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8821cb4cf7
...
3838037006
@ -1,22 +1,16 @@
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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 isInTurnOrder boolean
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local behavior = {}
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behavior.__index = behavior
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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 isInTurnOrder? boolean
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function behavior.new(hp, mana, initiative, isInTurnOrder)
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function behavior.new(hp, mana)
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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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mana = mana or 10
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}, behavior)
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end
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@ -16,8 +16,8 @@ character.__index = character
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--- @param spriteDir table
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--- @param position? Vec3
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--- @param size? Vec3
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--- @param initiative? integer
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local function spawn(name, spriteDir, position, size, initiative)
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--- @param level? integer
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local function spawn(name, spriteDir, position, size, level)
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local char = {}
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char = setmetatable(char, character)
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@ -28,14 +28,13 @@ local function spawn(name, spriteDir, position, size, initiative)
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char:addBehavior {
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Tree.behaviors.residentsleeper.new(),
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Tree.behaviors.stats.new(nil, nil, initiative),
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Tree.behaviors.stats.new(),
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Tree.behaviors.map.new(position, size),
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Tree.behaviors.sprite.new(spriteDir),
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Tree.behaviors.spellcaster.new()
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}
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Tree.level.characters[char.id] = char
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Tree.level.turnOrder:updateOrder()
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return char
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end
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@ -18,9 +18,7 @@ controls.keymap = {
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cameraMoveDown = control("key", "s"),
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cameraMoveScroll = control("mouse", "3"),
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fullMana = control("key", "m"),
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select = control("mouse", "1"),
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endTurnTest = control("key", "e"),
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toggleTurns = control("key", "r"),
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select = control("mouse", "1")
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}
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local currentKeys = {}
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@ -7,7 +7,6 @@ local utils = require "lib.utils.utils"
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--- @field selector Selector
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--- @field camera Camera
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--- @field tileGrid TileGrid
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--- @field turnOrder TurnOrder
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local level = {}
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level.__index = level
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@ -25,7 +24,6 @@ local function new(type, template)
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tileGrid = (require "lib.level.grid.tile_grid").new(type, template, size),
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selector = (require "lib.level.selector").new(),
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camera = (require "lib.level.camera").new(),
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turnOrder = (require "lib.level.turn_order").new(),
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}, level)
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end
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@ -25,18 +25,12 @@ function selector:update(dt)
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local selectedId = Tree.level.characterGrid:get(Vec3 { mousePosition.x, mousePosition.y })
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if not self.id then
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if selectedId ~= Tree.level.turnOrder.notWalked[1] and Tree.level.turnOrder.isTurnsEnabled then return end
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return self:select(selectedId)
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else
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local char = Tree.level.characters[self.id]
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char:try(Tree.behaviors.spellcaster, function(b)
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if not b.cast then
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-- тут какая-то страшная дичь, я даже не уверен что оно работает
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-- зато я точно уверен, что это надо было писать не так
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if not selectedId then self:select(selectedId) end
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-- print(selectedId ~= next(Tree.level.turnOrder.notWalked), Tree.level.turnOrder.isTurnsEnabled)
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if selectedId ~= Tree.level.turnOrder.notWalked[1] and Tree.level.turnOrder.isTurnsEnabled then return end
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self:select(selectedId)
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return
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end
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@ -1,62 +0,0 @@
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--- @class TurnOrder
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--- @field walked integer[]
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--- @field notWalked integer[]
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--- @field isTurnsEnabled boolean
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local turnOrder = {}
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turnOrder.__index = turnOrder
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local function new()
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return setmetatable({
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walked = {},
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notWalked = {},
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isTurnsEnabled = true
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}, turnOrder)
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end
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function turnOrder:updateOrder()
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local notWalked = {}
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local count = 1
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for id, char in ipairs(Tree.level.characters) do
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char:try(Tree.behaviors.stats, function(stats)
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notWalked[count] = id
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count = count + 1
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end)
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end
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table.sort(notWalked, function(id_a, id_b)
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local res = Tree.level.characters[id_a]:try(Tree.behaviors.stats, function(astats)
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local res = Tree.level.characters[id_b]:try(Tree.behaviors.stats, function(bstats)
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return astats.initiative > bstats.initiative
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end)
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return res
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end)
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return res or false
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end)
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self.notWalked = notWalked
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print('[Level]: Turn order has been updated!')
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end
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function turnOrder:next()
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table.insert(self.walked, self.notWalked[1])
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self.notWalked[1] = nil
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local notWalked = {}
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for i = 1, #self.notWalked do
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notWalked[i] = self.notWalked[i + 1]
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print(notWalked[i], i)
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end
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self.notWalked = notWalked
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print('[Level]: Triggered next turn')
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print('[Level]:', next(self.notWalked))
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if #self.notWalked == 0 then
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self:updateOrder()
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self.walked = {}
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end
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end
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function turnOrder:toggleTurns()
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self.isTurnsEnabled = not self.isTurnsEnabled
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end
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return { new = new }
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@ -102,13 +102,13 @@ function attack:cast(caster, target)
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return false
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end
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caster:try(Tree.behaviors.stats, function(stats)
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caster:try(Tree.behaviors.stats, function (stats)
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stats.mana = stats.mana - 2
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end)
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--- @type Character
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local targetCharacterId = Tree.level.characterGrid:get(target)
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if not targetCharacterId or targetCharacterId == caster.id then return false end
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if not targetCharacterId then return false end
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local targetCharacter = Tree.level.characters[targetCharacterId]
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targetCharacter:try(Tree.behaviors.stats, function(stats)
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stats.hp = stats.hp - 4
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15
main.lua
15
main.lua
@ -11,9 +11,7 @@ end
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function love.load()
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character.spawn("Foodor", Tree.assets.files.sprites.character)
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character.spawn("Baris", Tree.assets.files.sprites.character, Vec3 { 3, 3 }, nil, 12)
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character.spawn("Foodor Jr", Tree.assets.files.sprites.character, Vec3 { 0, 3 })
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character.spawn("Baris Jr", Tree.assets.files.sprites.character, Vec3 { 0, 6 })
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character.spawn("Baris", Tree.assets.files.sprites.character, Vec3 { 3, 3 })
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love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
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end
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@ -25,17 +23,6 @@ function love.update(dt)
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Widgets:update(dt) -- логика UI-слоя должна отработать раньше всех, потому что нужно перехватить жесты и не пустить их дальше
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Tree.panning:update(dt)
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Tree.level:update(dt)
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-- для тестов очереди ходов
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-- удалить как только появится ui для людей
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if Tree.controls:isJustPressed("endTurnTest") then
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Tree.level.turnOrder:next()
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end
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if Tree.controls:isJustPressed("toggleTurns") then
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print('toggle turns')
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Tree.level.turnOrder:toggleTurns()
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end
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Tree.controls:cache()
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local t2 = love.timer.getTime()
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