Implement weather and time of day system
This commit is contained in:
@@ -3,6 +3,8 @@
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- **Shops / economy** — NPCs that buy and sell; currency and pricing.
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- **Enhanced NPC Interactions** — Keyword-based dialogue system.
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- **Aggressive NPC AI** — NPCs with Aggressive attitude now correctly initiate combat.
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- **Weather** — Weather system (e.g., rain, snow, fog) affecting areas or atmosphere.
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- **Day/night or time of day** — Time cycle affecting room descriptions, spawns, or NPC behavior.
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## Easy
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@@ -18,8 +20,7 @@ Content-only or minimal code; add TOML/data and existing systems already support
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New state, commands, or mechanics with bounded scope.
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- **Weather** — Weather system (e.g., rain, snow, fog) affecting areas or atmosphere; scope TBD.
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- **Day/night or time of day** — Time cycle affecting room descriptions, spawns, or NPC behavior; lighter than full weather.
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- **Robust Logging** — Structured logging, rotation, and persistence; better visibility into server state and player actions.
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- **Quests or objectives** — Simple “kill X” / “bring Y” goals; quest state in DB and hooks in combat/loot/NPCs.
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- **Player parties** — Group formation, shared objectives, party-only chat or visibility; new state and commands.
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- **PvP** — Player-vs-player combat; consent/flagging, safe zones, and balance TBD.
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@@ -180,6 +180,14 @@ fn attitude_color(att: Attitude) -> &'static str {
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}
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}
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pub fn get_time_of_day(tick: u64) -> &'static str {
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let day_tick = tick % 1440;
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if day_tick < 360 { "Night" }
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else if day_tick < 720 { "Morning" }
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else if day_tick < 1080 { "Afternoon" }
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else { "Evening" }
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}
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pub fn render_room_view(
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room_id: &str,
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player_id: usize,
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@@ -195,13 +203,19 @@ pub fn render_room_view(
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.map(|c| c.player.name.as_str())
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.unwrap_or("");
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let time_of_day = get_time_of_day(st.tick_count);
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let mut out = format!(
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"\r\n{} {}\r\n {}\r\n",
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"\r\n{} {} {}\r\n {}\r\n",
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ansi::room_name(&room.name),
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ansi::system_msg(&format!("[{}]", room.region)),
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ansi::color(ansi::YELLOW, &format!("[{}]", time_of_day)),
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room.description
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);
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if room.outdoors {
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out.push_str(&format!(" {}\r\n", ansi::color(ansi::CYAN, st.weather.kind.description())));
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}
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let npc_strs: Vec<String> = room
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.npcs
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.iter()
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34
src/game.rs
34
src/game.rs
@@ -9,6 +9,35 @@ use russh::ChannelId;
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use crate::db::{GameDb, SavedPlayer};
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use crate::world::{Attitude, Class, Object, Race, World};
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum WeatherKind {
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Clear,
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Cloudy,
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Rain,
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Storm,
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Snow,
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Fog,
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}
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impl WeatherKind {
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pub fn description(&self) -> &'static str {
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match self {
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WeatherKind::Clear => "The sky is clear.",
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WeatherKind::Cloudy => "The sky is overcast with clouds.",
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WeatherKind::Rain => "It is raining.",
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WeatherKind::Storm => "A powerful storm is raging.",
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WeatherKind::Snow => "Soft snowflakes are falling from the sky.",
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WeatherKind::Fog => "A thick fog blankets the area.",
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}
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}
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}
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#[derive(Debug, Clone)]
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pub struct WeatherState {
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pub kind: WeatherKind,
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pub remaining_ticks: u32,
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}
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#[derive(Clone)]
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pub struct PlayerStats {
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pub max_hp: i32,
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@@ -142,6 +171,7 @@ pub struct GameState {
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pub npc_instances: HashMap<String, NpcInstance>,
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pub rng: XorShift64,
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pub tick_count: u64,
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pub weather: WeatherState,
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}
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pub type SharedState = Arc<Mutex<GameState>>;
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@@ -226,6 +256,10 @@ impl GameState {
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npc_instances,
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rng,
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tick_count: 0,
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weather: WeatherState {
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kind: WeatherKind::Clear,
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remaining_ticks: 100,
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},
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}
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}
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70
src/tick.rs
70
src/tick.rs
@@ -26,6 +26,48 @@ pub async fn run_tick_engine(state: SharedState) {
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st.tick_count += 1;
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let tick = st.tick_count;
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let mut weather_msg = None;
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st.weather.remaining_ticks = st.weather.remaining_ticks.saturating_sub(1);
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if st.weather.remaining_ticks == 0 {
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let old_kind = st.weather.kind;
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st.weather.kind = match st.rng.next_range(0, 5) {
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0 => crate::game::WeatherKind::Clear,
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1 => crate::game::WeatherKind::Cloudy,
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2 => crate::game::WeatherKind::Rain,
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3 => crate::game::WeatherKind::Storm,
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4 => crate::game::WeatherKind::Snow,
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5 => crate::game::WeatherKind::Fog,
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_ => crate::game::WeatherKind::Clear,
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};
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st.weather.remaining_ticks = st.rng.next_range(100, 400) as u32;
