added effect intensity

This commit is contained in:
neckrat 2026-04-24 11:13:47 +03:00
parent 8cbaf643ab
commit be386be601
5 changed files with 82 additions and 67 deletions

View File

@ -6,7 +6,7 @@ local task = require "lib.utils.task"
--- behavior thats holds all effects that we applied --- behavior thats holds all effects that we applied
--- @class EffectsBehavior : Behavior --- @class EffectsBehavior : Behavior
--- @field effectsPriority Effect[] хранит эффекты в порядке их применения --- @field effectsPriority Effect[] хранит эффекты в порядке их применения
--- @field effectsStacks table<Effect, integer> хранит стаки эффектов --- @field effectsProperties table<Effect, { stacks: integer, intensity: integer }> хранит характеристики эффектов
--- @field effectbook Effect[] все возможные эффекты (хз надо ли так вообще) --- @field effectbook Effect[] все возможные эффекты (хз надо ли так вообще)
local behavior = {} local behavior = {}
behavior.__index = behavior behavior.__index = behavior
@ -18,20 +18,20 @@ function behavior.new()
return setmetatable({ return setmetatable({
effectbook = efb.of { efb.bleeding }, effectbook = efb.of { efb.bleeding },
effectsPriority = {}, effectsPriority = {},
effectsStacks = {}, effectsProperties = {},
}, behavior) }, behavior)
end end
--- проверяет, можно ли наложить эффект и при наложении его применяет --- проверяет, можно ли наложить эффект и при наложении его применяет
--- @param effect Effect --- @param effect Effect
--- @param stacks integer --- @param stacks integer
function behavior:addEffect(effect, stacks) function behavior:addEffect(effect, stacks, intensity)
-- if not effect:beforeBirth() then return end -- if not effect:beforeBirth() then return end
-- проверяем эффект на возможности суммирования (aka противоречия) -- проверяем эффект на возможности суммирования (aka противоречия)
for i, ef in ipairs(self.effectsPriority) do for i, ef in ipairs(self.effectsPriority) do
if ef == effect then if ef == effect then
self.effectsStacks[ef] = stacks self.effectsProperties[ef] = { stacks = stacks, intensity = intensity }
local task1 = effect:afterBirth(self.owner) local task1 = effect:afterBirth(self.owner, intensity)
if task1 then if task1 then
task1(function() end) task1(function() end)
end end
@ -45,9 +45,9 @@ function behavior:addEffect(effect, stacks)
end end
self.effectsPriority[#self.effectsPriority + 1] = effect self.effectsPriority[#self.effectsPriority + 1] = effect
self.effectsStacks[effect] = stacks self.effectsProperties[effect] = { stacks = stacks, intensity = intensity }
print("[Effects]: мы применили эффект!!") print("[Effects]: мы применили эффект!!")
local task1 = effect:afterBirth(self.owner) local task1 = effect:afterBirth(self.owner, intensity)
if task1 then if task1 then
task1(function() end) task1(function() end)
end end
@ -56,7 +56,7 @@ end
--- должен вызываться в начале хода --- должен вызываться в начале хода
function behavior:beforeTurn() function behavior:beforeTurn()
for i, ef in ipairs(self.effectsPriority) do for i, ef in ipairs(self.effectsPriority) do
local task1 = ef:beforeTurn(self.owner) local task1 = ef:beforeTurn(self.owner, self.effectsProperties[ef].intensity)
if task1 then if task1 then
task1(function() end) task1(function() end)
end end
@ -68,10 +68,11 @@ end
--- @param amount integer --- @param amount integer
function behavior:deleteStacks(effect, amount) function behavior:deleteStacks(effect, amount)
print("[Effects]: удаляем стаки!!") print("[Effects]: удаляем стаки!!")
self.effectsStacks[effect] = self.effectsStacks[effect] - amount -- !!!!!!!!!!!!!!!! <<<<< 21+ only self.effectsProperties[effect].stacks = self.effectsProperties[effect].stacks -
if self.effectsStacks[effect] <= 0 then amount -- !!!!!!!!!!!!!!!! <<<<< 21+ only
if self.effectsProperties[effect].stacks <= 0 then
print("[Effects]:", effect.tag, "ДОЛЖЕН БЫТЬ СТЁРТ") print("[Effects]:", effect.tag, "ДОЛЖЕН БЫТЬ СТЁРТ")
self.effectsStacks[effect] = nil self.effectsProperties[effect] = nil
for i, ef in ipairs(self.effectsPriority) do for i, ef in ipairs(self.effectsPriority) do
if ef == effect then if ef == effect then
table.remove(self.effectsPriority, i) table.remove(self.effectsPriority, i)
@ -84,7 +85,7 @@ end
--- должен вызываться в конце хода --- должен вызываться в конце хода
function behavior:afterTurn() function behavior:afterTurn()
for i, ef in pairs(self.effectsPriority) do for i, ef in pairs(self.effectsPriority) do
local task1 = ef:afterTurn(self.owner) local task1 = ef:afterTurn(self.owner, self.effectsProperties[ef].intensity)
if task1 then if task1 then
task1(function() end) task1(function() end)
end end

