-- | Actor organ definitions. module Content.ItemKindOrgan ( organs ) where import Prelude () import Game.LambdaHack.Core.Prelude import Game.LambdaHack.Content.ItemKind import Game.LambdaHack.Core.Dice import Game.LambdaHack.Definition.Ability import Game.LambdaHack.Definition.Color import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.Flavour organs :: [ItemKind] organs = [fist, foot, hookedClaw, smallClaw, snout, smallJaw, jaw, largeJaw, antler, horn, rhinoHorn, tentacle, thorn, boilingFissure, arsenicFissure, sulfurFissure, beeSting, sting, venomTooth, venomFang, screechingBeak, largeTail, hugeTail, armoredSkin, bark, eye3, eye6, eye8, vision6, vision12, vision16, nostril, ear3, ear6, ear8, rattleOrgan, insectMortality, sapientBrain, animalBrain, speedGland5, speedGland10, scentGland, boilingVent, arsenicVent, sulfurVent, bonusHP, braced, asleep, impressed] -- LH-specific ++ [tooth, lash, noseTip, lip, torsionRight, torsionLeft, pupil] fist, foot, hookedClaw, smallClaw, snout, smallJaw, jaw, largeJaw, antler, horn, rhinoHorn, tentacle, thorn, boilingFissure, arsenicFissure, sulfurFissure, beeSting, sting, venomTooth, venomFang, screechingBeak, largeTail, hugeTail, armoredSkin, bark, eye3, eye6, eye8, vision6, vision12, vision16, nostril, ear3, ear6, ear8, rattleOrgan, insectMortality, sapientBrain, animalBrain, speedGland5, speedGland10, scentGland, boilingVent, arsenicVent, sulfurVent, bonusHP, braced, asleep, impressed :: ItemKind -- LH-specific tooth, lash, noseTip, lip, torsionRight, torsionLeft, pupil :: ItemKind -- Weapons -- * Human weapon organs fist = ItemKind { isymbol = ',' , iname = "fist" , ifreq = [("fist", 100)] , iflavour = zipPlain [Red] , icount = 2 , irarity = [(1, 1)] , iverbHit = "punch" , iweight = 2000 , idamage = 4 `d` 1 , iaspects = [SetFlag Durable, SetFlag Meleeable] , ieffects = [] , idesc = "Simple but effective." , ikit = [] } foot = fist { iname = "foot" , ifreq = [("foot", 50)] , iverbHit = "kick" , idamage = 4 `d` 1 , idesc = "A weapon you can still use if disarmed." -- great example of tutorial hints inside a flavourful text } -- * Other weapon organs hookedClaw = fist { iname = "hooked claw" , ifreq = [("hooked claw", 50)] , icount = 2 -- even if more, only the fore claws used for fighting , iverbHit = "hook" , idamage = 2 `d` 1 , iaspects = Timeout (12 - 1 `dL` 3) : iaspects fist , ieffects = [toOrganBad "slowed" 2] , idesc = "A curved talon." } smallClaw = fist { iname = "small claw" , ifreq = [("small claw", 50)] , iverbHit = "slash" , idamage = 2 `d` 1 , idesc = "A pearly spike." } snout = fist { iname = "snout" , ifreq = [("snout", 10)] , icount = 1 , iverbHit = "bite" , idamage = 2 `d` 1 , idesc = "Sensitive and wide-nostrilled." } smallJaw = fist { iname = "small jaw" , ifreq = [("small jaw", 20)] , icount = 1 , iverbHit = "rip" , idamage = 3 `d` 1 , idesc = "Filled with small, even teeth." } jaw = fist { iname = "jaw" , ifreq = [("jaw", 20)] , icount = 1 , iverbHit = "rip" , idamage = 5 `d` 1 , idesc = "Delivers a powerful bite." } largeJaw = fist { iname = "large jaw" , ifreq = [("large jaw", 100)] , icount = 1 , iverbHit = "crush" , idamage = 10 `d` 1 , iaspects = [Timeout $ 2 + 1 `d` 2] -- no effect, but limit raw damage ++ iaspects fist , idesc = "Enough to swallow anything in a single gulp." } antler = fist { iname = "antler" , ifreq = [("antler", 100)] , icount = 2 , iverbHit = "ram" , idamage = 4 `d` 1 , iaspects = [ Timeout $ 3 + (1 `d` 3) * 3 , AddSkill SkArmorMelee 10 ] -- bonus doubled ++ iaspects fist , ieffects = [PushActor (ThrowMod 100 50 1)] -- 1 step, slow , idesc = "" } horn = fist { iname = "horn" , ifreq = [("horn", 100)] , icount = 2 , iverbHit = "impale" , idamage = 5 `d` 1 , iaspects = [ AddSkill SkHurtMelee 10 , AddSkill SkArmorMelee 10 ] -- bonus doubled ++ iaspects fist , idesc = "Sharp and long, for defence or attack." } rhinoHorn = fist { iname = "ugly horn" -- made of keratin, unlike real horns , ifreq = [("rhino horn", 100)] , icount = 1 -- single, unlike real horns , iverbHit = "gore" , idamage = 5 `d` 1 , iaspects = [Timeout 5, AddSkill SkHurtMelee 20] ++ iaspects fist , ieffects = [Impress, Yell] -- the owner is a mid-boss, after all , idesc = "Very solid, considering it has the same composition as fingernails." } tentacle = fist { iname = "tentacle" , ifreq = [("tentacle", 50)] , icount = 4 , iverbHit = "slap" , idamage = 4 `d` 1 , idesc = "Damp and dextrous." } thorn = fist { iname = "thorn" , ifreq = [("thorn", 100)] , icount = 2 + 1 `d` 3 , iverbHit = "puncture" , idamage = 2 `d` 1 , iaspects = [SetFlag Meleeable] -- not Durable , ieffects = [VerbNoLonger "be not so thorny any more"] , idesc = "Sharp yet brittle." } boilingFissure = fist { iname = "fissure" , ifreq = [("boiling fissure", 100)] , icount = 5 + 1 `d` 5 , iverbHit = "hiss at" , idamage = 1 `d` 1 , iaspects = [ AddSkill SkHurtMelee 20 -- decreasing as count decreases , SetFlag Meleeable ] -- not Durable , ieffects = [ DropItem 1 1 COrgan "condition" -- useful; limited , VerbNoLonger "widen the crack, releasing pressure" ] , idesc = "A deep crack to the underworld." } arsenicFissure = boilingFissure { iname = "fissure" , ifreq = [("arsenic fissure", 100)] , icount = 3 + 1 `d` 3 , idamage = 2 `d` 1 , ieffects = [ toOrganBad "parsimonious" (5 + 1 `d` 3) -- weaken/poison, impacting intellectual abilities first , VerbNoLonger "stop exuding stupefying vapours" ] , idesc = "" } sulfurFissure = boilingFissure { iname = "fissure" , ifreq = [("sulfur fissure", 100)] , icount = 2 + 1 `d` 2 , idamage = 0 -- heal not via (negative) idamage, for armour would block it , ieffects = [ RefillHP 5 , VerbNoLonger "run out of the healing fumes" ] , idesc = "" } beeSting = fist { iname = "bee sting" , ifreq = [("bee sting", 100)] , icount = 1 , iverbHit = "sting" , idamage = 0 , iaspects = [ AddSkill SkArmorMelee 200, AddSkill SkArmorRanged 45 , SetFlag Meleeable ] -- not Durable , ieffects = [Paralyze 6, RefillHP 4] -- no special message when runs out, because it's 1 copy , idesc = "Painful, but beneficial." } sting = fist { iname = "sting" , ifreq = [("sting", 100)] , icount = 1 , iverbHit = "inject" , idamage = 1 `d` 1 , iaspects = [Timeout $ 10 - 1 `dL` 4, AddSkill SkHurtMelee 40] ++ iaspects fist , ieffects = [toOrganBad "retaining" (3 + 1 `d` 3)] , idesc = "Painful, debilitating and harmful." } venomTooth = fist { iname = "venom tooth" , ifreq = [("venom tooth", 100)] , icount = 2 , iverbHit = "bite" , idamage = 1 `d` 1 , iaspects = Timeout (7 - 1 `dL` 3) : iaspects fist , ieffects = [toOrganBad "slowed" (3 + 1 `d` 3)] , idesc = "A chilling numbness spreads from its