well i have no clue about what theres happening, but its works!!
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@ -29,6 +29,14 @@ function behavior:addEffect(effect, stacks)
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-- if not effect:beforeBirth() then return end
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-- if not effect:beforeBirth() then return end
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-- проверяем эффект на возможности суммирования (aka противоречия)
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-- проверяем эффект на возможности суммирования (aka противоречия)
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for i, ef in ipairs(self.effectsPriority) do
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for i, ef in ipairs(self.effectsPriority) do
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if ef == effect then
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self.effectsStacks[ef] = stacks
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local task1 = effect:afterBirth(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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return
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end
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local effectSum = effect:sum(ef)
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local effectSum = effect:sum(ef)
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if effectSum then
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if effectSum then
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-- применяем результат суммы и удаляем эффект
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-- применяем результат суммы и удаляем эффект
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@ -39,7 +47,10 @@ function behavior:addEffect(effect, stacks)
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self.effectsPriority[#self.effectsPriority + 1] = effect
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self.effectsPriority[#self.effectsPriority + 1] = effect
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self.effectsStacks[effect] = stacks
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self.effectsStacks[effect] = stacks
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print("[Effects]: мы применили эффект!!")
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print("[Effects]: мы применили эффект!!")
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effect:afterBirth(self.owner)
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local task1 = effect:afterBirth(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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--- должен вызываться в начале хода
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--- должен вызываться в начале хода
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@ -52,6 +63,24 @@ function behavior:beforeTurn()
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end
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end
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end
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end
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--- О ДААА ЭТА ФУНКЦИЯ МЕНЯЕТ СОСТОЯНИЕ О ДАААААА О ДАААААААААА
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--- @param effect Effect
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--- @param amount integer
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function behavior:deleteStacks(effect, amount)
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print("[Effects]: удаляем стаки!!")
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self.effectsStacks[effect] = self.effectsStacks[effect] - amount -- !!!!!!!!!!!!!!!! <<<<< 21+ only
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if self.effectsStacks[effect] <= 0 then
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print("[Effects]:", effect.tag, "ДОЛЖЕН БЫТЬ СТЁРТ")
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self.effectsStacks[effect] = nil
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for i, ef in ipairs(self.effectsPriority) do
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if ef == effect then
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table.remove(self.effectsPriority, i)
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print("[Effects]:", effect.tag, "СТЁРТ")
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end
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end
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end
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end
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--- должен вызываться в конце хода
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--- должен вызываться в конце хода
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function behavior:afterTurn()
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function behavior:afterTurn()
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for i, ef in pairs(self.effectsPriority) do
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for i, ef in pairs(self.effectsPriority) do
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@ -4,29 +4,37 @@ local easing = require "lib.utils.easing"
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local bleeding = effect.new({
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local bleeding = effect.new({
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tag = "bleeding",
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tag = "bleeding",
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beforeTurn = function(owner)
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print("мы начали применять блидинг!!", owner)
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local stats = owner:has(Tree.behaviors.stats)
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local sprite = owner:has(Tree.behaviors.sprite)
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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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afterBirth = function(owner)
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local light = require "lib/character/character".spawn("Light Effect")
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local light = require "lib/character/character".spawn("Bleeding Light Effect")
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light:addBehavior {
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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.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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Tree.behaviors.positioned.new(owner:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
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}
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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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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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{ intensity = 1, color = Vec3 { 0, 0., 0. } }, 800, easing.easeInCubic), function()
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light:die()
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light:die()
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return task.fromValue()
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return task.fromValue()
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end) })
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end) })
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end
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end
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})
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})
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function bleeding:beforeTurn(owner)
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local stats = owner:has(Tree.behaviors.stats)
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local sprite = owner:has(Tree.behaviors.sprite)
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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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function bleeding:afterTurn(owner)
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local behavior = owner:has(Tree.behaviors.effects)
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if not behavior then
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print('[Effect]: yo man what the hell wheres your behavior how thats possible please stop thats not normal')
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return
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end
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behavior:deleteStacks(self, 1)
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end
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local effectbook = {
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local effectbook = {
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bleeding = bleeding
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bleeding = bleeding
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@ -73,6 +73,9 @@ function turnOrder:endRound()
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char:try(Tree.behaviors.spellcaster, function(spellcaster)
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char:try(Tree.behaviors.spellcaster, function(spellcaster)
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spellcaster:processCooldowns()
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spellcaster:processCooldowns()
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end)
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end)
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char:try(Tree.behaviors.effects, function(effects)
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effects:afterTurn()
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end)
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end
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end
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self.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue
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self.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue
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@ -1,3 +1,5 @@
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local utils = require "lib.utils.utils"
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--- @class Effect
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--- @class Effect
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--- @field tag string
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--- @field tag string
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local effect = {}
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local effect = {}
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@ -76,6 +78,13 @@ function effect:update(dt) end
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function effect:draw() end
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function effect:draw() end
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--- дип сравнение эффектов
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--- @param other Effect
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--- @return boolean
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function effect:__eq(other)
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return utils.deepComprasion(self, other)
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end
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--- @todo переделать дату и прочее
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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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--- @param data EffectData
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@ -155,6 +164,13 @@ local function new(data)
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return data.afterRegeneration(owner)
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return data.afterRegeneration(owner)
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end
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end
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--- дип сравнение эффектов
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--- @param other Effect
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--- @return boolean
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function newEffect:__eq(other)
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return utils.deepComprasion(self, other)
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end
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return newEffect
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return newEffect
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end
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end
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