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No commits in common. "3ef6cfcfaf967941b3038b8dcca90cae39651c1f" and "46a52c31df7ca719238e059f124019a5c71f31ec" have entirely different histories.

5 changed files with 24 additions and 68 deletions

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@ -16,7 +16,7 @@ behavior.id = "effects"
function behavior.new() function behavior.new()
local efb = require "lib.effectbook" local efb = require "lib.effectbook"
return setmetatable({ return setmetatable({
effectbook = efb.of { efb.bleeding, efb.aversionToDeath }, effectbook = efb.of { efb.bleeding },
effectsPriority = {}, effectsPriority = {},
effectsProperties = {}, effectsProperties = {},
}, behavior) }, behavior)
@ -26,9 +26,11 @@ end
--- @param effect Effect --- @param effect Effect
--- @param stacks integer --- @param stacks integer
function behavior:addEffect(effect, stacks, intensity) function behavior:addEffect(effect, stacks, intensity)
local task1 = effect:beforeBirth(self.owner, intensity) if effect.beforeBirth then
if task1 then local task1 = effect:beforeBirth(self.owner, intensity)
task1(function() end) if task1 then
task1(function() end)
end
end 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
@ -37,9 +39,9 @@ function behavior:addEffect(effect, stacks, intensity)
stacks = stacks + self.effectsProperties[ef].stacks, stacks = stacks + self.effectsProperties[ef].stacks,
intensity = intensity intensity = intensity
} }
local task2 = effect:afterBirth(self.owner, intensity) local task1 = effect:afterBirth(self.owner, intensity)
if task2 then if task1 then
task2(function() end) task1(function() end)
end end
return return
end end
@ -56,9 +58,9 @@ function behavior:addEffect(effect, stacks, intensity)
intensity = intensity intensity = intensity
} }
print("[Effects]: мы применили эффект!!") print("[Effects]: мы применили эффект!!")
local task3 = effect:afterBirth(self.owner, intensity) local task1 = effect:afterBirth(self.owner, intensity)
if task3 then if task1 then
task3(function() end) task1(function() end)
end end
end end
@ -141,27 +143,4 @@ function behavior:afterCast()
end end
end end
--- должен вызываться перед получением урона
function behavior:beforeDamage(damage)
local totalDamage = damage
for i, ef in ipairs(self.effectsPriority) do
local task1
task1, totalDamage = ef:beforeDamage(self.owner, self.effectsProperties[ef].intensity, totalDamage or damage)
if task1 then
task1(function() end)
end
end
return totalDamage or damage
end
--- должен вызываться после получения урона
function behavior:afterDamage()
for i, ef in pairs(self.effectsPriority) do
local task1 = ef:afterDamage(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
end
end
return behavior return behavior

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@ -21,8 +21,6 @@ end
--- @param damage integer --- @param damage integer
function behavior:dealDamage(damage) function behavior:dealDamage(damage)
local effects = self.owner:has(Tree.behaviors.effects)
if effects then damage = effects:beforeDamage(damage) end
self.hp = self.hp - damage self.hp = self.hp - damage
self:checkStats() self:checkStats()
end end

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@ -45,24 +45,8 @@ function bleeding:beforeCast(owner, intensity)
Tree.audio:play(Tree.assets.files.audio.sounds.meow) Tree.audio:play(Tree.assets.files.audio.sounds.meow)
end end
local aversionToDeath = effect.new {
tag = "dev_aversion_to_death"
}
function aversionToDeath:beforeDamage(owner, intensity, damage)
local stats = owner:has(Tree.behaviors.stats)
local effects = owner:has(Tree.behaviors.effects)
if not stats or not effects then return end
if stats.hp <= damage then
effects:deleteStacks(self, 1)
-- тут должен быть какой-нибудь классный спецэффект, но я не умею в шейдеры
return task.wait({}), stats.hp - 1
end
end
local effectbook = { local effectbook = {
bleeding = bleeding, bleeding = bleeding
aversionToDeath = aversionToDeath
} }
--- не уверен зачем нам это, но вай нот ай саппоуз --- не уверен зачем нам это, но вай нот ай саппоуз

