summaryrefslogtreecommitdiffstats
path: root/crawl-ref/docs/develop/levels/triggerables.txt
blob: d2c540cf952bc6b38429b627b4f293655b44a3fe (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
How to make levels for Dungeon Crawl Stone Soup
-----------------------------------------------

Part IV:   TRIGGERABLES
           ============

Contents:  A. Introduction
           B. Sample syntax
           C. Examples of usage
           D. Convenience functions
           E. List of triggerers
           F. Master and slaves

This document describes the usage of Triggerables, a modular, extensible and
highly flexible Lua marker systen used for making vaults. For more general
syntax and other advanced Lua topics, see introduction.txt, syntax.txt and
advanced.txt.

A.   Introduction
=================

Triggerables are an event-driven framework that can be used to further randomise
Dungeon Crawl Stone Soup maps, specifically at runtime. They can be used in
every-day minivaults, portal vaults, branch endings and more.

You've probably already used Triggerables in vaults, or seen them in action:
FogMachines are a randomised Triggerable, while the removal of no
controlled-teleport from some branch ends upon pickup of the rune is achieved
through a Triggerable. These often used Triggerables are wrapped in convenience
functions (see section D).

However, Triggerables can be combined with pre-defined Lua functions to achieve
extremely complicated game mechanics: in the "Collapsing Caverns" Volcano vault,
they are used to randomly close cave entrances, while in the "Overflow" Volcano
vault, they are used to increase and decrease the amount of lava present.

Triggerables are usually only limited by the amount of triggers (see
the list in section E), and Lua wrappers available. As these are constantly
increasing, you are really only limited by imagination and vault design ethics.

Sections B and C cover customised Triggerables (using examples from the Volcano
portal vaults), while section D covers convenience functions (using examples
from Branch ends).

B.   Sample syntax
==================

Customised Triggerers usually use the non-abstracted TriggerableFunction
mechanic. Consider this (trimmed) example from the Volcano portal vault (see
dat/volcano.des for the full vault):

-----------------------------

{{
local function collapse_doorways (data, triggerable, triggerer, marker, ev)
  if triggerer.type ~= "turn" or triggerer.sub_type ~= "countdown" then
    return
  end

  [Doorway collapse code]

  -- Don't collapse same doorway twice.
  triggerable:remove(marker)
end

local collapse_marker = TriggerableFunction:new (
  {
    func=collapse_doorways,
    repeated=true,
    props = {
      -- Only collapse one doorway at a time, randomly.
      single_random_slave="true"
    }
  }
)

collapse_marker:add_triggerer(DgnTriggerer:new {
  type="turn",
  delay_min=50,
  delay_max=200
})

}}

-----------------------------

As you can see, a TriggerableFunction consists of three parts: firstly, the
function that is to be triggered, which is provided five parameters:

  * data, a pre-defined Lua table which can be used for persistent data storage.
  * triggerable, the instance of the Triggerable that is triggering the
        function.
  * triggerer, the instance of the DgnTriggerer that has fired
  * marker, the marker object
  * ev, the event object

In most instances, the used parameters are "data", "triggerer" and "marker". The
first of these allows for the storage of any function-required data persistently
(such as the number of doorways already collapsed, the number of doorways left
to collapse, etc).

"Triggerer" is regularly used in randomised functions to determine whether or
not the function is actually being fired. For example, if the Triggerer is not
of the "turns" type and "countdown" subtype; see the WarningMachines in
dat/clua/lm_fog.lua for examples of functions being triggered randomly, and 
being triggered a certain number of turns before a FogMachine is fired).

Finally, "marker" is usually used to determine the position of the Triggerable
by colling the "marker:pos()" function.

-----------------------------

The second part of the TriggerableFunction is the actual marker. In this case,
it is an instance of TriggerableFunction, called via TriggerableFunction:new.
This requires the "func" parameter, the name of the function that is to be
called.

It also optionally takes the following parameters: "repeated" which defaults to
'false': a non-repeated Triggerable will be removed after its first firing, and
will not be subsequently fired.

