Tweak info
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@@ -0,0 +1,7 @@
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module Dodge.Creature.Info where
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import Dodge.Data.Creature
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import LensHelp
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yourInfo :: Creature -> String
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yourInfo cr = "You can carry a maximum of " ++ show (cr ^. crInvCapacity) ++ " individual items. "
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+63
-63
@@ -12,7 +12,7 @@ itemInfo itm = itmBaseInfo itm ++ " " ++ itmUsageInfo itm
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itmSpaceInfo :: Item -> String
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itmSpaceInfo itm = case (ceiling $ _itInvSize itm) of
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1 -> "It takes up one inventory slot. "
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x -> "It takes up " ++ map toLower (showInt x) ++ " inventory slots. "
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x -> "It takes up " ++ showInt x ++ " inventory slots. "
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itmBaseInfo :: Item -> String
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itmBaseInfo itm = case itm ^. itType . iyBase of
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@@ -25,71 +25,71 @@ itmBaseInfo itm = case itm ^. itType . iyBase of
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showInt :: Int -> String
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showInt i = case i of
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0 -> "ZERO"
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1 -> "ONE"
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2 -> "TWO"
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3 -> "THREE"
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4 -> "FOUR"
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5 -> "FIVE"
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6 -> "SIX"
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7 -> "SEVEN"
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8 -> "EIGHT"
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9 -> "NINE"
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10 -> "TEN"
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11 -> "ELEVEN"
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12 -> "A DOZEN"
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_ -> "MANY"
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0 -> "zero"
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1 -> "one"
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2 -> "two"
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3 -> "three"
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4 -> "four"
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5 -> "five"
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6 -> "six"
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7 -> "seven"
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8 -> "eight"
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9 -> "nine"
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10 -> "ten"
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11 -> "eleven"
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12 -> "a dozen"
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_ -> "more than a dozen"
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heldInfo :: HeldItemType -> String
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heldInfo hit = case hit of
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BANGSTICK 1 -> "A FIREARM WITH A SHORT BARREL THAT REQUIRES RELOADING AFTER EACH SHOT."
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BANGSTICK i -> showInt i++" SMALL GUN BARRELS STRAPPED TOGETHER. EACH BARREL MUST BE INDIVIDUALLY LOADED, BUT NOT ALL NEED BE LOADED FOR THE WEAPON TO FIRE. ALL LOADED BARRELS DISCHARGE SIMULATNEOUSLY, WITH SIGNIFICANT SPREAD."
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PISTOL -> "A SMALL FIREARM FED BY A MAGAZINE. THE ENTIRE MAGAZINE MUST BE REPLACED WHEN RELOADING THE WEAPON."
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REVOLVER -> "A SMALL FIREARM FED BY A REVOLVING CYLINDER. SINGLE SHOT AND LOAD."
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REVOLVERX i -> "A SMALL FIREARM FED BY "++ showInt i++ "REVOLVING CYLINDERS."
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MACHINEPISTOL -> "A SMALL FIREARM AUTOMATICALLY, AND EXTREMELY RAPIDLY, FED BY A MAGAZINE. THE ENTIRE MAGAZINE MUST BE REPLACED WHEN RELOADING THE WEAPON."
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AUTOPISTOL -> "A SMALL FIREARM AUTOMATICALLY FED BY A MAGAZINE. THE ENTIRE MAGAZINE MUST BE REPLACED WHEN RELOADING THE WEAPON."
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SMG -> "A SMALL FIREARM WITH AN ATTACHED STOCK FOR STABILITY."
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BANGCONE -> "A CONTAINER FOR DEBRIS. EXPOSIVE ACTION PROPELS THE DEBRIS AWAY FROM THE USER. QUITE UNWEILDY."
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BLUNDERBUSS -> "A CONTAINER FOR DEBRIS ON THE END OF A STICK. EXPLOSIVE ACTION PROPELS THE DEBRIS AWAY FROM THE USER."
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GRAPECANNON 1 -> "A LARGE CONTAINER FOR DEBRIS ON THE END OF A STICK. EXPLOSIVE ACTION PROPELS THE DEBRIS AWAY FROM THE USER."
