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7f1c31f67e
...
4f436a3d3f
@ -1,5 +1,6 @@
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local easing = require "lib.utils.easing"
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--- @alias voidCallback fun(): nil
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--- @alias animationRunner fun(node: AnimationNode)
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--- Узел дерева анимаций.
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@ -22,7 +23,6 @@ local easing = require "lib.utils.easing"
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--- }
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--- }:run()
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--- ```
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--- @deprecated
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--- @class AnimationNode
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--- @field count integer
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--- @field run animationRunner
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@ -73,7 +73,6 @@ function animation:update(dt)
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end
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end
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--- @deprecated
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--- @param data {[1]: animationRunner?, onEnd?: voidCallback, duration: number?, easing: ease?, children?: AnimationNode[]}
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--- @return AnimationNode
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local function new(data)
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@ -8,6 +8,3 @@ Tree.behaviors.light = require "character.behaviors.light"
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Tree.behaviors.positioned = require "character.behaviors.positioned"
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Tree.behaviors.tiled = require "character.behaviors.tiled"
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Tree.behaviors.cursor = require "character.behaviors.cursor"
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Tree.behaviors.ai = require "lib.character.behaviors.ai"
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--- @alias voidCallback fun(): nil
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@ -1,59 +0,0 @@
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local AnimationNode = require "lib.animation_node"
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local easing = require "lib.utils.easing"
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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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caster = b.position
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end)
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local charTarget
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local minDist = 88005553535 -- spooky magic number
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for k, v in pairs(Tree.level.characters) do
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v:try(Tree.behaviors.positioned, function(b)
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local dist = ((caster.x - b.position.x) ^ 2 + (caster.y - b.position.y) ^ 2) ^ 0.5
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if dist < minDist and dist ~= 0 then
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minDist = dist
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charTarget = v
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end
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-- print(k, b.position)
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end)
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end
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return charTarget
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end
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--- @class AIBehavior : Behavior
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--- @field animationNode AnimationNode?
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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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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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spellB.spellbook[1]:cast(self.owner, self.target)(function()
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-- здесь мы оказываемся после того, как сходили в первый раз
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print("[AI]: finished move 1")
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local newTarget = Vec3 { 1, 1 }
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-- поэтому позиция персонажа для нового каста пересчитается динамически
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spellB.spellbook[1]:cast(self.owner, newTarget)(function()
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print("[AI]: finished move 2")
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-- дергаем функцию после завершения хода
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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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end
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return behavior
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@ -1,17 +1,13 @@
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local AnimationNode = require "lib.animation_node"
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local easing = require "lib.utils.easing"
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--- @class LightBehavior : Behavior
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--- @field intensity number
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--- @field color Vec3
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--- @field seed integer
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--- @field colorAnimationNode? AnimationNode
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--- @field private animateColorCallback? fun(): nil
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--- @field targetColor? Vec3
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--- @field sourceColor? Vec3
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "light"
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "light"
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---@param values {intensity: number?, color: Vec3?, seed: integer?}
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---@return LightBehavior
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@ -30,24 +26,11 @@ function behavior:update(dt)
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self.colorAnimationNode:update(dt)
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end
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--- @TODO: refactor
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function behavior:animateColor(targetColor)
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function behavior:animateColor(targetColor, animationNode)
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if self.colorAnimationNode then self.colorAnimationNode:finish() end
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self.colorAnimationNode = AnimationNode {
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function(_) end,
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easing = easing.easeInQuad,
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duration = 800,
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onEnd = function()
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if self.animateColorCallback then self.animateColorCallback() end
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end
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}
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self.colorAnimationNode:run()
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self.colorAnimationNode = animationNode
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self.sourceColor = self.color
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self.targetColor = targetColor
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return function(callback)
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self.animateColorCallback = callback
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end
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end
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function behavior:draw()
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@ -1,37 +1,21 @@
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--- Умеет асинхронно ждать какое-то время (для анимаций)
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--- @class ResidentSleeperBehavior : Behavior
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--- @field private t0 number?
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--- @field private sleepTime number?
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--- @field private callback voidCallback?