bite." } venomFang = fist { iname = "venom fang" , ifreq = [("venom fang", 100)] , icount = 2 , iverbHit = "bite" , idamage = 0 , iaspects = Timeout (10 - 1 `dL` 5) : iaspects fist , ieffects = [toOrganNoTimer "poisoned"] , idesc = "Dripping with deadly venom." } screechingBeak = fist { iname = "screeching beak" , ifreq = [("screeching beak", 100)] , icount = 1 , iverbHit = "peck" , idamage = 3 `d` 1 , iaspects = Timeout (7 - 1 `dL` 3) : iaspects fist , ieffects = [Summon "scavenger" $ 1 `dL` 3] , idesc = "Both a weapon and a beacon, calling more scavengers to the meal." } largeTail = fist { iname = "large tail" , ifreq = [("large tail", 50)] , icount = 1 , iverbHit = "knock" , idamage = 7 `d` 1 , iaspects = [Timeout $ 2 + 1 `d` 2, AddSkill SkHurtMelee 20] ++ iaspects fist -- timeout higher, lest they regain push before closing again , ieffects = [PushActor (ThrowMod 200 50 1)] -- 1 step, fast , idesc = "Almost as long as the trunk." } hugeTail = largeTail { iname = "huge tail" , ifreq = [("huge tail", 50)] , iverbHit = "upend" , iaspects = [Timeout $ 3 + 1 `d` 2, AddSkill SkHurtMelee 20] ++ iaspects fist -- timeout higher, lest they regain push before closing again , ieffects = [PushActor (ThrowMod 400 50 1)] -- 2 steps, fast , idesc = "Slow but immensely heavy." } -- Non-weapons -- * Armor organs armoredSkin = ItemKind { isymbol = ',' , iname = "armored skin" , ifreq = [("armored skin", 100)] , iflavour = zipPlain [Red] , icount = 1 , irarity = [(1, 1)] , iverbHit = "bash" , iweight = 2000 , idamage = 0 , iaspects = [ AddSkill SkArmorMelee 30, AddSkill SkArmorRanged 15 , SetFlag Durable ] , ieffects = [] , idesc = "Homemade armour is just as good." -- hmm, it may get confused with leather armor jackets, etc. , ikit = [] } bark = armoredSkin { iname = "bark" , ifreq = [("bark", 100)] , idesc = "" } -- * Sense organs eye :: Int -> ItemKind eye n = armoredSkin { iname = "eye" , ifreq = [(toGroupName $ "eye" <+> tshow n, 100)] , icount = 2 , iverbHit = "glare at" , iaspects = [ AddSkill SkSight (intToDice n) , SetFlag Durable ] , idesc = "A piercing stare." } eye3 = eye 3 eye6 = eye 6 eye8 = eye 8 vision :: Int -> ItemKind vision n = armoredSkin { iname = "vision" , ifreq = [(toGroupName $ "vision" <+> tshow n, 100)] , iverbHit = "visualize" , iaspects = [ AddSkill SkSight (intToDice n) , SetFlag Durable ] , idesc = "" } vision6 = vision 6 vision12 = vision 12 vision16 = vision 16 nostril = armoredSkin { iname = "nostril" , ifreq = [("nostril", 100)] , icount = 2 , iverbHit = "snuff" , iaspects = [ AddSkill SkSmell 1 -- times 2, from icount , SetFlag Durable ] , idesc = "" } ear :: Int -> ItemKind ear n = armoredSkin { iname = "ear" , ifreq = [(toGroupName $ "ear" <+> tshow n, 100)] , icount = 2 , iverbHit = "overhear" , iaspects = [ AddSkill SkHearing (intToDice n) , SetFlag Durable ] , idesc = "" } ear3 = ear 3 ear6 = ear 6 ear8 = ear 8 -- * Assorted rattleOrgan = armoredSkin { iname = "rattle" , ifreq = [("rattle", 100)] , iverbHit = "announce" , iaspects = [ Timeout $ 10 + (1 `d` 3) * 10 -- long, to limit spam , SetFlag Periodic, SetFlag Durable ] , ieffects = [Yell, RefillCalm 5] , idesc = "" } insectMortality = armoredSkin { iname = "insect mortality" , ifreq = [("insect mortality", 100)] , iverbHit = "age" , iaspects = [ AddSkill SkAggression 2 -- try to