Initial commit.

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Storm Dragon
2026-01-17 22:51:22 -05:00
commit 4acd6edbf0
59 changed files with 3981 additions and 0 deletions

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src/time_system.nvgt Normal file
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// Time System
// 1 real minute = 1 in-game hour
const int MS_PER_HOUR = 60000;
int current_hour = 8; // Start at 8 AM
int current_day = 1; // Track current day
timer hour_timer;
int day_sound_handle = -1;
int night_sound_handle = -1;
bool is_daytime = true;
bool sun_setting_warned = false;
bool sunrise_warned = false;
// Expansion and invasion tracking
bool area_expanded_today = false;
bool invasion_active = false;
int invasion_start_hour = -1;
string[] expanded_terrain_types;
void init_time() {
current_hour = 8;
current_day = 1;
hour_timer.restart();
is_daytime = true;
sun_setting_warned = false;
sunrise_warned = false;
area_expanded_today = false;
invasion_active = false;
invasion_start_hour = -1;
update_ambience(true); // Force start
}
void expand_area() {
if (expanded_area_start != -1) {
return; // Already expanded
}
// Play invasion sound
p.play_stationary("sounds/enemies/invasion.ogg", false);
// Calculate new area
expanded_area_start = MAP_SIZE;
expanded_area_end = MAP_SIZE + EXPANSION_SIZE - 1;
MAP_SIZE += EXPANSION_SIZE;
// Generate random terrain for the 30 new tiles
expanded_terrain_types.resize(EXPANSION_SIZE);
for (int i = 0; i < EXPANSION_SIZE; i++) {
int terrain_roll = random(0, 2);
if (terrain_roll == 0) {
expanded_terrain_types[i] = "stone";
} else if (terrain_roll == 1) {
expanded_terrain_types[i] = "grass";
} else {
expanded_terrain_types[i] = "snow";
}
}
// Generate streams (30% chance for a stream)
int stream_roll = random(1, 100);
if (stream_roll <= 30) {
// Determine stream width (1-5 tiles)
int stream_width = random(1, 5);
// Find a valid starting position for the stream
// Stream can only be in grass, stone, or snow areas
int attempts = 0;
int stream_start = -1;
while (attempts < 50) {
int candidate_start = random(0, EXPANSION_SIZE - stream_width);
bool valid_position = true;
// Check if all tiles in this range are valid for a stream
for (int i = 0; i < stream_width; i++) {
string terrain = expanded_terrain_types[candidate_start + i];
// Streams can be in any terrain type
if (terrain != "grass" && terrain != "stone" && terrain != "snow") {
valid_position = false;
break;
}
}
if (valid_position) {
stream_start = candidate_start;
break;
}
attempts++;
}
// Create the stream if we found a valid position
if (stream_start != -1) {
int actual_start = expanded_area_start + stream_start;
add_world_stream(actual_start, stream_width);
string width_desc = "very small";
if (stream_width == 2) width_desc = "small";
else if (stream_width == 3) width_desc = "medium";
else if (stream_width == 4) width_desc = "wide";
else if (stream_width == 5) width_desc = "very wide";
notify("A " + width_desc + " stream flows through the new area at x " + actual_start + ".");
}
}
// Generate trees in grass areas (50% chance for each grass tile)
for (int i = 0; i < EXPANSION_SIZE; i++) {
if (expanded_terrain_types[i] == "grass") {
int tile_pos = expanded_area_start + i;
// Skip if this position has a stream
if (is_position_in_water(tile_pos)) {
continue;
}
// 50% chance to spawn a tree
int tree_roll = random(1, 100);
if (tree_roll <= 50) {
Tree@ t = Tree(tile_pos);
trees.insert_last(t);
}
}
}
area_expanded_today = true;
notify("The area has expanded! New territory discovered to the east.");