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--- @field private state 'running' | 'finished'
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--- @field animationNode? AnimationNode
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "residentsleeper"
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function behavior.new() return setmetatable({}, behavior) end
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function behavior:update(_)
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if self.state ~= 'running' then return end
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local t = love.timer.getTime()
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if t >= self.t0 + self.sleepTime then
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self.state = 'finished'
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self.callback()
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end
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function behavior:update(dt)
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if not self.animationNode then return end
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self.animationNode:update(dt)
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end
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--- @return Task<nil>
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function behavior:sleep(ms)
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self.sleepTime = ms / 1000
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return function(callback)
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if self.state == 'running' then
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self.callback()
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end
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self.t0 = love.timer.getTime()
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self.callback = callback
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self.state = 'running'
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end
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--- @param node AnimationNode
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function behavior:sleep(node)
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if self.animationNode then self.animationNode:finish() end
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self.animationNode = node
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end
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return behavior
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@ -69,20 +69,17 @@ function sprite:draw()
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)
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end
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--- @return Task<nil>
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function sprite:animate(state)
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return function(callback)
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if not self.animationGrid[state] then
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print("[SpriteBehavior]: no animation for '" .. state .. "'")
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callback()
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end
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self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
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function()
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self:loop("idle")
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callback()
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end)
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self.state = state
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--- @param node AnimationNode
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function sprite:animate(state, node)
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if not self.animationGrid[state] then
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return print("[SpriteBehavior]: no animation for '" .. state .. "'")
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end
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self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
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function()
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self:loop("idle")
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node:finish()
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end)
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self.state = state
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end
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function sprite:loop(state)
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@ -5,7 +5,7 @@ local utils = require "lib.utils.utils"
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--- @field private runSource? Vec3 точка, из которой бежит персонаж
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--- @field private runTarget? Vec3 точка, в которую в данный момент бежит персонаж
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--- @field private path? Deque путь, по которому сейчас бежит персонаж
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--- @field private followPathCallback? fun()
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--- @field private animationNode? AnimationNode AnimationNode, с которым связана анимация перемещения
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--- @field private t0 number время начала движения
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--- @field size Vec3
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local behavior = {}
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@ -20,8 +20,10 @@ function behavior.new(size)
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end
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--- @param path Deque
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--- @return Task<nil>
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function behavior:followPath(path)
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--- @param animationNode AnimationNode
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function behavior:followPath(path, animationNode)
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if path:is_empty() then return animationNode:finish() end
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self.animationNode = animationNode
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self.owner:try(Tree.behaviors.sprite, function(sprite)
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sprite:loop("run")
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end)
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@ -30,10 +32,6 @@ function behavior:followPath(path)
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local nextCell = path:peek_front()
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self:runTo(nextCell)
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path:pop_front()
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return function(callback)
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self.followPathCallback = callback
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end
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end
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--- @param target Vec3
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@ -74,10 +72,7 @@ function behavior:update(dt)
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sprite:loop("idle")
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end)
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self.runTarget = nil
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if self.followPathCallback then
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self.followPathCallback()
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end
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if self.animationNode then self.animationNode:finish() end
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end
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else -- анимация перемещения не завершена
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positioned.position = utils.lerp(self.runSource, self.runTarget, fraction) -- линейный интерполятор
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@ -37,16 +37,9 @@ function selector:update(dt)
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if not selectedId then self:select(nil) end
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return
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end
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local task = b.cast:cast(char, mousePosition) -- в task функция, которая запускает анимацию спелла
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if task then
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if b.cast:cast(char, mousePosition) then
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self:lock()
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b.state = "running"
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task(
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function(_) -- это коллбэк, который сработает по окончании анимации спелла
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b:endCast()
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end
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)
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end
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end)
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end
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@ -34,15 +34,6 @@ function turnOrder:next()
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local next = self.pendingQueue:peek()
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if not next then return self:endRound() end
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self.current = self.pendingQueue:pop()
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local char = Tree.level.characters[self.current]
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char:try(Tree.behaviors.ai, function(ai)
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Tree.level.selector:lock()
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ai:makeTurn()(function()
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Tree.level.selector:unlock()
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self:next()
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end)
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end)
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end
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--- Меняем местами очередь сходивших и не сходивших (пустую)
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@ -57,7 +57,7 @@ function endTurnButton:onClick()
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end,
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duration = 1500,
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easing = easing.easeInOutCubic,
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onEnd = function() if not playing:has(Tree.behaviors.ai) then Tree.level.selector:select(cid) end end
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onEnd = function() Tree.level.selector:select(cid) end
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}:run()
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end
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@ -7,22 +7,23 @@
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--- --TODO: каждый каст должен возвращать объект, который позволит отследить момент завершения анимации спелла
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--- Да, это Future/Promise/await/async
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local task = require 'lib.utils.task'
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local AnimationNode = require "lib.animation_node"
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local easing = require "lib.utils.easing"
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--- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
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--- @field tag string
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--- @field update fun(self: Spell, caster: Character, dt: number): nil Изменяет состояние спелла
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--- @field draw fun(self: Spell): nil Рисует превью каста, ничего не должна изменять в идеальном мире
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--- @field cast fun(self: Spell, caster: Character, target: Vec3): Task<nil> | nil Вызывается в момент каста, изменяет мир.
