-- Copyright (c) 2008--2011 Andres Loeh, 2010--2017 Mikolaj Konarski -- This file is a part of the computer game Allure of the Stars -- and is released under the terms of the GNU Affero General Public License. -- For license and copyright information, see the file LICENSE. -- -- | Actor (or rather actor body trunk) definitions. module Content.ItemKindActor ( actors ) where import Prelude () import Game.LambdaHack.Common.Prelude import Game.LambdaHack.Common.Ability import Game.LambdaHack.Common.Color import Game.LambdaHack.Common.Flavour import Game.LambdaHack.Common.Misc import Game.LambdaHack.Content.ItemKind actors :: [ItemKind] actors = [warrior, warrior2, warrior3, warrior4, warrior5, scout, ranger, escapist, ambusher, soldier, civilian, civilian2, civilian3, civilian4, civilian5, eye, fastEye, nose, elbow, torsor, goldenJackal, griffonVulture, skunk, armadillo, gilaMonster, rattlesnake, komodoDragon, hyena, alligator, rhinoceros, beeSwarm, hornetSwarm, thornbush] -- Allure-specific ++ [razorwireFence, electricFence, activeFence, steamFaucet, biogasFaucet, medbotFaucet, surveillanceDrone, shepherdDrone, huntingDrone, homeRobot, wasteRobot, lightRobot, heavyRobot, cleanerRobot] warrior, warrior2, warrior3, warrior4, warrior5, scout, ranger, escapist, ambusher, soldier, civilian, civilian2, civilian3, civilian4, civilian5, eye, fastEye, nose, elbow, torsor, goldenJackal, griffonVulture, skunk, armadillo, gilaMonster, rattlesnake, komodoDragon, hyena, alligator, rhinoceros, beeSwarm, hornetSwarm, thornbush :: ItemKind -- Allure-specific razorwireFence, electricFence, activeFence, steamFaucet, biogasFaucet, medbotFaucet, surveillanceDrone, shepherdDrone, huntingDrone, homeRobot, wasteRobot, lightRobot, heavyRobot, cleanerRobot :: ItemKind -- * Hunams warrior = ItemKind { isymbol = '@' , iname = "mercenary" -- modified if initial actors in hero faction , ifreq = [("hero", 100), ("mobile", 1)] , iflavour = zipPlain [BrWhite] , icount = 1 , irarity = [(1, 5)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 80 -- partially from clothes and assumed first aid , AddMaxCalm 70, AddSpeed 20, AddNocto 2 , AddAbility AbProject 2, AddAbility AbApply 1 , AddAbility AbAlter 2 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [ ("fist", COrgan), ("foot", COrgan), ("eye 6", COrgan) , ("sapient brain", COrgan) ] } warrior2 = warrior { iname = "pilot" } warrior3 = warrior { iname = "engineer" } warrior4 = warrior { iname = "doctor" } warrior5 = warrior { iname = "hacker" } scout = warrior { iname = "scout" , ifreq = [("scout hero", 100), ("mobile", 1)] , ikit = ikit warrior ++ [ ("add sight", CEqp) , ("armor ranged", CEqp) , ("add nocto 1", CInv) ] } ranger = warrior { iname = "ranger" , ifreq = [("ranger hero", 100), ("mobile", 1)] , ikit = ikit warrior ++ [("weak arrow", CInv), ("armor ranged", CEqp)] } escapist = warrior { iname = "escapist" , ifreq = [("escapist hero", 100), ("mobile", 1)] , ikit = ikit warrior ++ [ ("add sight", CEqp) , ("weak arrow", CInv) -- mostly for probing , ("armor ranged", CEqp) , ("flask", CInv) , ("light source", CInv) , ("blanket", CInv) ] } ambusher = warrior { iname = "ambusher" , ifreq = [("ambusher hero", 100), ("mobile", 1)] , ikit = ikit warrior -- dark and numerous, so more kit without exploring ++ [ ("ring of opportunity sniper", CEqp) , ("light source", CEqp), ("wooden torch", CInv) , ("weak arrow", CInv), ("any arrow", CSha), ("flask", CSha) ] } soldier = warrior { iname = "soldier" , ifreq = [("soldier hero", 100), ("mobile", 