"props". A table consisting of one or more properties. In this instance takes 
the "single_random_slave" parameter, which is linked into Master and Slave
mechanics (see Section F).

"data". A table consisting of data used by the function. This defaults to a
blank table, but can be specified with on creation of the marker. (See the
"Overflow" Volcano map in dat/volcano.des).

-----------------------------

The third and final part of the Triggerable is the actual trigger itself: this
is an instance of DgnTriggerer, and is added to the marker with the
"add_triggerer" function. See section E, "List of triggerers" for more
information.

-----------------------------

In our example, all of this combined creates a Triggerable which does the
following (ignoring the master/slave mechanics):

1. Randomly every "50" and "200" "turns"[1]
2. Pick a random slave
3. Trigger the function "collapse_doorways" at the slave
4. Remove the triggerer from that slave.

This is repeated until all of the triggerers have been removed, or the player
leaves the level.

[1]: "Turns" are a misnomer. The countdown operates off the value of ev:ticks(),
     a value which may be, but is not always, "10" for every turn. In practice,
     for randomised functions, you can times your values by 10 to roughly get
     a "turns" value: therefore, "50" ~= every 5 turns, "200" ~= every 20 turns.

The following section will provide some annotated examples of customised
TriggerableFunctions.

C. Examples of usage
====================

These vaults have been taken in whole from the current crawl code repository,
and may have been updated since their original inclusion. Please see the
referenced files for the current version.

Annotations are marked as "** <text of annotation>".

-----------------------------

From dat/volcano.des:

NAME:       volcano_overflow
WEIGHT:     10
ORIENT:     encompass
TAGS:       volcano no_item_gen no_monster_gen no_rotate
MONS:       nothing, nothing, nothing
{{

** The function takes five parameters, as noted, though only acts on two.

function convert_lava (data, triggerable, triggerer, marker, ev)
  ** This piece of code ensures that the function is only triggered at the
  ** end of the countdown.
  if triggerer.type ~= "turn" or triggerer.sub_type ~= "countdown" then
    return
  end

  ** Here, values stored in the persistent table are altered.
  data.lava_phase = data.lava_phase + 1
  local lp = data.lava_phase
  local my_slaves = {}

  ** This code converts a square either from floor to lava, or from lava to
  ** floor.
  -- So we don't have to duplicate code too much.
  local function convert_slaves_to_lava (mslaves, opposite)
   local yp = dgn.point(you.pos())
    for _, pos in ipairs(mslaves) do
      if pos ~= yp then
        if opposite then
          dgn.terrain_changed(pos.x, pos.y, "floor", false, false, false)
        else
          dgn.terrain_changed(pos.x, pos.y, "lava", false, false, false)
        end
      end
    end
  end

  ** The use of slaves in this function is slightly different to the normal
  ** slaved Triggerables. Instead, we access the slave fetching functions
  ** directly in the code.
  if lp == 1 then
    crawl.mpr("The ground shudders ominously.", "warning")
  elseif lp == 2 then
    my_slaves = dgn.find_marker_positions_by_prop("lava_phase", 2)
    crawl.mpr("In the distance, the volano explodes with a roar! Lava spreads "
               .. "onto the path.", "warning")
    convert_slaves_to_lava(my_slaves)
  elseif lp == 3 then
    crawl.mpr("The air is thick with the scent of sulphur.", "warning")
  elseif lp == 4 then
    my_slaves = dgn.find_marker_positions_by_prop("lava_phase", 4)
    crawl.mpr("There is another distant roar. More lava overflows!", "warning")
    convert_slaves_to_lava(my_slaves)
  elseif lp == 5 then
    crawl.mpr("The ground moves violently!", "warning")
  elseif lp == 6 then
    my_slaves = dgn.find_marker_positions_by_prop("lava_phase", 6)
    crawl.mpr("The volcano erupts again! A thin layer of lava overflows to " ..
              "fill the cavern.", "warning")
    convert_slaves_to_lava(my_slaves)
  elseif lp == 7 then
    my_slaves = dgn.find_marker_positions_by_prop("lava_phase", 6)
    crawl.mpr("The ground shudders. Some of the lava has hardened enough to walk " ..
              "over!", "warning")
    convert_slaves_to_lava(my_slaves, true)
  end
end

** This sets up the various slaves, using a portal descriptor with the
** lava_phase being parameter used to locate them.