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local spell = {}
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spell.__index = spell
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spell.tag = "base"
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--- @field cast fun(self: Spell, caster: Character, target: Vec3): boolean Вызывается в момент каста, изменяет мир. Возвращает bool в зависимости от того, получилось ли скастовать
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local spell = {}
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spell.__index = spell
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spell.tag = "base"
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function spell:update(caster, dt) end
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function spell:draw() end
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function spell:cast(caster, target) return end
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function spell:cast(caster, target) return true end
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local walk = setmetatable({
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--- @type Deque
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@ -34,28 +35,30 @@ function walk:cast(caster, target)
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if not caster:try(Tree.behaviors.stats, function(stats)
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return stats.mana >= 2
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end) then
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return
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return false
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end
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local initialPos = caster:has(Tree.behaviors.positioned).position:floor()
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local path = require "lib.pathfinder" (initialPos, target)
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local path = require "lib.pathfinder" (caster:has(Tree.behaviors.positioned).position:floor(), target)
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path:pop_front()
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if path:is_empty() then
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print("[Walk]: the path is empty", initialPos, target)
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return
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end
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if path:is_empty() then return false end
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for p in path:values() do print(p) end
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caster:try(Tree.behaviors.stats, function(stats)
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stats.mana = stats.mana - 2
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print(stats.mana)
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end)
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local sprite = caster:has(Tree.behaviors.sprite)
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assert(sprite, "[Walk]", "WTF DUDE WHERE'S YOUR SPRITE")
|
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if not sprite then
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return
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end
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if not sprite then return true end
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AnimationNode {
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function(node)
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caster:has(Tree.behaviors.tiled):followPath(path, node)
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end,
|
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onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
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}:run()
|
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return caster:has(Tree.behaviors.tiled):followPath(path)
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return true
|
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end
|
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function walk:update(caster, dt)
|
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@ -87,10 +90,9 @@ function regenerateMana:cast(caster, target)
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stats.mana = 10
|
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stats.initiative = stats.initiative + 10
|
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end)
|
||||
|
||||
local sprite = caster:has(Tree.behaviors.sprite)
|
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if not sprite then return nil end
|
||||
print(caster.id, "has regenerated mana and gained initiative")
|
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local sprite = caster:has(Tree.behaviors.sprite)
|
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if not sprite then return true end
|
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|
||||
local light = require "lib/character/character".spawn("Light Effect")
|
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light:addBehavior {
|
||||
@ -98,11 +100,26 @@ function regenerateMana:cast(caster, target)
|
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Tree.behaviors.residentsleeper.new(),