}
void start_invasion() {
invasion_active = true;
invasion_start_hour = current_hour;
notify("Bandits are invading from the new area!");
}
void end_invasion() {
invasion_active = false;
invasion_start_hour = -1;
clear_bandits();
notify("The bandit invasion has ended.");
}
void check_invasion_status() {
if (!invasion_active) return;
// Check if invasion duration has elapsed
int hours_elapsed = current_hour - invasion_start_hour;
if (hours_elapsed < 0) {
hours_elapsed += 24; // Handle day wrap
}
if (hours_elapsed >= INVASION_DURATION_HOURS) {
end_invasion();
}
}
void manage_bandits_during_invasion() {
if (!invasion_active) return;
if (expanded_area_start == -1) return;
// Bandits only appear during daytime (6 AM to 7 PM)
if (!is_daytime) {
clear_bandits();
return;
}
// Maintain BANDIT_MAX_COUNT bandits during invasion
while (bandits.length() < BANDIT_MAX_COUNT) {
spawn_bandit(expanded_area_start, expanded_area_end);
}
}
void update_time() {
if (hour_timer.elapsed >= MS_PER_HOUR) {
hour_timer.restart();
current_hour++;
if (current_hour >= 24) {
current_hour = 0;
current_day++;
area_expanded_today = false; // Reset for new day
}
if (current_hour == 18 && !sun_setting_warned) {
notify("The sun is setting.");
sun_setting_warned = true;
} else if (current_hour == 19) {
sun_setting_warned = false;
}
if (current_hour == 5 && !sunrise_warned) {
notify("Sunrise isn't far away.");
sunrise_warned = true;
} else if (current_hour == 6) {
sunrise_warned = false;
}
// Check for area expansion (day 2+, daytime morning before noon, not yet expanded today)
if (current_day >= 2 && current_hour >= 6 && current_hour < 12 && !area_expanded_today && expanded_area_start == -1) {
int roll = random(1, 100);
if (roll <= EXPANSION_CHANCE) {
expand_area();
// Start invasion immediately after expansion (morning, during daytime)
start_invasion();
}
}
// Check invasion status
check_invasion_status();
check_ambience_transition();
if (current_hour == 6) {
save_game_state();
}
}
// Manage bandits during active invasion
manage_bandits_during_invasion();
}
void check_time_input() {
if (key_pressed(KEY_T)) {
screen_reader_speak(get_time_string(), true);
}
}
string get_time_string() {
int display_hour = current_hour;
string period = "am";
if (display_hour == 0) {
display_hour = 12;
} else if (display_hour == 12) {
period = "pm";
} else if (display_hour > 12) {
display_hour -= 12;
period = "pm";
}
return display_hour + " oclock " + period;
}
void check_ambience_transition() {
// Definition of Day: 6 AM to 7 PM (19:00) ?
// Let's say Day is 6 (6AM) to 19 (7PM). Night is 20 (8PM) to 5 (5AM).
// Or simpler: 6 to 18 (6PM).
bool now_day = (current_hour >= 6 && current_hour < 19);
if (now_day != is_daytime) {
is_daytime = now_day;
update_ambience(false);
}
}
void update_ambience(bool force_restart) {
if (is_daytime) {
// Transition to Day
if (night_sound_handle != -1) {
p.destroy_sound(night_sound_handle);
night_sound_handle = -1;
}
if (day_sound_handle == -1 || !p.sound_is_active(day_sound_handle)) {
// Play looped, stationary (or relative to player x?)
// Usually ambience is 2D/Global. play_stationary_extended allows looping.
// Or play_1d at player position if we want panning?
// "sounds/nature/day.ogg"
day_sound_handle = p.play_stationary("sounds/nature/day.ogg", true);
}
} else {
// Transition to Night
if (day_sound_handle != -1) {
p.destroy_sound(day_sound_handle);
day_sound_handle = -1;
}
if (night_sound_handle == -1 || !p.sound_is_active(night_sound_handle)) {
night_sound_handle = p.play_stationary("sounds/nature/night.ogg", true);
}
}
}