1)] , ikit = ikit warrior ++ [("starting weapon", CEqp)] } civilian = warrior { iname = "clerk" , ifreq = [("civilian", 100), ("mobile", 1)] , iflavour = zipPlain [BrBlack] } civilian2 = civilian { iname = "hairdresser" } civilian3 = civilian { iname = "lawyer" } civilian4 = civilian { iname = "peddler" } civilian5 = civilian { iname = "tax collector" } -- * Aliens -- They have bright colours, because they are not natural. eye = ItemKind { isymbol = 'w' , iname = "beckoning walker" , ifreq = [ ("monster", 100), ("mobile", 1) , ("mobile monster", 100), ("scout monster", 10) ] , iflavour = zipFancy [BrRed] , icount = 1 , irarity = [(4, 6), (10, 10)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 20, AddMaxCalm 70, AddSpeed 20, AddNocto 2 , AddAggression 1 , AddAbility AbProject 2, AddAbility AbApply 1 , AddAbility AbAlter 2 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "Walks with a stately dignity. You read death in the slow beckoning gestures of its revolting upper appendages." , ikit = [ ("foot", COrgan), ("tentacle", COrgan) , ("eye 6", COrgan) , ("sapient brain", COrgan) ] } fastEye = ItemKind { isymbol = 'b' , iname = "crawling biter" , ifreq = [ ("monster", 100), ("mobile", 1) , ("mobile monster", 100), ("scout monster", 60) ] , iflavour = zipFancy [BrBlue] , icount = 1 , irarity = [(4, 3), (10, 10)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 5, AddMaxCalm 70, AddSpeed 30, AddNocto 2 , AddAggression 1 , AddAbility AbAlter 2 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "It bites as blindingly fast as it runs. Or rolls? Or crawls? Also, cuts and pierces." , ikit = [ ("tentacle", COrgan), ("jaw", COrgan) , ("eye 3", COrgan), ("speed gland 10", COrgan) , ("sapient brain", COrgan) ] } nose = ItemKind -- depends solely on smell { isymbol = 'h' , iname = "tentacled horror" , ifreq = [("monster", 100), ("mobile", 1), ("mobile monster", 100)] , iflavour = zipFancy [BrGreen] , icount = 1 , irarity = [(4, 5), (10, 9)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 30, AddMaxCalm 30, AddSpeed 16, AddNocto 2 , AddAggression 1 , AddAbility AbProject (-1), AddAbility AbAlter 2 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "A blind, slimy mass of clawing, stinging and burning. You'd think it's powerless, but as soon as it touches your trembling body, it's always one step ahead." , ikit = [ ("nostril", COrgan), ("small claw", COrgan) , ("tentacle", COrgan), ("tentacle", COrgan) , ("thorn", COrgan), ("venom tooth", COrgan) , ("sapient brain", COrgan) ] } elbow = ItemKind { isymbol = 's' , iname = "creepy shooter" , ifreq = [ ("monster", 100), ("mobile", 1) , ("mobile monster", 100), ("scout monster", 30) ] , iflavour = zipFancy [BrMagenta] , icount = 1 , irarity = [(6, 1), (10, 9)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 12, AddMaxCalm 80, AddSpeed 21, AddNocto 2 , AddAbility AbProject 2, AddAbility AbApply 1 , AddAbility AbAlter 2, AddAbility AbMelee (-1) ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "It moves in sudden jerks and never makes a noise. Speaks in hard objects hurled at deadly speeds." , ikit = [ ("speed gland 4", COrgan) , ("eye 8", COrgan) , ("any arrow", CSha), ("any arrow", CInv) , ("weak arrow", CInv), ("weak arrow", CInv) , ("sapient brain", COrgan) ] } torsor = ItemKind { isymbol = 'M' , iname = "The Maker of Contact" , ifreq = [("monster", 100), ("mobile", 1)] , iflavour = zipFancy [BrCyan] , icount = 1 , irarity = [(11 * 10/12, 0), (12 * 10/12, 1000)] -- unique , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 