Give every NPC a race and class, resolved at spawn time
NPCs can now optionally specify race and class in their TOML. When omitted, race is randomly selected from non-hidden races and class is determined by the race's default_class or picked randomly from compatible non-hidden classes. Race/class are re-rolled on each respawn for NPCs without fixed values, so killing the barkeep may bring back a different race next time. New hidden content (excluded from character creation): - Beast race: for animals (rats, etc.) with feral stats and no equipment slots - Peasant class: weak default for humanoid NPCs - Creature class: default for beasts/animals Existing races gain default_class fields (humanoids → peasant, beast → creature, dragon → random compatible). Look and examine commands now display NPC race and class. Made-with: Cursor
This commit is contained in:
120
src/game.rs
120
src/game.rs
@@ -7,7 +7,7 @@ use russh::server::Handle;
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use russh::ChannelId;
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use crate::db::{GameDb, SavedPlayer};
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use crate::world::{Attitude, Object, World};
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use crate::world::{Attitude, Class, Object, Race, World};
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#[derive(Clone)]
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pub struct PlayerStats {
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@@ -92,6 +92,8 @@ pub struct NpcInstance {
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pub hp: i32,
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pub alive: bool,
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pub death_time: Option<Instant>,
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pub race_id: String,
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pub class_id: String,
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}
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pub struct PlayerConnection {
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@@ -141,31 +143,83 @@ pub struct GameState {
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pub type SharedState = Arc<Mutex<GameState>>;
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impl GameState {
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pub fn new(world: World, db: Arc<dyn GameDb>) -> Self {
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let mut npc_instances = HashMap::new();
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for npc in world.npcs.values() {
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if let Some(ref combat) = npc.combat {
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npc_instances.insert(
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npc.id.clone(),
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NpcInstance {
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hp: combat.max_hp,
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alive: true,
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death_time: None,
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},
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);
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pub fn resolve_npc_race_class(
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fixed_race: &Option<String>,
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fixed_class: &Option<String>,
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world: &World,
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rng: &mut XorShift64,
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) -> (String, String) {
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let race_id = match fixed_race {
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Some(rid) if world.races.iter().any(|r| r.id == *rid) => rid.clone(),
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_ => {
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// Pick a random non-hidden race
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let candidates: Vec<&Race> = world.races.iter().filter(|r| !r.hidden).collect();
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if candidates.is_empty() {
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world.races.first().map(|r| r.id.clone()).unwrap_or_default()
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} else {
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let idx = rng.next_range(0, candidates.len() as i32) as usize;
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candidates[idx].id.clone()
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}
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}
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};
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let class_id = match fixed_class {
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Some(cid) if world.classes.iter().any(|c| c.id == *cid) => cid.clone(),
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_ => {
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let race = world.races.iter().find(|r| r.id == race_id);
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// Try race default_class first
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if let Some(ref dc) = race.and_then(|r| r.default_class.clone()) {
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if world.classes.iter().any(|c| c.id == *dc) {
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return (race_id, dc.clone());
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}
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}
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// No default → pick random non-hidden class compatible with race
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let restricted = race
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.map(|r| &r.guild_compatibility.restricted)
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.cloned()
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.unwrap_or_default();
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let candidates: Vec<&Class> = world.classes.iter()
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.filter(|c| !c.hidden)
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.filter(|c| {
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c.guild.as_ref().map(|gid| !restricted.contains(gid)).unwrap_or(true)
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})
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.collect();
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if candidates.is_empty() {
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world.classes.first().map(|c| c.id.clone()).unwrap_or_default()
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} else {
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let idx = rng.next_range(0, candidates.len() as i32) as usize;
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candidates[idx].id.clone()
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}
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}
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};
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(race_id, class_id)
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}
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impl GameState {
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pub fn new(world: World, db: Arc<dyn GameDb>) -> Self {
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let seed = std::time::SystemTime::now()
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.duration_since(std::time::UNIX_EPOCH)
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.unwrap_or_default()
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.as_nanos() as u64;
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let mut rng = XorShift64::new(seed);
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let mut npc_instances = HashMap::new();
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for npc in world.npcs.values() {
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let (race_id, class_id) = resolve_npc_race_class(
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&npc.fixed_race, &npc.fixed_class, &world, &mut rng,
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);
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let hp = npc.combat.as_ref().map(|c| c.max_hp).unwrap_or(20);
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npc_instances.insert(
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npc.id.clone(),
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NpcInstance { hp, alive: true, death_time: None, race_id, class_id },
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);
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}
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GameState {
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world,
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db,
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players: HashMap::new(),
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npc_instances,
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rng: XorShift64::new(seed),
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rng,
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tick_count: 0,
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}
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}
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@@ -398,11 +452,14 @@ impl GameState {
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pub fn check_respawns(&mut self) {
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let now = Instant::now();
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for (npc_id, instance) in self.npc_instances.iter_mut() {
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if instance.alive {
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continue;
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}
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let npc = match self.world.npcs.get(npc_id) {
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let npc_ids: Vec<String> = self.npc_instances.keys().cloned().collect();
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for npc_id in npc_ids {
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let instance = match self.npc_instances.get(&npc_id) {
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Some(i) => i,
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None => continue,
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};
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if instance.alive { continue; }
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let npc = match self.world.npcs.get(&npc_id) {
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Some(n) => n,
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None => continue,
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};
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@@ -410,13 +467,22 @@ impl GameState {
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Some(s) => s,
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None => continue,
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};
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if let Some(death_time) = instance.death_time {
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if now.duration_since(death_time).as_secs() >= respawn_secs {
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if let Some(ref combat) = npc.combat {
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instance.hp = combat.max_hp;
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instance.alive = true;
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instance.death_time = None;
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}
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let should_respawn = instance.death_time
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.map(|dt| now.duration_since(dt).as_secs() >= respawn_secs)
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.unwrap_or(false);
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if should_respawn {
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let hp = npc.combat.as_ref().map(|c| c.max_hp).unwrap_or(20);
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let fixed_race = npc.fixed_race.clone();
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let fixed_class = npc.fixed_class.clone();
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let (race_id, class_id) = resolve_npc_race_class(
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&fixed_race, &fixed_class, &self.world, &mut self.rng,
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);
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if let Some(inst) = self.npc_instances.get_mut(&npc_id) {
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inst.hp = hp;
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inst.alive = true;
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inst.death_time = None;
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inst.race_id = race_id;
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inst.class_id = class_id;
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}
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}
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}
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