-- So we know what to convert.
lua_marker("1", portal_desc { lava_phase=2 })
lua_marker("2", portal_desc { lava_phase=4 })
lua_marker("3", portal_desc { lava_phase=6 })

** The marker for the TriggerableFunction, and the initial setup of the data
** table.
-- And finally, let's convert it
local sink_marker = TriggerableFunction:new {
  func = convert_lava,
  repeated = true,
  data = {lava_phase=0}
}

** The triggerer is randomly every 5 to 20 turns.
sink_marker:add_triggerer(DgnTriggerer:new {
  type="turn",
  delay_min=50,
  delay_max=200, })

** While we need the marker on the map, it doesn't actually use or manipulate
** anything at its location, hence it's inclusion outside of the bounds of the
** map. This could easily be applied to any permanent feature included on the
** map, such as the "<" or "A" symbols.
lua_marker("M", sink_marker)
}}
SUBST:      M = c
NSUBST:     123 = 8:d / 8:e / 8:f / 8:g / 8:h / *:.
:           volcano_setup(_G)
MAP
                xxxx         xxx xxx                   xxx
        xxxxx  xx33xxx     xxx3xxx3xxxx xxxxx xxx     xx3xx
       xx333xxxx32233xxx xxx3323332333xxxx33xxx3xxx xxx323xx
     xxx321133332112233xxx332211221121333322333233xxx332123xx
   xxx3321l122221ll11133333311ll111l111222212211223332211123xx
 xxx3321llll1111llllll111111lllllllllll11111111111222111123xx
xx3321llllllllllllllllllllllllllllllllllll11233321111ll123xx
 xx3321lllllllllllllllllllllllllllllllllll123xxx3321lll123xx
  xxx321lllllllllllllllllllllllllllllllll123xxAxxx321lll123xx
    xx321lllllllllllllllll111lllllllllll123xx<...xx3211ll123xx
     xx321lll11llllllll122333221lllllllll123xxx...xx321lll123x
      x321ll1221llllll1223xxx3211llllllll11233x....3321llll13xx
    xxx321l133321llll1233xx xx3221llllllll123xx...xx321ll1123xx
   xx3321133xxx33211123xxx   xx3321llll11233333.xxx322111233xx
   x332233xxx xxx33233xx      xxx332111233xxxxxxx xx332233xxx
   xxx33xxx     xxx3xxx    M    xxx33233xxx        xxx33xxx
     xxxx         xxx             xxx3xxx            xxxx
                                    xxx
ENDMAP

-----------------------------

From dat/float.des

NAME:   ancient_champions_mu
DEPTH:  D:15-26, Vault, Crypt
ORIENT: float
FLAGS:  no_item_gen no_monster_gen
KFEAT:  ABCDEFG = metal_wall
** This vault uses named monsters to differentiate on the monster_dies trigger.
KMONS:  1 = col:gold skeletal warrior name:ancient_champion name_replace \
        spells:iron_shot;.;haste;pain;.;. actual_spells \
        ; plate mail ego:fire_resistance | plate mail ego:cold_resistance . \
        great sword ego:pain | great sword ego:draining | great sword \
        ego:flaming | w:3 triple sword ego:vorpal
KMONS:  2 = col:gold skeletal warrior name:ancient_champion name_replace \
        spells:bolt_of_draining;.;haste;throw_frost;.;. actual_spells \
        ; plate mail ego:fire_resistance | plate mail ego:cold_resistance . \
        great mace ego:vorpal | great mace ego:draining
KMONS:  3 = col:gold skeletal warrior name:ancient_champion name_replace \
        spells:venom_bolt;.;haste;haunt;.;. actual_spells \
        ; plate mail ego:fire_resistance | plate mail ego:cold_resistance . \
        battleaxe ego:vorpal | battleaxe ego:pain | \
        w:3 executioner's axe ego:vorpal
KMONS:  4 = col:gold skeletal warrior name:ancient_champion name_replace \
        spells:iskenderun's_mystic_blast;slow;haste;.;.;. actual_spells \
        ; plate mail ego:fire_resistance | plate mail ego:cold_resistance . \
        great sword ego:pain | great sword ego:draining | great sword \
        ego:flaming | battleaxe ego:vorpal | battleaxe ego:pain | \
        triple sword ego:vorpal | executioner's axe ego:vorpal
SHUFFLE: 123
KPROP:  ]v.1234+ABCDEFG!n$wr|" = no_rtele_into
KITEM:  w = acquire weapon
KITEM:  r = acquire armour
NSUBST: $ = 1:w / 1:r / 4:| / *:$
COLOUR: " = yellow
KFEAT:  " = .