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if old_kind != st.weather.kind {
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weather_msg = Some(format!(
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"\r\n {}\r\n",
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ansi::color(ansi::CYAN, st.weather.kind.description())
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));
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}
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}
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// Apply "wet" effect if raining/storming
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if st.weather.kind == crate::game::WeatherKind::Rain
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|| st.weather.kind == crate::game::WeatherKind::Storm
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{
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let wet_players: Vec<String> = st
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.players
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.values()
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.filter_map(|c| {
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st.world
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.get_room(&c.player.room_id)
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.filter(|r| r.outdoors)
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.map(|_| c.player.name.clone())
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})
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.collect();
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for name in wet_players {
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st.db.save_effect(&name, "wet", 10, 0);
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}
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}
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st.check_respawns();
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// --- NPC auto-aggro: hostile NPCs initiate combat with players in their room ---
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@@ -60,6 +102,16 @@ pub async fn run_tick_engine(state: SharedState) {
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let mut messages: HashMap<usize, String> = HashMap::new();
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if let Some(msg) = weather_msg {
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for (&pid, conn) in st.players.iter() {
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if let Some(room) = st.world.get_room(&conn.player.room_id) {
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if room.outdoors {
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messages.entry(pid).or_default().push_str(&msg);
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}
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}
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}
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}
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for (pid, npc_id) in &new_combats {
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let npc_name = st
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.world
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@@ -183,6 +235,24 @@ pub async fn run_tick_engine(state: SharedState) {
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}
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}
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}
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"wet" => {
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let online_pid = st
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.players
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.iter()
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.find(|(_, c)| c.player.name == eff.player_name)
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.map(|(&id, _)| id);
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if let Some(pid) = online_pid {
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if let Some(_conn) = st.players.get_mut(&pid) {
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if eff.remaining_ticks <= 0 {
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messages.entry(pid).or_default().push_str(&format!(
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"\r\n {} You dry off.\r\n",
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ansi::color(ansi::CYAN, "~~"),
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));
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}
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}
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}
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}
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"regen" => {
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let heal = eff.magnitude;
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let online_pid = st
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@@ -77,6 +77,8 @@ pub struct RoomFile {
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pub description: String,
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#[serde(default)]
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pub exits: HashMap<String, String>,
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#[serde(default)]
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pub outdoors: bool,
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}
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#[derive(Deserialize, Clone)]
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@@ -413,6 +415,7 @@ pub struct Room {
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pub exits: HashMap<String, String>,
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pub npcs: Vec<String>,
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pub objects: Vec<String>,
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pub outdoors: bool,
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}
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#[derive(Clone)]
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@@ -665,7 +668,7 @@ impl World {
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load_entities_from_dir(®ion_path.join("rooms"), ®ion_name, &mut |id, content| {
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let rf: RoomFile = toml::from_str(content).map_err(|e| format!("Bad room {id}: {e}"))?;
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rooms.insert(id.clone(), Room { id: id.clone(), region: region_name.clone(), name: rf.name, description: rf.description, exits: rf.exits, npcs: Vec::new(), objects: Vec::new() });
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rooms.insert(id.clone(), Room { id: id.clone(), region: region_name.clone(), name: rf.name, description: rf.description, exits: rf.exits, npcs: Vec::new(), objects: Vec::new(), outdoors: rf.outdoors });
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Ok(())
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})?;
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@@ -3,6 +3,7 @@ description = """\
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Towering iron-reinforced wooden gates mark the southern edge of town. \
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Guards in dented armor lean on their spears, watching the dusty road \
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that stretches into the wilderness beyond."""
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outdoors = true
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[exits]
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north = "town:dark_alley"
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@@ -3,6 +3,7 @@ description = """\
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Colorful stalls line both sides of a narrow street. Merchants hawk their \
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wares — bolts of cloth, exotic spices, gleaming trinkets. The air is thick \
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with competing smells and the chatter of commerce."""
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outdoors = true
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[exits]
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west = "town:town_square"
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@@ -3,6 +3,7 @@ description = """\
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You stand in the heart of Thornwall. A worn stone fountain sits at the \
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center, water trickling quietly. Cobblestone paths branch in every \
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direction. The sounds of merchants and travelers fill the air."""
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outdoors = true
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[exits]
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north = "town:tavern"
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@@ -4,6 +4,7 @@ The well-maintained cobblestone of Thornwall yields to a winding dirt \
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path that disappears into the dense, dark eaves of the forest. The air \
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is cooler here, smelling of damp earth and pine needles. The city \
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gates loom to the north."""
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outdoors = true
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[exits]
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north = "town:gate"
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