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GRAPECANNON i -> "AN "++ replicate (i-1) 'X' ++"L CONTAINER FOR DEBRIS ON THE END OF A STICK. EXPLOSIVE ACTION PROPELS THE DEBRIS AWAY FROM THE USER."
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MINIGUNX i -> showInt i ++ " GUN BARRELS THAT REVOLVE RAPIDLY AROUND A CENTRAL STICK. REQUIRES CONSIDERABLE TIME TO WARM UP, BUT HAS AN EXTREMELY RAPID RATE OF FIRE. IT IS ALSO EXTREMELY DIFFICULT TO STABILISE."
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VOLLEYGUN i -> showInt i ++ " GUN BARRELS LINED UP TO BE ROUGHLY PARALLEL. EACH BARREL MUST BE INDIVIDUALLY LOADED, BUT NOT ALL NEED BE LOADED FOR THE WEAPON TO FIRE. ALL LOADED BARRELS DISCHARGE SIMULTANEOUSLY."
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RIFLE -> "A FIREARM WITH A MID LENGTH BARREL THAT REQUIRES RELOADING AFTER EACH SHOT."
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REPEATER -> "A FIREARM FED BY A MAGAZINE. THE ENTIRE MAGAZINE MUST BE REPLACED WHEN RELOADING THE WEAPON."
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AUTORIFLE -> "A FIREARM AUTOMATICALLY FED BY A MAGAZINE. THE ENTIRE MAGAZINE MUST BE REPLACED WHEN RELOADING THE WEAPON."
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BURSTRIFLE -> "A FIREARM THAT RAPIDLY FIRES THREE PROJECTILES FROM ITS MAGAZINE. THE ENTIRE MAGAZINE MUST BE REPLACED WHEN RELOADING THE WEAPON."
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BANGROD -> "A FIREARM WITH A LONG BARREL THAT REQUIRES RELOADING AFTER EACH SHOT."
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ELEPHANTGUN -> "A FIREARM WITH A LONG BARREL THAT REQUIRES RELOADING AFTER EACH SHOT. ITS STOPPING POWER IS ONLY NOMINAL."
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AMR -> "AN ANTIMATERIEL RIFLE, DESIGNED TO DISABLE MILITARY EQUIPMENT. ITS LONG BARREL IS FED BY A MAGAZINE THAT MUST BE REPLACED WHEN RELOADING THE WEAPON."
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AUTOAMR -> "AN AUTOMATIC ANTIMATERIEL RIFLE, DESIGNED TO DISABLE MILITARY EQUIPMENT. ITS LONG BARREL IS FED BY A MAGAZINE THAT MUST BE REPLACED WHEN RELOADING THE WEAPON."
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SNIPERRIFLE -> "A FIREARM DESIGNED WITH LONG RANGE CAPABILITY IN MIND. ITS LONG BARREL REQUIRES RELOADING AFTER EACH SHOT."
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MACHINEGUN -> "A HEAVY FIREARM WHOSE RATE OF FIRE INCREASES DURING A BARRAGE."
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FLAMESPITTER -> "A WEAPON THAT GLOBS OUT BURNING FUEL."
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FLAMETHROWER -> "A WEAPON THAT SQUIRTS OUT BURNING FUEL."
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FLAMETORRENT -> "A WEAPON THAT STREAMS OUT BURNING FUEL IN A TORRENT."
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FLAMEWALL -> "A WEAPON THAT SQUIRTS OUT BURNING FUEL ALL AROUND THE USER."
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BLOWTORCH -> "A WEAPON THAT PRODUCES A CONCENTRATED FLAME."
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SPARKGUN -> "A WEAPON THAT PRODUCES AN ARC OF ELECTRICITY. THE ARC WILL ATTEMPT TO DISCHARGE AT A NEARBY OBJECT."
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TESLAGUN -> "A WEAPON THAT DISCHARGES A SUSTAINED ARC OF ELECTRICITY. THE ARC WILL ATTEMPT TO DISCHARGE AT A NEARBY OBJECT."
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LASGUN -> "A WEAPON THAT CONTINUOUSLY EMITS PHOTONS IN A NARROW BEAM."