{{

** In this vault, killing one of the name skeletal warriors causes part of the 
** wall to slide back. These sections of wall have to be individually marker as
** such.
-- First off, slave marker magic.
lua_marker("A", portal_desc { skele_slave=1 })
lua_marker("B", portal_desc { skele_slave=2 })
lua_marker("C", portal_desc { skele_slave=3 })
lua_marker("D", portal_desc { skele_slave=4 })
lua_marker("E", portal_desc { skele_slave=5 })
lua_marker("F", portal_desc { skele_slave=6 })
lua_marker("G", portal_desc { skele_slave=7 })

** Again, taking five parameters.

-- Then the actual function which does everything.
function skele_death (data, triggerable, triggerer, marker, ev)
  data.skele_number = data.skele_number + 1
  ** However, as this is a monster_dies function, we don't need to worry about
  ** it being triggered erroneously.

  ** And again, using the persistent data table to store the amount of skeletal
  ** warriors that have been destroyed.
  -- Only 7 skeles!
  if data.skele_number > 7 then
    return
  end

  ** Like the overflow vault from volcano.des, this directly accesses the
  ** network of slaves in order to find out which section of wall should be
  ** replaced.
  local function get_slave (slavenum)
    local myslaves = dgn.find_marker_positions_by_prop("skele_slave", slavenum)
    return myslaves[1]
  end

  local wall_pos = get_slave(data.skele_number)
  if wall_pos == nil then
    crawl.mpr("Couldn't find a slave!")
  end

  dgn.terrain_changed(wall_pos.x, wall_pos.y, "floor", false, false, false)

  if you.see_cell(wall_pos.x, wall_pos.y) then
    crawl.mpr("As the champion dies, a metal wall slides away!")
  else
    crawl.mpr("As the champion dies, you hear a distant grinding noise.")
  end
end

local skele_death_marker = TriggerableFunction:new {
  func=skele_death,
  repeated=true,
  data={skele_number=0} }

** This uses the "monster_dies" type of triggerer, and links it in to the
** changed description of the skeletal warriors.
skele_death_marker:add_triggerer(DgnTriggerer:new {
  type="monster_dies",
  target="ancient champion" })

** Again, like the Overflow vault, the marker in question doesn't act upon
** anything at its location; assigning it to all of the skeletal warriors
** would cause confusion, and placing it off the map would be impossible as
** this is not an encompass vault; therefore, it is linked to a solid feature.
lua_marker("]", skele_death_marker)
}}

MAP
vvvvvvvvvvvvvvvvvvv
v..".1v.."..v.."..v
v.""".v.""".v.""".v
v"""""C"""""B"""""v
v.""".v.""".v.""".v
v.."..v..".3v..".2v
vvvDvvvvvvvvvvvAvvv
v..".2v$$$$$v.."..v
v.""".v$$$$$v.""".v
v"""""v$$.$$v"""""v
v.""".v$$.$$v.""".v
v.."..v$...$v1."..v
vvvEvvvvvGvvvvv+vvv
v3."..v.."..v.."..v
v.""".v.""".v.""".v
v"""""F"""""v""]""v
v.""".v.""".v.""".v
v.."..v4."..v.."..v
vvvvvvvvvvvvvvvvvvv
ENDMAP

D. Convenience functions
========================

Previously, we have discussed completely customised Triggerables, using the
TriggerableFunction marker. There also exist a large variety of other markers
and convenience functions which use Triggerables as a base.