300, AddMaxCalm 100, AddSpeed 6, AddNocto 2 , AddAggression 3 , AddAbility AbProject 2, AddAbility AbApply 1 , AddAbility AbAlter (-1) ] -- can't switch levels, the boss , ieffects = [Unique] , ifeature = [Durable, Identified] , idesc = "The mind, the heart behind it all. Warmth and sympathy pour out through the graceful undulation of tentacles, sharp claws, snapping jaw, grinding teeth and tensing fangs." , ikit = [ ("tentacle", COrgan), ("hooked claw", COrgan) , ("large jaw", COrgan) , ("sting", COrgan), ("venom fang", COrgan) , ("eye 6", COrgan), ("speed gland 4", COrgan) , ("gem", CInv), ("gem", CInv), ("gem", CInv), ("gem", CInv) , ("sapient brain", COrgan) ] } -- * Animals -- They need rather strong melee, because they don't use items. -- Unless/until they level up. -- They have dull colors, except for yellow, because there is no dull variant. goldenJackal = ItemKind -- basically a much smaller and slower hyena { isymbol = 'j' , iname = "golden jackal" , ifreq = [ ("animal", 100), ("mobile", 1), ("mobile animal", 100) , ("scavenger", 50) ] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(1, 3)] , iverbHit = "thud" , iweight = 13000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 12, AddMaxCalm 70, AddSpeed 24, AddNocto 2 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [ ("small jaw", COrgan), ("eye 6", COrgan), ("nostril", COrgan) , ("animal brain", COrgan) ] } griffonVulture = ItemKind { isymbol = 'v' , iname = "griffon vulture" , ifreq = [ ("animal", 100), ("mobile", 1), ("mobile animal", 100) , ("scavenger", 30) ] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(1, 5)] , iverbHit = "thud" , iweight = 13000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 12, AddMaxCalm 80, AddSpeed 22, AddNocto 2 , AddAbility AbAlter (-2) ] -- can't use stairs nor doors -- Animals don't have leader, usually, so even if only one of level, -- it pays the communication overhead, so the speed is higher to get -- them on par with human leaders moving solo. Random double moves, -- on either side, are just too frustrating. , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [ ("screeching beak", COrgan) -- in reality it grunts and hisses , ("small claw", COrgan), ("eye 7", COrgan) , ("animal brain", COrgan) ] } skunk = ItemKind { isymbol = 's' , iname = "hog-nosed skunk" , ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)] , iflavour = zipPlain [White] , icount = 1 , irarity = [(1, 5), (10, 3)] , iverbHit = "thud" , iweight = 4000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 10, AddMaxCalm 30, AddSpeed 22, AddNocto 2 , AddAbility AbAlter (-2) ] -- can't use stairs nor doors , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [ ("scent gland", COrgan) , ("small claw", COrgan), ("snout", COrgan) , ("nostril", COrgan), ("eye 3", COrgan) , ("animal brain", COrgan) ] } armadillo = ItemKind { isymbol = 'a' , iname = "giant armadillo" , ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)] , iflavour = zipPlain [Brown] , icount = 1 , irarity = [(1, 5)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 20, AddMaxCalm 30, AddSpeed 20, AddNocto 2 , AddAbility AbAlter (-2) ] -- can't use stairs nor doors , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [ ("hooked claw", COrgan), ("snout", COrgan) , ("armored skin", COrgan), ("nostril", COrgan) , ("eye 3", COrgan), ("animal brain", COrgan) ] } gilaMonster = ItemKind { isymbol = 'g' , iname = "Gila monster" , ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)] , iflavour = zipPlain [Magenta] , icount = 1 , irarity = [(2, 5), (10, 3)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 12, AddMaxCalm 50, AddSpeed 18, AddNocto 2 , AddAbility AbAlter (-2) ] -- can't use stairs nor doors , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [ ("venom tooth", COrgan), ("small claw", COrgan) , ("eye 3", COrgan), ("nostril", COrgan) , ("animal brain", COrgan) ] } rattlesnake = ItemKind { isymbol = 's' , iname = "rattlesnake" , ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)] , iflavour = zipPlain [Brown] , icount = 1 , irarity = [(5, 1), (10, 12)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 25, AddMaxCalm 60, AddSpeed 16, AddNocto 2 , AddAbility AbAlter (-2) ] -- can't use stairs nor doors , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [ ("venom fang", COrgan) , ("eye 4", COrgan), ("nostril", COrgan) , ("animal brain", COrgan) ] } komodoDragon = ItemKind -- bad hearing; regeneration makes it very powerful { isymbol = 'k' , iname = "Komodo dragon" , ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)] , iflavour = zipPlain [Blue] , icount = 1 , irarity = [(9, 0), (10, 10)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 41, AddMaxCalm 60, AddSpeed 18, AddNocto 2 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [ ("large tail", COrgan), ("jaw", COrgan) , ("hooked claw", COrgan), ("speed gland 4", COrgan) , ("armored skin", COrgan), ("eye 3", COrgan) , ("nostril", COrgan), ("animal brain", COrgan) ] } hyena = ItemKind { isymbol = 'h' , iname = "spotted hyena" , ifreq = [ ("animal", 100), ("mobile", 1), ("mobile animal", 100) , ("scavenger", 20) ] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(4, 1), (10, 8)] , iverbHit = "thud" , iweight = 60000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 20, AddMaxCalm 70, AddSpeed 32, AddNocto 2 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [ ("jaw", COrgan), ("eye 6", COrgan), ("nostril", COrgan) , ("animal brain", COrgan) ] } alligator = ItemKind { isymbol = 'a' , iname = "alligator" , ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)] , iflavour = zipPlain [Blue] , icount = 1 , irarity = [(8, 1), (10, 9)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 41, AddMaxCalm 70, AddSpeed 18, AddNocto 2 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [ ("large jaw", COrgan), ("large tail", COrgan) , ("small claw", COrgan) , ("armored skin", COrgan), ("eye 6", COrgan) , ("animal brain", COrgan) ] } rhinoceros = ItemKind { isymbol = 'R' , iname = "The Maddened Rhinoceros" , ifreq = [("animal", 100), ("mobile", 1)] , iflavour = zipPlain [Brown] , icount = 1 , irarity = [(1 * 10/12, 1000000), (2 * 10/12, 0)] -- unique , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 90, AddMaxCalm 60, AddSpeed 27, AddNocto 2 , AddAggression 2 , AddAbility AbAlter (-1) ] -- can't switch levels, a miniboss , ieffects = [Unique] , ifeature = [Durable, Identified] , idesc = "The last of its kind. Blind with rage. Charges at deadly speed." , ikit = [ ("armored skin", COrgan), ("eye 2", COrgan) , ("horn", COrgan), ("snout", COrgan) , ("animal brain", COrgan) ] } -- * Non-animal animals beeSwarm = ItemKind { isymbol = 'b' , iname = "bee swarm" , ifreq = [("animal", 100), ("mobile", 1)] , iflavour = zipPlain [Brown] , icount = 1 , irarity = [(1, 2), (10, 4)] , iverbHit = "thud" , iweight = 1000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 8, AddMaxCalm 60 , AddSpeed 30, AddNocto 2 -- armor in sting , AddAbility AbAlter (-2) ] -- can't use