Weather system added, mostly decoration. Some tweaks to residents. Moved altar to its own menu, s for sacrifice. You can no longer burn incense outside the base.

This commit is contained in:
Storm Dragon
2026-01-20 12:30:26 -05:00
parent 9b7fbc8266
commit 4caa5caefb
28 changed files with 1973 additions and 72 deletions

View File

@@ -76,16 +76,78 @@ int perform_resident_defense() {
int damage = 0;
if (useSpear && storage_spears > 0) {
damage = RESIDENT_SPEAR_DAMAGE;
play_1d_with_volume_step("sounds/weapons/spear_swing.ogg", x, BASE_END + 1, false, 3.0);
// Weapons don't get consumed on use - they break via daily breakage check
// Just play the sound
play_1d_with_volume_step("sounds/weapons/spear_swing.ogg", x, BASE_END + 1, false, RESIDENT_DEFENSE_VOLUME_STEP);
} else if (storage_slings > 0 && storage_stones > 0) {
damage = random(RESIDENT_SLING_DAMAGE_MIN, RESIDENT_SLING_DAMAGE_MAX);
// Slings use stones as ammo, so consume a stone
storage_stones--;
play_1d_with_volume_step("sounds/weapons/sling_hit.ogg", x, BASE_END + 1, false, 3.0);
play_1d_with_volume_step("sounds/weapons/sling_hit.ogg", x, BASE_END + 1, false, RESIDENT_DEFENSE_VOLUME_STEP);
}
return damage;
}
// Proactive resident sling defense
timer resident_sling_timer;
const int RESIDENT_SLING_COOLDOWN = 4000; // 4 seconds between shots
void attempt_resident_sling_defense() {
// Only if residents exist and have slings with stones
if (residents_count <= 0) return;
if (storage_slings <= 0 || storage_stones <= 0) return;
// Cooldown between shots
if (resident_sling_timer.elapsed < RESIDENT_SLING_COOLDOWN) return;
// Find nearest enemy within sling range
int nearestDistance = SLING_RANGE + 1;
int targetPos = -1;
bool targetIsBandit = false;
int sling_origin = BASE_END;
// Check zombies
for (uint i = 0; i < zombies.length(); i++) {
int dist = abs(zombies[i].position - sling_origin);
if (dist > 0 && dist <= SLING_RANGE && dist < nearestDistance) {
nearestDistance = dist;
targetPos = zombies[i].position;
targetIsBandit = false;
}
}
// Check bandits
for (uint i = 0; i < bandits.length(); i++) {
int dist = abs(bandits[i].position - sling_origin);
if (dist > 0 && dist <= SLING_RANGE && dist < nearestDistance) {
nearestDistance = dist;
targetPos = bandits[i].position;
targetIsBandit = true;
}
}
// No targets in range
if (targetPos == -1) return;
// Shoot!
resident_sling_timer.restart();
storage_stones--;
int damage = random(RESIDENT_SLING_DAMAGE_MIN, RESIDENT_SLING_DAMAGE_MAX);
play_1d_with_volume_step("sounds/weapons/sling_hit.ogg", x, targetPos, false, RESIDENT_DEFENSE_VOLUME_STEP);
if (targetIsBandit) {
damage_bandit_at(targetPos, damage);
} else {
damage_zombie_at(targetPos, damage);
}
// Play hit sound on enemy
play_creature_hit_sound("sounds/enemies/zombie_hit.ogg", x, targetPos, ZOMBIE_SOUND_VOLUME_STEP);
}
void process_daily_weapon_breakage() {
if (residents_count <= 0) return;
@@ -149,3 +211,53 @@ void process_daily_weapon_breakage() {
notify(msg);
}
}
// Resident resource collection
const int RESIDENT_COLLECTION_CHANCE = 10; // 10% chance per basket per hour
void attempt_resident_collection() {
// Only during daytime
if (!is_daytime) return;
// Need residents
if (residents_count <= 0) return;
// Need baskets in storage to enable collection
if (storage_reed_baskets <= 0) return;
// Number of residents who can collect = min(residents, baskets)
int active_collectors = (residents_count < storage_reed_baskets) ? residents_count : storage_reed_baskets;
// Each active collector has a 10% chance to collect something
for (int i = 0; i < active_collectors; i++) {
if (random(1, 100) > RESIDENT_COLLECTION_CHANCE) continue;
// Determine what to collect (weighted random)
// Sticks and vines more common, logs and stones less common
int roll = random(1, 100);
string item_name = "";
if (roll <= 40) {
// 40% chance - stick
storage_sticks++;
item_name = "stick";
} else if (roll <= 70) {
// 30% chance - vine
storage_vines++;
item_name = "vine";
} else if (roll <= 85) {
// 15% chance - stone
storage_stones++;
item_name = "stone";
} else {
// 15% chance - log
storage_logs++;
item_name = "log";
}
// Announce only if player is in base
if (x <= BASE_END) {
screen_reader_speak("Resident added " + item_name + " to storage.", true);
}
}
}