Markers which use Triggerables as a base include FogMachines, MonsterOnTrigger,
feat_change_change_flags, item_pickup_change_flags, and so on. These are
documented in their own individual files.

Currently, convenience functions for Triggerables include:

  * message_at_spot, which can be used to trigger a single or repeated message
      whenever the player crosses or reaches a certain point.

E.    List of triggerers
========================

This list taken from dat/clua/lm_trig.lua, listing the different "type"
parameters that an instance of DgnTriggerer may accept, and the required
parameters for each.

   * monster_dies: Waits for a monster to die.  Needs the parameter
         "target", who's value is the name of the monster who's death
         we're wating for.  Doesn't matter where the triggerable/marker
         is placed.
   * feat_change: Waits for a cell's feature to change.  Accepts the
         optional parameter "target", which if set delays the trigger
         until the feature the cell turns into contains the target as a
         substring.  The triggerable/marker must be placed on top of the
         cell who's feature you wish to monitor.
   * item_moved: Wait for an item to move from one cell to another.
        Needs the parameter "target", who's value is the name of the
        item that is being tracked, or which can be "auto", in which
        case it will pick the item placed by the vault.  The
        triggerable/marker must be placed on top of the cell containing
        the item.
   * item_pickup: Wait for an item to be picked up.  Needs the parameter
        "target", who's value is the name of the item that is being tracked,
        or which can be "auto", in which case it will pick the item placed
        by the vault.  The triggerable/marker must be placed on top of the
        cell containing the item.  Automatically takes care of the item
        moving from one square to another without being picked up.
   * player_move: Wait for the player to move to a cell.  The
        triggerable/marker must be placed on top of cell in question.
   * player_los: Wait for the player to come into LOS of a cell, which
        must contain a notable feature..  The triggerable/marker must be
        placed on top of cell in question.
   * turn: Called once for each player turn that passes. Optionally accepts a
        "delay_min", "delay_max" or "delay" parameters, in which case a
        countdown is performed.
   * entered_level: Called when player enters the level, after all level
        setup code has completed.

F.     Master and slaves
========================

Multiple Triggerables can be combined together in a master/slave setup. There
are multiple methods of doing this. The simplest is to to provide a
"master_name" parameter to the main marker, and then provide "slave_to" at all
of the individual slave markers, setting the same value for each.

When a Triggerable is fired and it has a "master_name" property, it will execute
at each of the slave locations as defined above, unless the master has the
parameter "single_random_slave" (set to anything but empty), in which case it
will randomly chose one slave and execute there. Further, the master marker may
be slaved to itself in order to have execution occur there.

Triggerables that depend on position (such as player_move) will only fire when
the player moves over the master marker. For them to fire at either slave or
master, provide the "listen_to_slaves" property. Finally, to have only the slave
that fired be executed, provide the "only_at_slave" parameter.

-----------------------------

An example from dat/hells.des, using the MonsterOnTriggerer marker, a subset of
Triggerables, and master/slave mechanics:

MARKER:  1 = lua:monster_on_death { \
            death_monster="Dispater", new_monster="generate_awake iron golem", \
            message_seen="The iron statue comes to life!", \
            message_unseen="You hear a grinding sound.", \
            master_name="dispater" \
         }
MARKER:  o = lua:props_marker { \
            veto_fragmentation="veto", veto_disintegrate="veto", \
            slaved_to="dispater" \
         }

-----------------------------

If you have any comments, questions, or issues with Triggerables, your best bet
would be to contact the crawl-ref-discuss mailing list on SourceForge, or to try
##crawl-dev on irc.freenode.org.