View File

@ -4,7 +4,7 @@ local easing = require "lib.utils.easing"
local bleeding = effect.new({ local bleeding = effect.new({
tag = "bleeding", tag = "bleeding",
afterBirth = function(owner) afterBirth = function(owner, intensity)
local light = require "lib/character/character".spawn("Bleeding Light Effect") local light = require "lib/character/character".spawn("Bleeding Light Effect")
light:addBehavior { light:addBehavior {
Tree.behaviors.light.new { color = Vec3 { 1, 0., 0. }, intensity = 4 }, Tree.behaviors.light.new { color = Vec3 { 1, 0., 0. }, intensity = 4 },
@ -19,15 +19,15 @@ local bleeding = effect.new({
end end
}) })
function bleeding:beforeTurn(owner) function bleeding:beforeTurn(owner, intensity)
local stats = owner:has(Tree.behaviors.stats) local stats = owner:has(Tree.behaviors.stats)
local sprite = owner:has(Tree.behaviors.sprite) local sprite = owner:has(Tree.behaviors.sprite)
if not stats or not sprite then return end if not stats or not sprite then return end
stats:dealDamage(2) stats:dealDamage(intensity)
return task.wait({ sprite:animate("hurt") }) return task.wait({ sprite:animate("hurt") })
end end
function bleeding:afterTurn(owner) function bleeding:afterTurn(owner, intensity)
local behavior = owner:has(Tree.behaviors.effects) local behavior = owner:has(Tree.behaviors.effects)
if not behavior then if not behavior then
print('[Effect]: yo man what the hell wheres your behavior how thats possible please stop thats not normal') print('[Effect]: yo man what the hell wheres your behavior how thats possible please stop thats not normal')

View File

@ -50,7 +50,7 @@ function turnOrder:next()
end) end)
else else
char:try(Tree.behaviors.effects, function(effects) char:try(Tree.behaviors.effects, function(effects)
print("[TurnOrder]: ну мы пытаемся применить эффект к", char.id) -- print("[TurnOrder]: ну мы пытаемся применить эффект к", char.id)
effects:beforeTurn() effects:beforeTurn()
end) end)
Tree.level.selector:unlock() Tree.level.selector:unlock()

