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feat: UI: enhance Examine mob mode
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Show when mob recalls player due to player being corrupted
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kiedtl committed Aug 28, 2023
1 parent fe5c825 commit f667264
Showing 1 changed file with 9 additions and 1 deletion.
10 changes: 9 additions & 1 deletion src/ui.zig
Original file line number Diff line number Diff line change
Expand Up @@ -787,6 +787,10 @@ fn _getMonsInfoSet(mob: *Mob) MobInfoLine.ArrayList {
// Zig, why the fuck do I need to cast the below as Awareness?
// Wouldn't I like to fucking chop your fucking type checker into
// tiny shreds with a +9 halberd of flaming.
//
// 2023-08-28: no idea why I was this angry, I do this all
// the time now without having an aneurysm. caffeine famine
// maybe?
break if (enemyrec.last_seen != null and enemyrec.last_seen.?.eq(state.player.coord))
@as(Awareness, .Seeing)
else
Expand All @@ -801,7 +805,11 @@ fn _getMonsInfoSet(mob: *Mob) MobInfoLine.ArrayList {
},
.Remember => |turns_left| {
i.color = 'p';
i.string.writer().print("remembers you (~$b{}$. turns left)", .{turns_left}) catch err.wat();
if (mob.life_type == .Undead and state.player.hasStatus(.Corruption)) {
i.string.writer().print("remembers you ($ocorruption$.)", .{}) catch err.wat();
} else {
i.string.writer().print("remembers you (~$b{}$. turns left)", .{turns_left}) catch err.wat();
}
},
.None => {
i.color = 'b';
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