stairs nor doors , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [ ("bee sting", COrgan), ("vision 6", COrgan) , ("insect mortality", COrgan), ("animal brain", COrgan) ] } hornetSwarm = ItemKind { isymbol = 'h' , iname = "hornet swarm" , ifreq = [("animal", 100), ("mobile", 1), ("mobile animal", 100)] , iflavour = zipPlain [Magenta] , icount = 1 , irarity = [(5, 1), (10, 8)] , iverbHit = "thud" , iweight = 1000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 8, AddMaxCalm 70, AddSpeed 30, AddNocto 2 , AddAbility AbAlter (-2) -- can't use stairs nor doors , AddArmorMelee 80, AddArmorRanged 40 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [ ("sting", COrgan), ("vision 8", COrgan) , ("insect mortality", COrgan), ("animal brain", COrgan) ] } thornbush = ItemKind { isymbol = 't' , iname = "thornbush" , ifreq = [("animal", 20), ("immobile animal", 30)] , iflavour = zipPlain [Brown] , icount = 1 , irarity = [(1, 10)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 20, AddMaxCalm 999, AddSpeed 22, AddNocto 2 , AddAbility AbWait 1, AddAbility AbMelee 1 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [("thorn", COrgan), ("armored skin", COrgan)] } -- * Robots, Allure-specific -- Robots have any colors but only f, d and r letters. Avoid these letters -- for other factions. razorwireFence = ItemKind { isymbol = 'f' , iname = "razorwire fence" , ifreq = [("robot", 10), ("immobile robot", 10)] , iflavour = zipPlain [Cyan] , icount = 1 , irarity = [(3 * 10/12, 0), (4 * 10/12, 10)] -- quickly vanishes at depth , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 30, AddMaxCalm 999, AddSpeed 20, AddNocto 2 , AddAbility AbWait 1, AddAbility AbMelee 1 , AddArmorMelee 40, AddArmorRanged 20 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "Must have been bought by previous ship owners to contain the wild animal infestation." , ikit = [("razor", COrgan)] } electricFence = ItemKind { isymbol = 'f' , iname = "electric fence" , ifreq = [("robot", 10), ("immobile robot", 10)] , iflavour = zipPlain [Blue] , icount = 1 , irarity = [(3 * 10/12, 0), (4 * 10/12, 10)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 10, AddMaxCalm 999, AddSpeed 40, AddNocto 2 , AddAbility AbWait 1, AddAbility AbMelee 1 , AddArmorMelee 40, AddArmorRanged 20 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "Marginally intelligent electric shepherd. Originally used in orbital dairy farms and planetary zoos." , ikit = [("live wire", COrgan)] } activeFence = ItemKind { isymbol = 'f' , iname = "active fence" , ifreq = [("robot", 30), ("immobile robot", 30)] , iflavour = zipPlain [Red] , icount = 1 , irarity = [(5 * 10/12, 0), (6 * 10/12, 3)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 20, AddMaxCalm 999, AddSpeed 20, AddNocto 2 , AddAbility AbWait 1, AddAbility AbProject 3 , AddArmorMelee 40, AddArmorRanged 20 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "Makeshift, mostly non-lethal, autonomous perimeter defense outpost." , ikit = [ ("vision 6", COrgan) , ("needle", CInv), ("can of sticky foam", CInv) ] } steamFaucet = ItemKind { isymbol = 'f' , iname = "steam faucet" , ifreq = [("robot", 30), ("immobile robot", 50)] , iflavour = zipPlain [BrBlue] , icount = 1 , irarity = [(1, 3), (5 * 10/12, 3)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 20, AddMaxCalm 999, AddSpeed 10, AddNocto 2 , AddAbility AbWait 1, AddAbility AbMelee 1 , AddArmorMelee 40, AddArmorRanged 20 ] -- hard material , ieffects = [] , ifeature = [Durable, Identified] , idesc = "A cracked