attack before you die , Timeout $ 30 + (1 `d` 3) * 10 -- die very slowly , SetFlag Periodic, SetFlag Durable ] , ieffects = [RefillHP (-1), Yell] , idesc = "" } sapientBrain = armoredSkin { iname = "sapient brain" , ifreq = [("sapient brain", 100)] , iverbHit = "outbrain" , iaspects = [AddSkill sk 1 | sk <- [SkMove .. SkApply]] ++ [AddSkill SkMove 4] -- can move at once when waking up ++ [AddSkill SkAlter 4] -- can use all stairs; dig rubble, ice ++ [AddSkill SkWait 2] -- can brace and sleep ++ [AddSkill SkApply 1] -- can use most items, not just foods ++ [SetFlag Durable] , idesc = "" } animalBrain = armoredSkin { iname = "animal brain" , ifreq = [("animal brain", 100)] , iverbHit = "blank" , iaspects = [AddSkill sk 1 | sk <- [SkMove .. SkApply]] ++ [AddSkill SkMove 4] -- can move at once when waking up ++ [AddSkill SkAlter 2] -- can use normal stairs; can't dig ++ [AddSkill SkWait 2] -- can brace and sleep -- No @SkAppy@ bonus, so can only apply foods. ++ [AddSkill SkDisplace (-1)] -- no melee tactics ++ [AddSkill SkMoveItem (-1)] -- no item gathering ++ [AddSkill SkProject (-1)] -- nor item flinging ++ [SetFlag Durable] , idesc = "" } speedGland :: Int -> ItemKind speedGland n = armoredSkin { iname = "speed gland" , ifreq = [(toGroupName $ "speed gland" <+> tshow n, 100)] , iverbHit = "spit at" , iaspects = [ AddSkill SkSpeed $ intToDice n , Timeout $ intToDice (100 `div` n) , SetFlag Periodic, SetFlag Durable ] , ieffects = [RefillHP 1] , idesc = "" } speedGland5 = speedGland 5 speedGland10 = speedGland 10 scentGland = armoredSkin { iname = "scent gland" , ifreq = [("scent gland", 100)] , icount = 10 + 1 `d` 3 -- runs out , iverbHit = "spray at" , iaspects = [ Timeout $ (1 `d` 3) * 10 , SetFlag Periodic, SetFlag Fragile ] -- not Durable , ieffects = [ VerbNoLonger "look spent" , ApplyPerfume , Explode "distressing odor" ] -- keep explosion at the end to avoid the ambiguity of -- "of ([foo explosion] of [bar])" , idesc = "" } boilingVent = armoredSkin { iname = "vent" , ifreq = [("boiling vent", 100)] , iflavour = zipPlain [Blue] , iverbHit = "menace" , iaspects = [ Timeout $ (2 + 1 `d` 3) * 5 , SetFlag Periodic, SetFlag Durable ] , ieffects = [RefillHP 2, Explode "boiling water"] , idesc = "" } arsenicVent = armoredSkin { iname = "vent" , ifreq = [("arsenic vent", 100)] , iflavour = zipPlain [Cyan] , iverbHit = "menace" , iaspects = [ Timeout $ (2 + 1 `d` 3) * 5 , SetFlag Periodic, SetFlag Durable ] , ieffects = [RefillHP 2, Explode "sparse shower"] , idesc = "" } sulfurVent = armoredSkin { iname = "vent" , ifreq = [("sulfur vent", 100)] , iflavour = zipPlain [BrYellow] , iverbHit = "menace" , iaspects = [ Timeout $ (2 + 1 `d` 3) * 5 , SetFlag Periodic, SetFlag Durable ] , ieffects = [RefillHP 2, Explode "dense shower"] , idesc = "" } -- * Special bonusHP = armoredSkin { isymbol = 'H' -- '+' reserved for conditions , iname = "bonus HP" , ifreq = [("bonus HP", 1)] , iflavour = zipPlain [BrBlue] , iverbHit = "intimidate" , iweight = 0 , iaspects = [AddSkill SkMaxHP 1] , idesc = "Growing up in a privileged background gave you the training and the discrete garment accessories that improve your posture and resilience." } braced = armoredSkin { isymbol = 'B' , iname = "braced" , ifreq = [("braced", 1)] , iflavour = zipPlain [BrGreen] , iverbHit = "brace" , iweight = 0 , iaspects = [ AddSkill SkArmorMelee 50, AddSkill SkArmorRanged 25 , AddSkill SkHearing 10 , SetFlag Condition ] -- hack: display as condition , idesc = "Apart of increased resilience to attacks, being braced protects from displacement by foes and other forms of forced translocation, e.g., pushing or pulling." } asleep = armoredSkin { isymbol = 'S' , iname = "asleep" , ifreq = [("asleep", 1)] , iflavour = zipPlain [BrGreen] -- regenerates HP (very slowly) , icount = 5 , iverbHit = "slay" , iweight = 0 , iaspects = [AddSkill sk (-1) | sk <- [SkMove .. SkApply]] ++ [ AddSkill SkMelee 1, AddSkill SkAlter 1, AddSkill SkWait 1 , AddSkill SkSight (-3), AddSkill SkArmorMelee (-10) , SetFlag Condition ] -- hack: display as condition , idesc = "Sleep helps to regain health, albeit extremely slowly. Being asleep makes you vulnerable, with gradually diminishing effects as the slumber wears off over several turns. Any non-idle action, not only combat but even yawning or stretching removes a sizable portion of the sleepiness." } impressed = armoredSkin { isymbol = 'I' , iname = "impressed" , ifreq = [("impressed", 1), ("condition", 1)] , iflavour = zipPlain [BrRed] , iverbHit = "confuse" , iweight = 0 , iaspects = [ AddSkill SkMaxCalm (-1) -- to help player notice on HUD -- and to count as bad condition , SetFlag Fragile -- to announce "no longer" only when -- all impressions gone , SetFlag Condition ] -- this is really a condition, -- just not a timed condition , ieffects = [ OnSmash $ verbMsgLess "impressed" , OnSmash $ verbMsgNoLonger "impressed" ] -- not periodic, so no wear each turn, so only @OnSmash@ , idesc = "Being impressed by one's adversary sounds like fun, but on battlefield it equals treason. Almost. Throw in depleted battle calm and it leads to mindless desertion outright." } -- * LH-specific tooth = fist { iname = "tooth" , ifreq = [("tooth", 20)] , icount = 3 , iverbHit = "nail" , idamage = 2 `d` 1 , idesc = "" } lash = fist { iname = "lash" , ifreq = [("lash", 100)] , icount = 1 , iverbHit = "lash" , idamage = 3 `d` 1 , idesc = "" } noseTip = fist { iname = "tip" , ifreq = [("nose tip", 50)] , icount = 1 , iverbHit = "poke" , idamage = 2 `d` 1 , idesc = "" } lip = fist { iname = "lip" , ifreq = [("lip", 10)] , icount = 1 , iverbHit = "lap" , idamage = 1 `d` 1 , iaspects = Timeout (3 + 1 `d` 2) : iaspects fist , ieffects = [toOrganBad "weakened" (2 + 1 `dL` 3)] , idesc = "" } torsionRight = fist { iname = "right torsion" , ifreq = [("right torsion", 100)] , icount = 1 , iverbHit = "twist" , idamage = 13 `d` 1 , iaspects = [Timeout $ 5 + 1 `d` 5, AddSkill SkHurtMelee 20] ++ iaspects fist , ieffects = [toOrganBad "slowed" (3 + 1 `d` 3)] , idesc = "" } torsionLeft = fist { iname = "left torsion" , ifreq = [("left torsion", 100)] , icount = 1 , iverbHit = "untwist" , idamage = 13 `d` 1 , iaspects = [Timeout $ 5 + 1 `d` 5, AddSkill SkHurtMelee 20] ++ iaspects fist , ieffects = [toOrganBad "weakened" (3 + 1 `d` 3)] , idesc = "" } pupil = fist { iname = "pupil" , ifreq = [("pupil", 100)] , icount = 1 , iverbHit = "gaze at" , idamage = 1 `d` 1 , iaspects = [AddSkill SkSight 12, Timeout 12] ++ iaspects fist , ieffects = [DropItem 1 maxBound COrgan "condition", RefillCalm (-10)] -- can be useful for the player, but Calm drain is a risk , idesc = "" }