make another functions & add some cool light on spawn effect
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@ -39,7 +39,7 @@ function behavior:addEffect(effect, stacks)
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self.effectsPriority[#self.effectsPriority + 1] = effect
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self.effectsStacks[effect] = stacks
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print("[Effects]: мы применили эффект!!")
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effect:afterBirth()
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effect:afterBirth(self.owner)
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end
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--- должен вызываться в начале хода
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@ -55,7 +55,10 @@ end
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--- должен вызываться в конце хода
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function behavior:afterTurn()
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for i, ef in pairs(self.effectsPriority) do
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ef:afterTurn()
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local task1 = ef:afterTurn(self.owner)
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if task1 then
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task1(function() end)
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end
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end
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end
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@ -1,5 +1,6 @@
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local task = require "lib.utils.task"
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local effect = require "lib.spell.effect"
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local easing = require "lib.utils.easing"
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local bleeding = effect.new({
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tag = "bleeding",
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@ -10,6 +11,19 @@ local bleeding = effect.new({
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if not stats or not sprite then return end
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stats:dealDamage(2)
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return task.wait({ sprite:animate("hurt") })
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end,
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afterBirth = function(owner)
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local light = require "lib/character/character".spawn("Light Effect")
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light:addBehavior {
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Tree.behaviors.light.new { color = Vec3 { 1, 0., 0. }, intensity = 4 },
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Tree.behaviors.positioned.new(owner:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
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}
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return task.wait({ task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
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{ intensity = 1, color = Vec3 { 1, 0., 0. } }, 800, easing.easeInCubic), function()
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light:die()
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return task.fromValue()
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end) })
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end
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})
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@ -3,39 +3,70 @@
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local effect = {}
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effect.__index = effect
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function effect:beforeBirth() end
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--- @alias EffectFunc fun(owner: Character): Task<nil>|nil
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--- @alias EffectDamageFunc fun(owner: Character, damage: integer): Task<nil>|nil
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--- @alias EffectRegenFunc fun(owner: Character, amountHp: integer): Task<nil>|nil
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--- @alias EffectData { tag: string, [string]: EffectFunc|EffectDamageFunc|EffectRegenFunc }
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function effect:afterBirth() end
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--- @param owner Character
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--- @return Task<nil>|nil
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function effect:beforeBirth(owner) end
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function effect:beforeDeath() end
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--- @param owner Character
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--- @return Task<nil>|nil
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function effect:afterBirth(owner) end
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function effect:afterDeath() end
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--- @param owner Character
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--- @return Task<nil>|nil
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function effect:beforeDeath(owner) end
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--- @param owner Character
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--- @return Task<nil>|nil
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function effect:afterDeath(owner) end
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--- пока что это единственный метод, который работает
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--- @param owner Character
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--- @return Task<nil>|nil
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function effect:beforeTurn(owner) end
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function effect:afterTurn() end
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--- @param owner Character
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--- @return Task<nil>|nil
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function effect:afterTurn(owner) end
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function effect:beforeCast() end
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--- @param owner Character
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--- @return Task<nil>|nil
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function effect:beforeCast(owner) end
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function effect:afterCast() end
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--- @param owner Character
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--- @return Task<nil>|nil
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function effect:afterCast(owner) end
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--- @param owner Character
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--- @param damage integer
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function effect:beforeAttack(damage) end
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--- @return Task<nil>|nil
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function effect:beforeAttack(owner, damage) end
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function effect:afterAttack() end
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--- @param owner Character
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--- @return Task<nil>|nil
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function effect:afterAttack(owner) end
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--- @param owner Character
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--- @param damage integer
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function effect:beforeDamage(damage) end
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--- @return Task<nil>|nil
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function effect:beforeDamage(owner, damage) end
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function effect:afterDamage() end
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--- @param owner Character
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--- @return Task<nil>|nil
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function effect:afterDamage(owner) end
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--- @param owner Character
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--- @param amountHp integer кол-во хп для регена
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function effect:beforeRegeneration(amountHp) end
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--- @return Task<nil>|nil
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function effect:beforeRegeneration(owner, amountHp) end
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function effect:afterRegeneration() end
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--- @param owner Character
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--- @return Task<nil>|nil
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function effect:afterRegeneration(owner) end
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--- @param other Effect
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--- @return Effect|nil
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@ -46,22 +77,84 @@ function effect:update(dt) end
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function effect:draw() end
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--- @todo переделать дату и прочее
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--- @param data {tag: string, beforeBirth: fun(owner: Character)?, beforeDeath: fun(owner: Character)?, beforeTurn: (fun(owner: Character): Task<nil>|nil), afterTurn: (fun(owner: Character): Task<nil>|nil), sum: fun(owner: Character)?}
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-- --- @param data {tag: string, beforeBirth: fun(owner: Character)?, beforeDeath: fun(owner: Character)?, beforeTurn: (fun(owner: Character): Task<nil>|nil), afterTurn: (fun(owner: Character): Task<nil>|nil), sum: fun(owner: Character)?}
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--- @param data EffectData
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--- @return Effect
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local function new(data)
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local newEffect = setmetatable({
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tag = data.tag,
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beforeBirth = data.beforeBirth,
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beforeDeath = data.beforeDeath,
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-- beforeTurn = data.beforeTurn,
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afterTurn = data.afterTurn,
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sum = data.sum
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tag = data.tag
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}, effect)
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function newEffect:beforeBirth(owner)
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if not data.beforeBirth then return end
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return data.beforeBirth(owner)
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end
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function newEffect:afterBirth(owner)
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if not data.afterBirth then return end
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return data.afterBirth(owner)
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end
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function newEffect:beforeDeath(owner)
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if not data.beforeDeath then return end
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return data.beforeDeath(owner)
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end
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function newEffect:afterDeath(owner)
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if not data.afterDeath then return end
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return data.afterDeath(owner)
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end
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function newEffect:beforeTurn(owner)
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if not data.beforeTurn then return end
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return data.beforeTurn(owner)
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end
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function newEffect:afterTurn(owner)
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if not data.afterTurn then return end
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return data.afterTurn(owner)
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end
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function newEffect:beforeCast(owner)
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if not data.beforeCast then return end
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return data.beforeCast(owner)
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end
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function newEffect:afterCast(owner)
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if not data.afterCast then return end
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return data.afterCast(owner)
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end
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function newEffect:beforeAttack(owner, damage)
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if not data.beforeAttack then return end
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return data.beforeAttack(owner, damage)
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end
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function newEffect:afterAttack(owner)
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if not data.afterAttack then return end
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return data.afterAttack(owner)
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end
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function newEffect:beforeDamage(owner, damage)
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if not data.beforeDamage then return end
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return data.beforeDamage(owner, damage)
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end
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function newEffect:afterDamage(owner)
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if not data.afterDamage then return end
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return data.afterDamage(owner)
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end
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function newEffect:beforeRegeneration(owner, amountHp)
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if not data.beforeRegeneration then return end
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return data.beforeRegeneration(owner, amountHp)
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end
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function newEffect:afterRegeneration(owner)
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if not data.afterRegeneration then return end
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return data.afterRegeneration(owner)
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end
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return newEffect
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end
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