|
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Tree.behaviors.positioned.new(caster:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
|
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}
|
||||
AnimationNode {
|
||||
function(node)
|
||||
local audioPath = Tree.assets.files.audio
|
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sprite:animate("hurt", node)
|
||||
Tree.audio:crossfade(audioPath.music.level1.battle,
|
||||
audioPath.music.level1.choral, 5000)
|
||||
end,
|
||||
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end
|
||||
}:run()
|
||||
|
||||
return task.wait {
|
||||
light:has(Tree.behaviors.light):animateColor(Vec3 {}),
|
||||
sprite:animate("hurt")
|
||||
}
|
||||
AnimationNode {
|
||||
function(node)
|
||||
light:has(Tree.behaviors.light):animateColor(Vec3 {}, node)
|
||||
end,
|
||||
easing = easing.easeInQuad,
|
||||
duration = 800,
|
||||
onEnd = function() light:die() end
|
||||
}:run()
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
local attack = setmetatable({}, spell)
|
||||
@ -114,7 +131,7 @@ function attack:cast(caster, target)
|
||||
print("dist:", dist)
|
||||
return dist > 2
|
||||
end) then
|
||||
return
|
||||
return false
|
||||
end
|
||||
|
||||
caster:try(Tree.behaviors.stats, function(stats)
|
||||
@ -123,7 +140,7 @@ function attack:cast(caster, target)
|
||||
|
||||
--- @type Character
|
||||
local targetCharacterId = Tree.level.characterGrid:get(target)
|
||||
if not targetCharacterId or targetCharacterId == caster.id then return end
|
||||
if not targetCharacterId or targetCharacterId == caster.id then return false end
|
||||
local targetCharacter = Tree.level.characters[targetCharacterId]
|
||||
targetCharacter:try(Tree.behaviors.stats, function(stats)
|
||||
stats.hp = stats.hp - 4
|
||||
@ -131,20 +148,43 @@ function attack:cast(caster, target)
|
||||
|
||||
local sprite = caster:has(Tree.behaviors.sprite)
|
||||
local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
|
||||
if not sprite or not targetSprite then return end
|
||||
if not sprite or not targetSprite then return true end
|
||||
|
||||
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
|
||||
|
||||
return
|
||||
task.wait {
|
||||
sprite:animate("attack"),
|
||||
task.wait {
|
||||
task.chain(targetCharacter:has(Tree.behaviors.residentsleeper):sleep(200),
|
||||
function() return targetSprite:animate("hurt") end
|
||||
),
|
||||
Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
|
||||
AnimationNode {
|
||||
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
|
||||
children = {
|
||||
AnimationNode {
|
||||
function(node)
|
||||
sprite:animate("attack", node)
|
||||
end
|
||||
},
|
||||
AnimationNode {
|
||||
function(node)
|
||||
targetCharacter:has(Tree.behaviors.residentsleeper):sleep(node)
|
||||
end,
|
||||
duration = 200,
|
||||
children = {
|
||||
AnimationNode {
|
||||
function(node)
|
||||
local audioPath = Tree.assets.files.audio
|
||||
targetSprite:animate("hurt", node)
|
||||
--- @type SourceFilter
|
||||
local settings = {
|
||||
type = "highpass",
|
||||
volume = 1,
|
||||
lowgain = 0.1
|
||||
}
|
||||
Tree.audio:play(audioPath.sounds.hurt, settings)
|
||||
end
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}:run()
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
----------------------------------------
|
||||
@ -159,7 +199,6 @@ local spellbook = {
|
||||
function spellbook.of(list)
|
||||
local spb = {}
|
||||
for i, sp in ipairs(list) do
|
||||
print(i)
|
||||
spb[i] = setmetatable({}, { __index = sp })
|
||||
end
|
||||
return spb
|
||||
|
||||
@ -1,40 +0,0 @@
|
||||
--- @class Counter
|
||||
--- @field private count integer
|
||||
--- @field private onFinish fun(): nil
|
||||
--- @field private isAlive boolean
|
||||
--- @field push fun():nil добавить 1 к счетчику
|
||||
--- @field pop fun():nil убавить 1 у счетчика
|
||||
--- @field set fun(count: integer): nil установить значение на счетчике
|
||||
local counter = {}
|
||||
counter.__index = counter
|
||||
|
||||
|
||||
--- @private
|
||||
function counter:_push()
|
||||
self.count = self.count + 1
|
||||
end
|
||||
|
||||
--- @private
|
||||
function counter:_pop()
|
||||
self.count = self.count - 1
|
||||
if self.count == 0 and self.isAlive then
|
||||
self.isAlive = false
|
||||
self.onFinish()
|
||||
end
|
||||
end
|
||||
|
||||
--- @param onFinish fun(): nil
|
||||
local function new(onFinish)
|
||||
local t = {
|
||||
count = 0,
|
||||
onFinish = onFinish,
|
||||
isAlive = true,
|
||||
}
|
||||
t.push = function() counter._push(t) end
|
||||
t.pop = function() counter._pop(t) end
|
||||
t.set = function(count) t.count = count end
|
||||
|
||||
return setmetatable(t, counter)
|
||||
end
|
||||
|
||||
return new
|
||||
@ -1,83 +0,0 @@
|
||||
--- Обобщенная асинхронная функция
|
||||
---
|
||||
--- Использование в общих чертах выглядит так:
|
||||
--- ```lua
|
||||
--- local multiplyByTwoCallback = nil
|
||||
--- local n = nil
|
||||
--- local function multiplyByTwoAsync(number)
|
||||
--- -- императивно сохраняем/обрабатываем параметр
|
||||
--- n = number
|
||||
--- return function(callback) -- это функция, которая запускает задачу
|
||||
--- multiplyByTwoCallback = callback
|
||||
--- end
|
||||
--- end
|
||||
---
|
||||
--- local function update(dt)
|
||||
--- --- ждем нужного момента времени...
