Merge pull request 'feature/ai-but-cooler' (#35) from feature/ai-but-cooler into main
Есть куда стремиться, но для work-in-progress покатит. Потом с удобством использования поиграемся Reviewed-on: #35
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d33d6eedd6
@ -1,5 +1,10 @@
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local easing = require "lib.utils.easing"
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local pf = require "lib.pathfinder"
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local utils = require "lib.utils.utils"
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--- @alias AIAction fun(self: AIBehavior): Task<nil>
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--- @return Character
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local function closestCharacter(char)
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local caster = Vec3 {}
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char:try(Tree.behaviors.positioned, function(b)
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@ -20,45 +25,173 @@ local function closestCharacter(char)
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return charTarget
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end
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-- --- Возвращает все точки в радиусе в виде векторов (должен по крайней мере)
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-- --- @param radius integer
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-- --- @param center Vec3
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-- --- @return Vec3[]
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-- local function circleVectors(center, radius)
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-- local vecs = {}
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-- local res = {}
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-- for t = 0, 2 * math.pi, EPSILON do
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-- local x = math.cos(t) * radius + center.x
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-- local y = math.sin(t) * radius + center.y
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-- table.insert(vecs, Vec3 { math.floor(x), math.floor(y) })
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-- end
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-- for _, v in pairs(vecs) do
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-- local i = 1
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-- while i <= #res and (res[i].x ~= v.x or res[i].y ~= v.y) do
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-- i = i + 1
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-- end
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-- if i == #res + 1 or #res == 0 then
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-- table.insert(res, v)
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-- print('[AI]: circle vecs:', v)
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-- end
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-- end
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-- return res
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-- end
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--- Возвращает все точки в радиусе в виде векторов (должен по крайней мере)
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--- @param radius integer
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--- @param center Vec3
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--- @return Vec3[]
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local function circleVectors(center, radius)
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local dx, dy, err = radius, 0, 1 - radius
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local vecs, res = {}, {}
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while dx >= dy do
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table.insert(vecs, Vec3 { center.x + dx, center.y + dy })
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table.insert(vecs, Vec3 { center.x - dx, center.y + dy })
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table.insert(vecs, Vec3 { center.x + dx, center.y - dy })
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table.insert(vecs, Vec3 { center.x - dx, center.y - dy })
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table.insert(vecs, Vec3 { center.x + dy, center.y + dx })
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table.insert(vecs, Vec3 { center.x - dy, center.y + dx })
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table.insert(vecs, Vec3 { center.x + dy, center.y - dx })
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table.insert(vecs, Vec3 { center.x - dy, center.y - dx })
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dy = dy + 1
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if err < 0 then
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err = err + 2 * dy + 1
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else
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dx, err = dx - 1, err + 2 * (dy - dx) + 1
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end
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end
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for _, v in pairs(vecs) do
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local i = 1
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while i <= #res and (res[i].x ~= v.x or res[i].y ~= v.y) and v.x >= 0 and v.y >= 0 do
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i = i + 1
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end
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if i == #res + 1 or #res == 0 then
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table.insert(res, v)
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print('[AI]: circle vecs:', v)
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end
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end
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return vecs
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end
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--- ищет пути к ближайшему персу в определённом радиусе
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--- @param owner Character
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--- @param radius integer здесь мы должны сами определять, сколько должны не доходить до персонажа (1 <= n)
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--- @return Vec3|nil
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local function pathToClosestCharacter(owner, radius)
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local charTarget = closestCharacter(owner)
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local targetPosition, ownerPosition = charTarget:has(Tree.behaviors.positioned), owner:has(Tree.behaviors.positioned)
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if not targetPosition or not ownerPosition then return end
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local circleVecs = circleVectors(targetPosition.position, radius)
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local target = circleVecs[#circleVecs]
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local path = pf(ownerPosition.position, target)
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for i, c in ipairs(circleVecs) do
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local newPath = pf(ownerPosition.position, c)
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if newPath:size() < path:size() then
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path = newPath
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target = c
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end
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end
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return target
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end
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--- @type table<Class, AIAction>
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local aiNature = {
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dev_warrior = function(self)
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return function(callback) -- почему так, описано в Task
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self.owner:try(Tree.behaviors.spellcaster, function(spellB)
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self.target = pathToClosestCharacter(self.owner, 1)
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local attackTarget = closestCharacter(self.owner):has(Tree.behaviors.positioned)
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if not attackTarget then return end
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local task1 = spellB.spellbook[1]:cast(self.owner, self.target)
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if task1 then
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task1(
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function()
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-- здесь мы оказываемся после того, как сходили в первый раз
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print('[AI]: я походил')
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local task2 = spellB.spellbook[3]:cast(self.owner, attackTarget.position)
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if task2 then
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-- дергаем функцию после завершения хода
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print('[AI]: и ударил')
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task2(callback)
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else
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print('[AI]: чёт не бьётся')
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callback()
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end
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end
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)
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else
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print('рот этого казино')
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callback()
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end
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end)
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end
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end,
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dev_mage = function(self)
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return function(callback)
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print("etoh... bleh")
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callback()
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end
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end
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}
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--- @class AIBehavior : Behavior
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--- @field target Vec3?
