
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g.addmsgf("'")
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}
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g.msg("s gaze has confused you")
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}
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// givePack gives a pack to a monster if it deserves one (monsters.c
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// give_pack).
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func (g *RogueGame) givePack(tp *Monster) {
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151
game/score.go
151
game/score.go
@@ -107,61 +107,81 @@ func (g *RogueGame) score(amount, flags int, monst byte) {
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topTen := g.rdScore()
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// Insert her in list if need be
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ins := -1
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if !g.NoScore && flags >= 0 {
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uid := os.Getuid()
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ins = g.scoreInsert(topTen, amount, flags, monst)
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}
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scp := len(topTen)
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for i := range topTen {
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if amount > topTen[i].Score {
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scp = i
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lines, highlight := g.scoreLines(topTen, ins)
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g.showScores(lines, highlight)
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break
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} else if !g.AllScore && flags != 2 &&
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topTen[i].UID == uid && topTen[i].Flags != 2 {
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// only one score per nowin uid
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scp = len(topTen)
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// Update the list file
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if ins >= 0 {
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g.wrScore(topTen)
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}
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}
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break
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}
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}
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// scoreInsert slots the new score into the top ten, honoring the
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// one-score-per-losing-uid rule; -1 means it did not place (the
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// insertion half of rip.c score).
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func (g *RogueGame) scoreInsert(topTen []ScoreEnt, amount, flags int, monst byte) int {
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uid := os.Getuid()
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if scp < len(topTen) {
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sc2 := len(topTen) - 1
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if flags != 2 && !g.AllScore {
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for i := scp; i < len(topTen); i++ {
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if topTen[i].UID == uid && topTen[i].Flags != 2 {
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sc2 = i
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scp := len(topTen)
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for i := range topTen {
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if amount > topTen[i].Score {
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scp = i
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break
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}
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}
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}
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break
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} else if !g.AllScore && flags != 2 &&
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topTen[i].UID == uid && topTen[i].Flags != 2 {
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// only one score per nowin uid
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scp = len(topTen)
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for sc2 > scp {
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topTen[sc2] = topTen[sc2-1]
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sc2--
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}
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lvl := g.Depth
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if flags == 2 {
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lvl = g.MaxDepth
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}
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topTen[scp] = ScoreEnt{
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UID: uid,
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Score: amount,
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Flags: flags,
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Monster: monst,
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Name: g.Whoami,
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Level: lvl,
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Time: time.Now().Unix(),
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}
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ins = scp
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break
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}
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}
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// Build the list display
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if scp >= len(topTen) {
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return -1
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}
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sc2 := len(topTen) - 1
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if flags != 2 && !g.AllScore {
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for i := scp; i < len(topTen); i++ {
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if topTen[i].UID == uid && topTen[i].Flags != 2 {
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sc2 = i
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break
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}
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}
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}
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for sc2 > scp {
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topTen[sc2] = topTen[sc2-1]
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sc2--
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}
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lvl := g.Depth
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if flags == 2 {
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lvl = g.MaxDepth
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}
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topTen[scp] = ScoreEnt{
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UID: uid,
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Score: amount,
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Flags: flags,
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Monster: monst,
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Name: g.Whoami,
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Level: lvl,
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Time: time.Now().Unix(),
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}
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return scp
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}
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// scoreLines formats the scoreboard, noting which display line holds
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// the freshly inserted score (the display half of rip.c score).
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func (g *RogueGame) scoreLines(topTen []ScoreEnt, ins int) ([]string, int) {
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label := "Rogueists"
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if g.AllScore {
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label = "Scores"
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@@ -194,32 +214,35 @@ func (g *RogueGame) score(amount, flags int, monst byte) {
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lines = append(lines, line)
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}
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if g.scr != nil && g.scr.term != nil {
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g.clear()
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return lines, highlight
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}
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for i, line := range lines {
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if i == highlight {
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g.standout()
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}
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g.mvaddstr(i, 0, line)
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if i == highlight {
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g.standend()
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}
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}
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g.refresh()
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} else {
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// showScores prints the scoreboard on the screen when there is one,
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// else to standard output (rip.c score).
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func (g *RogueGame) showScores(lines []string, highlight int) {
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if g.scr == nil || g.scr.term == nil {
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for _, line := range lines {
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_, _ = fmt.Fprintln(os.Stdout, line) // CLI output
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}
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return
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}
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// Update the list file
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if ins >= 0 {
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g.wrScore(topTen)
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g.clear()
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for i, line := range lines {
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if i == highlight {
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g.standout()
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}
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g.mvaddstr(i, 0, line)
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if i == highlight {
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g.standend()
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}
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}
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g.refresh()
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}
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// ShowScores implements the -s command line option: print the scoreboard
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