|
||||
---
|
||||
--- if multiplyByTwoCallback then -- завершаем вычисление
|
||||
--- local result = n * 2
|
||||
--- multiplyByTwoCallback(result) -- результат асинхронного вычисления идет в параметр коллбека!
|
||||
--- multiplyByTwoCallback = nil
|
||||
--- end
|
||||
--- end
|
||||
---
|
||||
---
|
||||
--- --- потом это можно вызывать так:
|
||||
--- local task = multiplyByTwoAsync(21)
|
||||
--- -- это ленивое вычисление, так что в этот момент ничего не произойдет
|
||||
--- -- запускаем
|
||||
--- task(
|
||||
--- function(result) print(result) end -- выведет 42 после завершения вычисления, т.е. аналогично `task.then((res) => print(res))` на JS
|
||||
--- )
|
||||
---
|
||||
--- ```
|
||||
--- @generic T
|
||||
--- @alias Task<T> fun(callback: fun(value: T): nil): nil
|
||||
|
||||
--- Возвращает новый Task, который завершится после завершения всех переданных `tasks`.
|
||||
---
|
||||
--- Значение созданного Task будет содержать список значений `tasks` в том же порядке.
|
||||
---
|
||||
--- См. также https://api.dart.dev/dart-async/Future/wait.html
|
||||
--- @generic T
|
||||
--- @param tasks Task[]
|
||||
--- @return Task<T[]>
|
||||
local function wait(tasks)
|
||||
local count = #tasks
|
||||
local results = {}
|
||||
|
||||
return function(callback)
|
||||
for i, task in ipairs(tasks) do
|
||||
task(
|
||||
function(result)
|
||||
results[i] = result
|
||||
|
||||
count = count - 1
|
||||
if count == 0 then callback(results) end
|
||||
end
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Последовательно объединяет два `Task` в один.
|
||||
--- @generic T
|
||||
--- @generic R
|
||||
--- @param task Task<T> `Task`, который выполнится первым
|
||||
--- @param onCompleted fun(value: T): Task<R> Конструктор второго `Task`. Принимает результат выполнения первого `Task`
|
||||
--- @return Task<R>
|
||||
local function chain(task, onCompleted)
|
||||
return function(callback)
|
||||
task(function(value)
|
||||
local task2 = onCompleted(value)
|
||||
task2(callback)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
return {
|
||||
wait = wait,
|
||||
chain = chain
|
||||
}
|
||||
29
main.lua
29
main.lua
@ -2,8 +2,6 @@
|
||||
|
||||
local character = require "lib/character/character"
|
||||
local testLayout
|
||||
local TestRunner = require "test.runner"
|
||||
TestRunner:register(require "test.task")
|
||||
|
||||
function love.conf(t)
|
||||
t.console = true
|
||||
@ -25,36 +23,15 @@ function love.load()
|
||||
Tree.behaviors.shadowcaster.new(),
|
||||
Tree.behaviors.spellcaster.new()
|
||||
},
|
||||
character.spawn("Foodor")
|
||||
:addBehavior {
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
Tree.behaviors.stats.new(nil, nil, 1),
|
||||
Tree.behaviors.positioned.new(Vec3 { 4, 3 }),
|
||||
Tree.behaviors.tiled.new(),
|
||||
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
|
||||
Tree.behaviors.shadowcaster.new(),
|
||||
Tree.behaviors.spellcaster.new()
|
||||
},
|
||||
character.spawn("Foodor")
|
||||
:addBehavior {
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
Tree.behaviors.stats.new(nil, nil, 3),
|
||||
Tree.behaviors.positioned.new(Vec3 { 5, 3 }),
|
||||
Tree.behaviors.tiled.new(),
|
||||
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
|
||||
Tree.behaviors.shadowcaster.new(),
|
||||
Tree.behaviors.spellcaster.new()
|
||||
},
|
||||
character.spawn("Baris")
|
||||
:addBehavior {
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
Tree.behaviors.stats.new(nil, nil, 2),
|
||||
Tree.behaviors.stats.new(nil, nil, 1),
|
||||
Tree.behaviors.positioned.new(Vec3 { 5, 5 }),
|
||||
Tree.behaviors.tiled.new(),
|
||||
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
|
||||