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LASCIRCLE -> "A EXTENSIVE CONFIGURATION OF PRISMS AND MIRRORS THAT PRODUCES MULTIPLE LASER BEAMS AROUND ITS USER."
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DUALBEAM -> "A WEAPON THAT EMITS TWO BEAMS THAT CONVERGE AT A SELECTABLE POINT IN FRONT OF THE USER."
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LASWIDE _ -> "A WEAPON THAT CONTINUOUSLY EMITS PHOTONS IN A NARROW BEAM. THE BEAM EXPANDS AS THE WEAPON HEATS UP."
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TRACTORGUN -> "AN ITEM THAT PRODUCES A BEAM OF GRAVITONS."
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LAUNCHER -> "A LARGE TUBE THAT CAN LAUNCH SELF PROPELLED PROJECTILES. MOVING THE TUBE AFTER LAUNCH WILL CAUSE THE PROJECTILE TO SPIN."
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LAUNCHERX i -> showInt i++" TUBES THAT CAN LAUNCH SELF PROPELLED PROJECTILES. TUBES THAT DO NOT FACE FORWARD LAUNCH THEIR PROJECITLES AT AN ANGLE."
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REMOTELAUNCHER -> "A LARGE TUBE THAT CAN LAUNCH SELF PROPELLED PROJECTILES. CONTAINS A TRANSMITTER ALLOWING FOR REMOTE CONTROL OF LAUNCHED PROJECTILES."
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POISONSPRAYER -> "A WEAPON THAT RELEASES NOXIOUS GASES."
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DRONELAUNCHER -> "A DEVICE FOR LAUNCHING DRONES."
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SHATTERGUN -> "A SEISMIC DEVICE THAT SHATTERS HARD ITEMS IN ITS LINE OF FIRE."
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FORCEFIELDGUN -> "A DEVICE THAT PRODUCES A DURABLE FORCEFIELD."
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HELDDETECTOR d -> "A DEVICE THAT DETECTS "++detectorInfo d ++" IN AN EXPANDING RADIUS."
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TORCH -> "A STICK WITH A LIGHT ON THE END."
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BINOCULARS -> "TWO CYLINDERS WITH LENSES. SCROLL TO ZOOM."
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FLATSHIELD -> "A PANEL OF METAL THAT BLOCKS UNWANTED OBJECTS FROM THE FRONT OF THE USER."
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KEYCARD i -> "A KEYCARD. IT IS LABELLED " ++ show i++ "."
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BANGSTICK 1 -> "A firearm with a short barrel that requires reloading after each shot."
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BANGSTICK i -> over _head toUpper (showInt i)++" small gun barrels strapped together. Each barrel must be individually loaded, but not all need be loaded for the weapon to fire. All loaded barrels discharge simultaneously, with significant spread."
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PISTOL -> "A small firearm fed by a magazine. The entire magazine must be replaced when reloading the weapon."
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REVOLVER -> "A small firearm fed by a revolving cylinder. Single shot and load."
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REVOLVERX i -> "A small firearm fed by "++ showInt i++ "revolving cylinders."
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MACHINEPISTOL -> "A small firearm automatically, and extremely rapidly, fed by a magazine. The entire magazine must be replaced when reloading the weapon."
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AUTOPISTOL -> "A small firearm automatically fed by a magazine. The entire magazine must be replaced when reloading the weapon."
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SMG -> "A small firearm with an attached stock for stability."
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BANGCONE -> "A container for debris. Exposive action propels the debris away from the user. Quite unweildy."
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BLUNDERBUSS -> "A container for debris on the end of a stick. Explosive action propels the debris away from the user."
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GRAPECANNON 1 -> "A large container for debris on the end of a stick. Explosive action propels the debris away from the user."
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GRAPECANNON i -> "An "++ replicate (i-1) 'X' ++"L container for debris on the end of a stick. Explosive action propels the debris away from the user."
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MINIGUNX i -> over _head toUpper (showInt i) ++ " gun barrels that revolve rapidly around a central stick. Requires considerable time to warm up, but has an extremely rapid rate of fire. It is also extremely difficult to stabilise."
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VOLLEYGUN i -> over _head toUpper (showInt i) ++ " gun barrels lined up to be roughly parallel. Each barrel must be individually loaded, but not all need be loaded for the weapon to fire. All loaded barrels discharge simultaneously."