valve on one of the superheated water pipes spreading radially outward from the tokamak level." , ikit = [("boiling vent", COrgan), ("boiling fissure", COrgan)] } biogasFaucet = ItemKind { isymbol = 'f' , iname = "biogas faucet" , ifreq = [("robot", 10), ("immobile robot", 30)] , iflavour = zipPlain [BrGreen] , icount = 1 , irarity = [(1, 10), (5 * 10/12, 10)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 30, AddMaxCalm 999, AddSpeed 22 , AddNocto 2, AddShine 3 , AddAbility AbWait 1, AddAbility AbMelee 1 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "An emergency pressure-release vent on a smelly biogas pipe." , ikit = [("biogas vent", COrgan), ("biogas fissure", COrgan)] } medbotFaucet = ItemKind { isymbol = 'f' , iname = "nano medbot faucet" , ifreq = [("robot", 10), ("immobile robot", 90)] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(1, 10), (5 * 10/12, 10)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 30, AddMaxCalm 999, AddSpeed 22 , AddNocto 2, AddShine 3 , AddAbility AbWait 1, AddAbility AbMelee 1 ] , ieffects = [] , ifeature = [Durable, Identified] -- TODO: only heal humans , idesc = "A faucet of a malfunctioning nano medical robot dispenser. Let's hope the medbots are still effective." , ikit = [("medbot vent", COrgan), ("medbot fissure", COrgan)] } surveillanceDrone = ItemKind { isymbol = 'd' , iname = "surveillance drone" , ifreq = [("robot", 100), ("mobile", 100), ("mobile robot", 100)] , iflavour = zipPlain [Blue] , icount = 1 , irarity = [] -- TODO: too boring , iverbHit = "thud" , iweight = 1000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 6, AddMaxCalm 90, AddSpeed 30, AddNocto 2 , AddAbility AbDisplace (-1), AddAbility AbMoveItem (-1) , AddAbility AbProject (-1), AddAbility AbMelee (-1) , AddArmorMelee 40, AddArmorRanged 20 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "A video camera in each room would violate privacy of passengers, hence surveillance drones. Programmed to be easy to fend off, they keep a respectful distance." , ikit = [ ("vision 14", COrgan), ("robot brain", COrgan) ] } shepherdDrone = ItemKind { isymbol = 'd' , iname = "shepherd drone" , ifreq = [("robot", 100), ("mobile", 100), ("mobile robot", 100)] , iflavour = zipPlain [BrRed] , icount = 1 , irarity = [(1, 7)] , iverbHit = "thud" , iweight = 1000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 3, AddMaxCalm 60, AddSpeed 30, AddNocto 2 , AddAbility AbDisplace (-1), AddAbility AbMoveItem (-1) , AddAbility AbProject (-1) , AddArmorMelee 80, AddArmorRanged 40 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "A shabby drone for bringing cows home." , ikit = [ ("eye 4", COrgan), ("live wire", COrgan) , ("robot brain", COrgan) ] } huntingDrone = ItemKind { isymbol = 'd' , iname = "hunting drone" , ifreq = [("robot", 100), ("mobile", 100), ("mobile robot", 100)] , iflavour = zipPlain [Green] , icount = 1 , irarity = [(3, 0), (5, 2), (10, 4)] , iverbHit = "thud" , iweight = 500 , idamage = toDmg 0 , iaspects = [ AddMaxHP 6, AddMaxCalm 60, AddSpeed 40, AddNocto 2 , AddAbility AbDisplace (-1), AddAbility AbMoveItem (-1) , AddAbility AbMelee (-1) , AddArmorMelee 40, AddArmorRanged 20 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "Originally designed for hunting down and putting to sleep stray animals. The sleeping agent has long since dried up." , ikit = [ ("eye 5", COrgan), ("needle", CInv) , ("robot brain", COrgan) ] } homeRobot = ItemKind { isymbol = 'r' , iname = "feral home robot" -- TODO: name another 'deranged', tertiary