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "ai"
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function behavior.new()
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return setmetatable({}, behavior)
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end
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--- @return Task<nil>
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function behavior:makeTurn()
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function behavior:dev_warrior()
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return function(callback) -- почему так, описано в Task
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self.owner:try(Tree.behaviors.spellcaster, function(spellB)
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local charTarget = closestCharacter(self.owner)
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charTarget:try(Tree.behaviors.positioned, function(b)
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self.target = Vec3 { b.position.x, b.position.y + 1 } --- @todo тут захардкожено + 1, но мы должны как-то хитро определять с какой стороны обойти
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end)
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self.target = pathToClosestCharacter(self.owner, 1)
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local attackTarget = closestCharacter(self.owner):has(Tree.behaviors.positioned)
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if not attackTarget then return end
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local task1 = spellB.spellbook[1]:cast(self.owner, self.target)
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if task1 then
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task1(
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function()
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-- здесь мы оказываемся после того, как сходили в первый раз
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local newTarget = Vec3 { 1, 1 }
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local task2 = spellB.spellbook[1]:cast(self.owner, newTarget)
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print('[AI]: я походил')
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local task2 = spellB.spellbook[3]:cast(self.owner, attackTarget.position)
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if task2 then
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-- дергаем функцию после завершения хода
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print('[AI]: и ударил')
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task2(callback)
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else
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print('[AI]: чёт не бьётся')
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callback()
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end
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end
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)
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else
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print('рот этого казино')
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callback()
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end
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end)
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end
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end
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--- @param class Class
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function behavior.new(class)
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return setmetatable({
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makeTurn = aiNature[class]
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}, behavior)
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end
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return behavior
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@ -1,7 +1,10 @@
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--- @alias Class "dev_warrior"|"dev_mage"
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--- @class StatsBehavior : Behavior
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--- @field hp integer
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--- @field mana integer
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--- @field initiative integer
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--- @field class Class
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--- @field isInTurnOrder boolean
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local behavior = {}
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behavior.__index = behavior
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@ -10,13 +13,15 @@ behavior.id = "stats"
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--- @param hp? integer
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--- @param mana? integer
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--- @param initiative? integer
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--- @param class? Class
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--- @param isInTurnOrder? boolean
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function behavior.new(hp, mana, initiative, isInTurnOrder)
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function behavior.new(hp, mana, initiative, class, isInTurnOrder)
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return setmetatable({
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hp = hp or 20,
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mana = mana or 10,
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initiative = initiative or 10,
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isInTurnOrder = isInTurnOrder or true
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class = class or "dev_warrior",
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isInTurnOrder = isInTurnOrder or true,
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}, behavior)
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end
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15
main.lua
15
main.lua
@ -19,7 +19,7 @@ function love.load()
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:addBehavior {
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Tree.behaviors.residentsleeper.new(),
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Tree.behaviors.stats.new(nil, nil, 1),
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Tree.behaviors.positioned.new(Vec3 { 3, 3 }),
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Tree.behaviors.positioned.new(Vec3 { 1, 1 }),
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Tree.behaviors.tiled.new(),
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Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
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Tree.behaviors.shadowcaster.new(),
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@ -29,7 +29,7 @@ function love.load()
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:addBehavior {
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Tree.behaviors.residentsleeper.new(),
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Tree.behaviors.stats.new(nil, nil, 1),
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Tree.behaviors.positioned.new(Vec3 { 4, 3 }),
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Tree.behaviors.positioned.new(Vec3 { 3, 1 }),
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Tree.behaviors.tiled.new(),
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Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
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Tree.behaviors.shadowcaster.new(),
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@ -39,7 +39,7 @@ function love.load()
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:addBehavior {
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Tree.behaviors.residentsleeper.new(),
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Tree.behaviors.stats.new(nil, nil, 3),
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Tree.behaviors.positioned.new(Vec3 { 5, 3 }),
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Tree.behaviors.positioned.new(Vec3 { 7, 2 }),
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Tree.behaviors.tiled.new(),
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Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
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Tree.behaviors.shadowcaster.new(),
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@ -54,7 +54,7 @@ function love.load()
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Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
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Tree.behaviors.shadowcaster.new(),
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Tree.behaviors.spellcaster.new(),
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Tree.behaviors.ai.new()
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Tree.behaviors.ai.new("dev_warrior") -- так мы вообще делать не должны, и он должен как-то подцеплять class из stats, но как я хз честно
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},
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character.spawn("BOAR")
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:addBehavior {
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@ -123,9 +123,14 @@ function love.draw()
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love.graphics.setColor(1, 1, 1)
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love.graphics.setFont(Tree.fonts:getTheme("Roboto_Mono"):getVariant("small"))
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local mousePosX, mousePosY = love.mouse.getPosition()
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local mousePos = Tree.level.camera:toWorldPosition(Vec3 { mousePosX, mousePosY }):floor()
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local stats = "fps: " ..
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love.timer.getFPS() ..
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" lt: " .. lt .. " dt: " .. dt .. " mem: " .. string.format("%.2f MB", collectgarbage("count") / 1000)
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" lt: " .. lt ..
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" dt: " .. dt ..
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" mem: " .. string.format("%.2f MB", collectgarbage("count") / 1000) ..
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" mouse pos: " .. tostring(mousePos)
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love.graphics.print(stats, 10, 10)
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local t2 = love.timer.getTime()
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