View File

@ -5,70 +5,84 @@ local utils = require "lib.utils.utils"
local effect = {} local effect = {}
effect.__index = effect effect.__index = effect
--- @alias EffectFunc fun(owner: Character): Task<nil>|nil --- Предполагается, что в каждую функцию будет передаваться `Character` и параметр `intensity`, который отвечает за силу спелла
--- @alias EffectDamageFunc fun(owner: Character, damage: integer): Task<nil>|nil --- @alias EffectFunc fun(owner: Character, intensity: integer): Task<nil>|nil
--- @alias EffectRegenFunc fun(owner: Character, amountHp: integer): Task<nil>|nil --- @alias EffectDamageFunc fun(owner: Character, intensity: integer, damage: integer): Task<nil>|nil
--- @alias EffectRegenFunc fun(owner: Character, intensity: integer, amountHp: integer): Task<nil>|nil
--- @alias EffectData { tag: string, [string]: EffectFunc|EffectDamageFunc|EffectRegenFunc } --- @alias EffectData { tag: string, [string]: EffectFunc|EffectDamageFunc|EffectRegenFunc }
--- @param owner Character --- @param owner Character
--- @param intensity integer
--- @return Task<nil>|nil --- @return Task<nil>|nil
function effect:beforeBirth(owner) end function effect:beforeBirth(owner, intensity) end
--- @param owner Character --- @param owner Character
--- @param intensity integer
--- @return Task<nil>|nil --- @return Task<nil>|nil
function effect:afterBirth(owner) end function effect:afterBirth(owner, intensity) end
--- @param owner Character --- @param owner Character
--- @param intensity integer
--- @return Task<nil>|nil --- @return Task<nil>|nil
function effect:beforeDeath(owner) end function effect:beforeDeath(owner, intensity) end
--- @param owner Character --- @param owner Character
--- @param intensity integer
--- @return Task<nil>|nil --- @return Task<nil>|nil
function effect:afterDeath(owner) end function effect:afterDeath(owner, intensity) end
--- пока что это единственный метод, который работает
--- @param owner Character
--- @return Task<nil>|nil
function effect:beforeTurn(owner) end
--- @param owner Character --- @param owner Character
--- @param intensity integer
--- @return Task<nil>|nil --- @return Task<nil>|nil
function effect:afterTurn(owner) end function effect:beforeTurn(owner, intensity) end
--- @param owner Character --- @param owner Character
--- @param intensity integer
--- @return Task<nil>|nil --- @return Task<nil>|nil
function effect:beforeCast(owner) end function effect:afterTurn(owner, intensity) end
--- @param owner Character --- @param owner Character
--- @param intensity integer
--- @return Task<nil>|nil --- @return Task<nil>|nil
function effect:afterCast(owner) end function effect:beforeCast(owner, intensity) end
--- @param owner Character --- @param owner Character
--- @param intensity integer
--- @return Task<nil>|nil
function effect:afterCast(owner, intensity) end
--- @param owner Character
--- @param intensity integer
--- @param damage integer --- @param damage integer
--- @return Task<nil>|nil --- @return Task<nil>|nil
function effect:beforeAttack(owner, damage) end function effect:beforeAttack(owner, intensity, damage) end
--- @param owner Character --- @param owner Character
--- @param intensity integer
--- @return Task<nil>|nil --- @return Task<nil>|nil
function effect:afterAttack(owner) end function effect:afterAttack(owner, intensity) end
--- @param owner Character --- @param owner Character
--- @param intensity integer
--- @param damage integer --- @param damage integer
--- @return Task<nil>|nil --- @return Task<nil>|nil
function effect:beforeDamage(owner, damage) end function effect:beforeDamage(owner, intensity, damage) end
--- @param owner Character --- @param owner Character
--- @param intensity integer
--- @return Task<nil>|nil --- @return Task<nil>|nil
function effect:afterDamage(owner) end function effect:afterDamage(owner, intensity) end
--- @param owner Character --- @param owner Character
--- @param intensity integer
--- @param amountHp integer кол-во хп для регена --- @param amountHp integer кол-во хп для регена
--- @return Task<nil>|nil --- @return Task<nil>|nil
function effect:beforeRegeneration(owner, amountHp) end function effect:beforeRegeneration(owner, intensity, amountHp) end
--- @param owner Character --- @param owner Character
--- @param intensity integer
--- @return Task<nil>|nil --- @return Task<nil>|nil