imperative: survival , ifreq = [("robot", 100), ("mobile", 100), ("mobile robot", 100)] , iflavour = zipPlain [Magenta] , icount = 1 , irarity = [(1, 20), (10, 6)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 10, AddMaxCalm 30, AddSpeed 20, AddNocto 2 , AddAbility AbProject (-1) ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "Once a timid household robot, now sufficiently adapted to survive in the deadly environment." , ikit = [ ("fist", COrgan), ("eye 2", COrgan), ("nostril", COrgan) , ("robot brain", COrgan) ] } wasteRobot = ItemKind { isymbol = 'r' , iname = "waste disposal robot" , ifreq = [ ("robot", 100), ("mobile", 100), ("mobile robot", 100) , ("construction robot", 50) ] , iflavour = zipPlain [Green] , icount = 1 , irarity = [(1, 10), (10, 6)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 15, AddMaxCalm 30, AddSpeed 15, AddNocto 2 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "You are not in its database, hence you are waste." , ikit = [ ("jaw", COrgan), ("tentacle", COrgan) , ("waste container", COrgan), ("armored skin", COrgan) , ("eye 2", COrgan), ("nostril", COrgan) , ("robot brain", COrgan) ] } lightRobot = ItemKind { isymbol = 'r' , iname = "decoration robot" , ifreq = [ ("robot", 100), ("mobile", 100), ("mobile robot", 100) , ("construction robot", 100) ] , iflavour = zipPlain [BrYellow] , icount = 1 , irarity = [(3, 1), (10, 10)] , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 15, AddMaxCalm 60, AddSpeed 30, AddNocto 2 , AddAbility AbProject 2 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "Interior and exterior decoration robot. Strongly fancies deep reds recently." , ikit = [ ("hooked claw", COrgan), ("tentacle", COrgan) , ("spotlight", COrgan), ("armored skin", COrgan) , ("eye 5", COrgan), ("robot brain", COrgan) ] } heavyRobot = ItemKind { isymbol = 'r' , iname = "construction robot" , ifreq = [ ("robot", 100), ("mobile", 100), ("mobile robot", 100) , ("construction robot", 100) ] , iflavour = zipPlain [BrRed] , icount = 1 , irarity = [(8, 0), (10, 10)] , iverbHit = "thud" , iweight = 800000 , idamage = toDmg 0 , iaspects = [ AddMaxHP 41, AddMaxCalm 60, AddSpeed 20, AddNocto 2 , AddAbility AbProject 2 ] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "Heavy multi-purpose construction robot. Excels at discharging, dismantling and demolition." , ikit = [ ("large jaw", COrgan), ("small claw", COrgan), ("spotlight", COrgan) , ("construction hooter", CInv) , ("armored skin", COrgan), ("eye 4", COrgan) , ("robot brain", COrgan) ] } cleanerRobot = ItemKind { isymbol = 'C' , iname = "The Void Cleaner Robot" , ifreq = [("robot", 100), ("mobile", 1)] , iflavour = zipPlain [BrGreen] , icount = 1 , irarity = [(9 * 10/12, 0), (10 * 10/12, 1000), (11 * 10/12, 0)] -- unique, appears at 10 of 12 , iverbHit = "thud" , iweight = 80000 , idamage = toDmg 0 , iaspects = [AddMaxHP 120, AddMaxCalm 60, AddSpeed 18, AddNocto 2] -- can't exit the gated level, a miniboss , ieffects = [Unique] , ifeature = [Durable, Identified] , idesc = "A waste disposal robot repaired with parts from a heavy construction robot, including a scaled up goal matrix. The cosmic void is now the only acceptable model of cleanliness." , ikit = [ ("waste container", COrgan), ("boiling vent", COrgan) , ("armored skin", COrgan), ("live wire", COrgan) , ("jaw", COrgan), ("hooked claw", COrgan) , ("eye 2", COrgan), ("nostril", COrgan), ("spotlight", COrgan) , ("currency", CInv), ("currency", CInv), ("currency", CInv) , ("robot brain", COrgan) ] }