Tree.behaviors.shadowcaster.new(),
|
||||
Tree.behaviors.spellcaster.new(),
|
||||
Tree.behaviors.ai.new()
|
||||
Tree.behaviors.spellcaster.new()
|
||||
},
|
||||
}
|
||||
|
||||
@ -69,8 +46,6 @@ end
|
||||
|
||||
local lt = "0"
|
||||
function love.update(dt)
|
||||
TestRunner:update(dt) -- закомментировать для отключения тестов
|
||||
|
||||
local t1 = love.timer.getTime()
|
||||
Tree.controls:poll()
|
||||
Tree.level.camera:update(dt) -- сначала логика камеры, потому что на нее завязан UI
|
||||
|
||||
@ -1,46 +0,0 @@
|
||||
--- @class Test
|
||||
local test = {}
|
||||
function test:run(complete) end
|
||||
|
||||
function test:update(dt) end
|
||||
|
||||
--- @class TestRunner
|
||||
--- @field private tests Test[]
|
||||
--- @field private state "loading" | "running" | "completed"
|
||||
--- @field private completedCount integer
|
||||
local runner = {}
|
||||
runner.tests = {}
|
||||
runner.state = "loading"
|
||||
runner.completedCount = 0
|
||||
|
||||
--- глобальный update для тестов, нужен для тестирования фич, зависимых от времени
|
||||
function runner:update(dt)
|
||||
if self.state == "loading" then
|
||||
print("[TestRunner]: running " .. #self.tests .. " tests")
|
||||
|
||||
for _, t in ipairs(self.tests) do
|
||||
t:run(
|
||||
function()
|
||||
self.completedCount = self.completedCount + 1
|
||||
if self.completedCount == #self.tests then
|
||||
self.state = "completed"
|
||||
print("[TestRunner]: tests completed")
|
||||
end
|
||||
end
|
||||
)
|
||||
end
|
||||
self.state = "running"
|
||||
end
|
||||
|
||||
for _, t in ipairs(self.tests) do
|
||||
if t.update then t:update(dt) end
|
||||
end
|
||||
end
|
||||
|
||||
--- добавляет тест для прохождения
|
||||
--- @param t Test
|
||||
function runner:register(t)
|
||||
table.insert(self.tests, t)
|
||||
end
|
||||
|
||||
return runner
|
||||
@ -1,75 +0,0 @@
|
||||
local task = require "lib.utils.task"
|
||||
|
||||
local test = {}
|
||||
|
||||
local t0
|
||||
local task1Start, task2Start
|
||||
local task1Callback, task2Callback
|
||||
|
||||
--- @return Task<number>
|
||||
local function task1()
|
||||
return function(callback)
|
||||
task1Start = love.timer.getTime()
|
||||
task1Callback = callback
|
||||
end
|
||||
end
|
||||
|
||||
--- @return Task<number>
|
||||
local function task2()
|
||||
return function(callback)
|
||||
task2Start = love.timer.getTime()
|
||||
task2Callback = callback
|
||||
end
|
||||
end
|
||||
|
||||
function test:run(complete)
|
||||
t0 = love.timer.getTime()
|
||||
|
||||
task.wait {
|
||||
task1(),
|
||||
task2()
|
||||
} (function(values)
|
||||
local tWait = love.timer.getTime()
|
||||
local dt = tWait - t0
|
||||
|
||||
local t1 = values[1]
|
||||
local t2 = values[2]
|
||||
|
||||
assert(type(t1) == "number" and type(t2) == "number")
|
||||
assert(t2 > t1)
|
||||
assert(dt >= 2, "dt = " .. dt)
|
||||
|
||||
print("task.wait completed in " .. dt .. " sec", "t1 = " .. t1 - t0, "t2 = " .. t2 - t0)
|
||||
|
||||
|
||||
t0 = love.timer.getTime()
|
||||
task.chain(task1(), function(value)
|
||||
t1 = value
|
||||
assert(t1 - t0 >= 1)
|
||||
return task2()
|
||||
end)(
|
||||
function(value)
|
||||
t2 = value
|
||||
assert(t2 - t0 >= 2)
|
||||
print("task.chain completed in " .. t2 - t0 .. " sec")
|
||||
|
||||
complete()
|
||||
end
|
||||
)
|
||||
end)
|
||||
end
|
||||
|
||||
function test:update(dt)
|
||||
local t = love.timer.getTime()
|
||||
if task1Start and t - task1Start >= 1 then
|
||||
task1Callback(t)
|
||||
task1Start = nil
|
||||
end
|
||||
|
||||
if task2Start and t - task2Start >= 2 then
|
||||
task2Callback(t)
|
||||
task2Start = nil
|
||||
end
|
||||
end
|
||||
|
||||
return test
|
||||
Loading…
x
Reference in New Issue
Block a user