augments

package
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Published: Jan 4, 2022 License: MIT Imports: 1 Imported by: 0

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Index

Constants

View Source
const (
	LegendaryRarityPercent = 0.10
	EpicRarityPercent      = 0.30
	CommonRarityPercent    = 1.
	NegativeRarityPercent  = 1. / 5.
)

Variables

View Source
var (
	AugmentHighSpawn = &Augment{
		ID:          IDHighSpawn,
		Name:        "Weird gravity",
		Description: "How do these blocks not fall btw ?",
		Stackable:   false,
	}
	AugmentMoreBlocks = &Augment{
		ID:          IDMoreBlocks,
		Name:        "More blocks",
		Description: "This game was balanced around 3 blocks per spawn at maximum...",
		Stackable:   false,
	}
	AugmentTallerBlocks = &Augment{
		ID:          IDTallerBlocks,
		Name:        "Taller blocks",
		Description: "Some blocks are taller than others, don't drop the camera !",
		Stackable:   false,
	}
	AugmentMoreSpawns = &Augment{
		ID:          IDMoreSpawns,
		Name:        "More spawns",
		Description: "More rows spawning... Who let that happen ?",
		Stackable:   false,
	}
	AugmentEvenMoreSpawns = &Augment{
		ID:          IDEvenMoreSpawns,
		Name:        "More Spawns II",
		Description: "Way more rows spawning ! TODO(me): remove, this was for testing.",
		Stackable:   false,
		Constraints: []ID{
			IDMoreSpawns,
		},
	}
	AugmentCloserSpawns = &Augment{
		ID:          IDCloserSpawns,
		Name:        "Closer Spawns",
		Description: "So blocks spawn closer now, how is the player supposed to react properly ?",
		Stackable:   false,
	}
	AugmentCloserSpawns2 = &Augment{
		ID:          IDCloserSpawns2,
		Name:        "Closer Spawns II",
		Description: "This looks like an unfair setting, unless you're a robot.",
		Stackable:   false,
		Constraints: []ID{
			IDCloserSpawns,
		},
	}
	AugmentHarderBlocks = &Augment{
		ID:          IDHarderBlocks,
		Name:        "Harder Blocks",
		Description: "Some blocks deal more damage, you should recognize them.",
		Stackable:   false,
	}
	AugmentHarderBlocks2 = &Augment{
		ID:          IDHarderBlocks2,
		Name:        "Harder Blocks II",
		Description: "Some blocks deal even more damage, you should also recognize them.",
		Stackable:   false,
		Constraints: []ID{
			IDHarderBlocks,
		},
	}
	AugmentNoRegularBlocks = &Augment{
		ID:          IDNoRegularBlocks,
		Name:        "No Regular Blocks",
		Description: "The block you used to know doesn't exist anymore, we need a default block now.",
		Stackable:   false,
		Constraints: []ID{
			IDHarderBlocks,
		},
	}
	AugmentCircular = &Augment{
		ID:          IDCircular,
		Name:        "Circular",
		Description: "Can someone explain why there is no horizontal boundary anymore ?",
		Stackable:   false,
	}
	AugmentFallenCamera = &Augment{
		ID:          IDFallenCamera,
		Name:        "Camera fall",
		Description: "Someone dropped the camera, you might have to deal with it...",
		Stackable:   false,
	}
)
View Source
var (
	List = make([]*Augment, IDMax)
)

Functions

This section is empty.

Types

type Augment

type Augment struct {
	ID          ID
	Name        string
	Description string
	Stackable   bool
	Constraints []ID
}

type ID

type ID byte
const (
	IDHighSpawn ID = iota
	IDMoreBlocks
	IDTallerBlocks
	IDMoreSpawns
	IDEvenMoreSpawns
	IDCloserSpawns
	IDCloserSpawns2
	IDHarderBlocks
	IDHarderBlocks2
	IDNoRegularBlocks
	IDCircular
	IDFallenCamera

	IDMax
)

type Manager

type Manager struct {
	CurrentAugments []*Augment
	// contains filtered or unexported fields
}

func NewManager

func NewManager() *Manager

func (*Manager) AddAugment

func (am *Manager) AddAugment(augment *Augment)

func (*Manager) RemoveAugment

func (am *Manager) RemoveAugment(augment *Augment)

func (*Manager) Reset

func (m *Manager) Reset()

func (*Manager) RollAugments

func (am *Manager) RollAugments(waveNumber int) []*Augment

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