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@ -6,9 +6,9 @@ local effect = {}
effect.__index = effect effect.__index = effect
--- Предполагается, что в каждую функцию будет передаваться `Character` и параметр `intensity`, который отвечает за силу спелла --- Предполагается, что в каждую функцию будет передаваться `Character` и параметр `intensity`, который отвечает за силу спелла
--- @alias EffectFunc fun(owner: Character, intensity: integer): Task<nil>? --- @alias EffectFunc fun(owner: Character, intensity: integer): Task<nil>|nil
--- @alias EffectDamageFunc fun(owner: Character, intensity: integer, damage: integer): Task<nil>?, integer? --- @alias EffectDamageFunc fun(owner: Character, intensity: integer, damage: integer): Task<nil>|nil
--- @alias EffectRegenFunc fun(owner: Character, intensity: integer, amountHp: integer): Task<nil>?, integer? --- @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
@ -54,7 +54,7 @@ function effect:afterCast(owner, intensity) end
--- @param owner Character --- @param owner Character
--- @param intensity integer --- @param intensity integer
--- @param damage integer --- @param damage integer
--- @return Task<nil>|nil, integer? --- @return Task<nil>|nil
function effect:beforeAttack(owner, intensity, damage) end function effect:beforeAttack(owner, intensity, damage) end
--- @param owner Character --- @param owner Character
@ -65,7 +65,7 @@ function effect:afterAttack(owner, intensity) end
--- @param owner Character --- @param owner Character
--- @param intensity integer --- @param intensity integer
--- @param damage integer --- @param damage integer
--- @return Task<nil>|nil, integer? --- @return Task<nil>|nil
function effect:beforeDamage(owner, intensity, damage) end function effect:beforeDamage(owner, intensity, damage) end
--- @param owner Character --- @param owner Character
@ -81,7 +81,7 @@ function effect:beforeRegeneration(owner, intensity, amountHp) end
--- @param owner Character --- @param owner Character
--- @param intensity integer --- @param intensity integer
--- @return Task<nil>|nil, integer|nil --- @return Task<nil>|nil
function effect:afterRegeneration(owner, intensity) end function effect:afterRegeneration(owner, intensity) end
--- @param other Effect --- @param other Effect
@ -150,8 +150,7 @@ local function new(data)
function newEffect:beforeAttack(owner, intensity, damage) function newEffect:beforeAttack(owner, intensity, damage)
if not data.beforeAttack then return end if not data.beforeAttack then return end
local task, newDamage = data.beforeDamage(owner, intensity, damage) return data.beforeAttack(owner, intensity, damage)
return task, newDamage
end end
function newEffect:afterAttack(owner, intensity) function newEffect:afterAttack(owner, intensity)
@ -161,8 +160,7 @@ local function new(data)
function newEffect:beforeDamage(owner, intensity, damage) function newEffect:beforeDamage(owner, intensity, damage)
if not data.beforeDamage then return end if not data.beforeDamage then return end
local task, newDamage = data.beforeDamage(owner, intensity, damage) return data.beforeDamage(owner, intensity, damage)
return task, newDamage
end end
function newEffect:afterDamage(owner, intensity) function newEffect:afterDamage(owner, intensity)
@ -172,8 +170,7 @@ local function new(data)
function newEffect:beforeRegeneration(owner, intensity, amountHp) function newEffect:beforeRegeneration(owner, intensity, amountHp)
if not data.beforeRegeneration then return end if not data.beforeRegeneration then return end
local task, newAmountHp = data.beforeRegeneration(owner, intensity, amountHp) return data.beforeRegeneration(owner, intensity, amountHp)
return task, newAmountHp
end end
function newEffect:afterRegeneration(owner, intensity) function newEffect:afterRegeneration(owner, intensity)

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@ -52,8 +52,7 @@ local regenerateMana = spell.new {
end) end)
local sprite = caster:has(Tree.behaviors.sprite) local sprite = caster:has(Tree.behaviors.sprite)
local effects = caster:has(Tree.behaviors.effects) if not sprite then return end
if not sprite or not effects then return end -- и тут возможно на эффекты проверять не стоит
print(caster.id, "has regenerated mana and gained initiative") print(caster.id, "has regenerated mana and gained initiative")
local light = require "lib/character/character".spawn("Light Effect") local light = require "lib/character/character".spawn("Light Effect")
@ -68,8 +67,7 @@ local regenerateMana = spell.new {
light:die() light:die()
return task.fromValue() return task.fromValue()
end), end),
sprite:animate("hurt"), sprite:animate("hurt")
effects:addEffect(effects.effectbook[2], 1, 1),
} }
end end
} }