Monsters
This is a mini-chapter that exists mostly for the sake of completeness. The truth about monsters in RuggRogue is they mostly overlap with the player, with a small handful of differences:
- Their
Monstertag component gives them turns between player turns. - They move towards and fight the player if they can see the player.
- They have no
Stomachcomponent, so they don't eat or regenerate. - They grant experience when they die to whoever defeated them.
- They do not pick up, drop or use items.
Monsters differ only in name, appearance and stats; they're treated uniformly in every other way.
Monster List
The following is a list of monsters and their ASCII representations in the approximate order that they'll be encountered by the player:
- (
b) Blob - (
B) Bat - (
c) Crab - (
S) Snake - (
g) Goblin - (
k) Kobold - (
G) Gnome - (
o) Orc - (
u) Unicorn - (
P) Pirate - (
L) Lizardman - (
G) Ghost - (
Z) Skeleton - (
O) Ogre - (
N) Naga - (
W) Warlock - (
&) Demon - (
E) Sentinel - (
R) Robber - (
K) Skateboard Kid - (
J) Jellybean - (
A) Alien - (
D) Dweller - (
h) Little Helper - (
H) Big Helper
The monster list exists in the form of the MONSTERS array near the top of the src/spawn.rs file.
The ASCII symbols are mapped to monsters in the Symbol::text_fallback function that can be found in the src/gamesym.rs file.
Monsters in Other Chapters
The topic of monsters is covered across other chapters in this book:
- Map Population: Where monsters are spawned and how many appear.
- Experience and Difficulty: Choice of appearance and power level of monsters, and granting experience when defeated.
- Field of View: Monsters have their own fields of view, and will pursue the player on sight.
- Pathfinding: Monsters step towards the player by first finding a path to follow.
- Turn Order and Combat: Monsters get a turn between player turns and fight the player in melee combat.