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RIFLE -> "A firearm with a mid length barrel that requires reloading after each shot."
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REPEATER -> "A firearm fed by a magazine. The entire magazine must be replaced when reloading the weapon."
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AUTORIFLE -> "A firearm automatically fed by a magazine. The entire magazine must be replaced when reloading the weapon."
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BURSTRIFLE -> "A firearm that rapidly fires three projectiles from its magazine. The entire magazine must be replaced when reloading the weapon."
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BANGROD -> "A firearm with a long barrel that requires reloading after each shot."
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ELEPHANTGUN -> "A firearm with a long barrel that requires reloading after each shot. Its stopping power is only nominal."
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AMR -> "An antimateriel rifle, designed to disable military equipment. Its long barrel is fed by a magazine that must be replaced when reloading the weapon."
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AUTOAMR -> "An automatic antimateriel rifle, designed to disable military equipment. Its long barrel is fed by a magazine that must be replaced when reloading the weapon."
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SNIPERRIFLE -> "A firearm designed with long range capability in mind. Its long barrel requires reloading after each shot."
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MACHINEGUN -> "A heavy firearm whose rate of fire increases during a barrage."
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FLAMESPITTER -> "A weapon that globs out burning fuel."
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FLAMETHROWER -> "A weapon that squirts out burning fuel."
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FLAMETORRENT -> "A weapon that streams out burning fuel in a torrent."
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FLAMEWALL -> "A weapon that squirts out burning fuel all around the user."
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BLOWTORCH -> "A weapon that produces a concentrated flame."
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SPARKGUN -> "A weapon that produces an arc of electricity. The arc will attempt to discharge at a nearby object."
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TESLAGUN -> "A weapon that discharges a sustained arc of electricity. The arc will attempt to discharge at a nearby object."
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LASGUN -> "A weapon that continuously emits photons in a narrow beam."
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LASCIRCLE -> "A extensive configuration of prisms and mirrors that produces multiple laser beams around its user."
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DUALBEAM -> "A weapon that emits two beams that converge at a selectable point in front of the user."
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LASWIDE _ -> "A weapon that continuously emits photons in a narrow beam. The beam expands as the weapon heats up."
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TRACTORGUN -> "An item that produces a beam of gravitons."
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LAUNCHER -> "A large tube that can launch self propelled projectiles. Moving the tube after launch will cause the projectile to spin."
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LAUNCHERX i -> over _head toUpper (showInt i)++" tubes that can launch self propelled projectiles. Tubes that do not face forward launch their projecitles at an angle."
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REMOTELAUNCHER -> "A large tube that can launch self propelled projectiles. Contains a transmitter allowing for remote control of launched projectiles."
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POISONSPRAYER -> "A weapon that releases noxious gases."
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DRONELAUNCHER -> "A device for launching drones."
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SHATTERGUN -> "A seismic device that shatters hard items in its line of fire."
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FORCEFIELDGUN -> "A device that produces a durable forcefield."
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HELDDETECTOR d -> "A device that detects "++detectorInfo d ++" in an expanding radius."
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TORCH -> "A stick with a light on the end."
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BINOCULARS -> "Two cylinders with lenses. Scroll to zoom."
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FLATSHIELD -> "A panel of metal that blocks unwanted objects from the front of the user."
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KEYCARD i -> "A keycard. It is labelled " ++ show i++ "."
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leftInfo :: LeftItemType -> String
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leftInfo lit = case lit of
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@@ -126,8 +126,8 @@ drawExamineInventory cfig mtweaki w =
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closeObjectInfo :: Int -> Either FloorItem Button -> String
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closeObjectInfo n x = case x of
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Left (FlIt {_flIt = itm}) -> "This item is on the floor " ++ floorItemPickupInfo n itm ++ itemInfo itm
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Right _ -> "This is some sort of switch or button."
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Left (FlIt {_flIt = itm}) -> "It is on the floor " ++ floorItemPickupInfo n itm ++ itemInfo itm
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Right _ -> "It is some sort of switch or button."
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floorItemPickupInfo :: Int -> Item -> String
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floorItemPickupInfo n itm
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