function effect:afterRegeneration(owner) end function effect:afterRegeneration(owner, intensity) end
--- @param other Effect --- @param other Effect
--- @return Effect|nil --- @return Effect|nil
@ -94,74 +108,74 @@ local function new(data)
tag = data.tag tag = data.tag
}, effect) }, effect)
function newEffect:beforeBirth(owner) function newEffect:beforeBirth(owner, intensity)
if not data.beforeBirth then return end if not data.beforeBirth then return end
return data.beforeBirth(owner) return data.beforeBirth(owner, intensity)
end end
function newEffect:afterBirth(owner) function newEffect:afterBirth(owner, intensity)
if not data.afterBirth then return end if not data.afterBirth then return end
return data.afterBirth(owner) return data.afterBirth(owner, intensity)
end end
function newEffect:beforeDeath(owner) function newEffect:beforeDeath(owner, intensity)
if not data.beforeDeath then return end if not data.beforeDeath then return end
return data.beforeDeath(owner) return data.beforeDeath(owner, intensity)
end end
function newEffect:afterDeath(owner) function newEffect:afterDeath(owner, intensity)
if not data.afterDeath then return end if not data.afterDeath then return end
return data.afterDeath(owner) return data.afterDeath(owner, intensity)
end end
function newEffect:beforeTurn(owner) function newEffect:beforeTurn(owner, intensity)
if not data.beforeTurn then return end if not data.beforeTurn then return end
return data.beforeTurn(owner) return data.beforeTurn(owner, intensity)
end end
function newEffect:afterTurn(owner) function newEffect:afterTurn(owner, intensity)
if not data.afterTurn then return end if not data.afterTurn then return end
return data.afterTurn(owner) return data.afterTurn(owner, intensity)
end end
function newEffect:beforeCast(owner) function newEffect:beforeCast(owner, intensity)
if not data.beforeCast then return end if not data.beforeCast then return end
return data.beforeCast(owner) return data.beforeCast(owner, intensity)
end end
function newEffect:afterCast(owner) function newEffect:afterCast(owner, intensity)
if not data.afterCast then return end if not data.afterCast then return end
return data.afterCast(owner) return data.afterCast(owner, intensity)
end end
function newEffect:beforeAttack(owner, damage) function newEffect:beforeAttack(owner, intensity, damage)
if not data.beforeAttack then return end if not data.beforeAttack then return end
return data.beforeAttack(owner, damage) return data.beforeAttack(owner, intensity, damage)
end end
function newEffect:afterAttack(owner) function newEffect:afterAttack(owner, intensity)
if not data.afterAttack then return end if not data.afterAttack then return end
return data.afterAttack(owner) return data.afterAttack(owner, intensity)
end end
function newEffect:beforeDamage(owner, damage) function newEffect:beforeDamage(owner, intensity, damage)
if not data.beforeDamage then return end if not data.beforeDamage then return end
return data.beforeDamage(owner, damage) return data.beforeDamage(owner, intensity, damage)
end end
function newEffect:afterDamage(owner) function newEffect:afterDamage(owner, intensity)
if not data.afterDamage then return end if not data.afterDamage then return end
return data.afterDamage(owner) return data.afterDamage(owner, intensity)
end end
function newEffect:beforeRegeneration(owner, amountHp) function newEffect:beforeRegeneration(owner, intensity, amountHp)
if not data.beforeRegeneration then return end if not data.beforeRegeneration then return end
return data.beforeRegeneration(owner, amountHp) return data.beforeRegeneration(owner, intensity, amountHp)
end end
function newEffect:afterRegeneration(owner) function newEffect:afterRegeneration(owner, intensity)
if not data.afterRegeneration then return end if not data.afterRegeneration then return end
return data.afterRegeneration(owner) return data.afterRegeneration(owner, intensity)
end end
--- дип сравнение эффектов --- дип сравнение эффектов

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@ -112,7 +112,7 @@ local attack = spell.new {
return task.fromValue() return task.fromValue()
end), end),
targetSprite:animate("hurt"), targetSprite:animate("hurt"),
targetEffects:addEffect(targetEffects.effectbook[1], 3) targetEffects:addEffect(targetEffects.effectbook[1], 3, 3)
} }
end end
), ),