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97 Commits

Author SHA1 Message Date
781a09a947 Merge branch 'feature/effects' 2026-05-06 10:19:23 +03:00
9e7a787d83 Merge branch 'main' of https://gitea.peaashmeter.dev/ArcMutex/heroes-of-nerevelon 2026-05-03 20:29:38 +03:00
d41f9fb542 remove pQueue by y-axis from CharacterGrid as sorting is done now during
the draw
2026-05-03 20:29:31 +03:00
80ae1e0a68 add hints in .luarc.json 2026-05-03 20:28:12 +03:00
1602d3b5ac revert EffectTag to string 2026-05-02 15:33:13 +03:00
1f97bffe2e fix typos in effect 2026-05-02 02:34:18 +03:00
8b24793e82 effect:onBirth refactor 2026-05-02 02:31:39 +03:00
c7a41676c2 refactor __eq in effect 2026-05-02 02:03:51 +03:00
aac6e5e8f4 refactor effectdata 2026-05-02 02:00:33 +03:00
3d125f5cbc fix typo 2026-05-01 14:55:54 +03:00
1397e48e84 add new effect rule onBirth 2026-05-01 02:33:51 +03:00
b75dca12cb smol refactor effects:addEffect 2026-05-01 02:18:12 +03:00
4f7dc9ab14 change sum func name 2026-05-01 01:59:42 +03:00
efe98e8210 fix effects birth 2026-05-01 01:21:53 +03:00
5bc51c976e fix sums & rewrite everything on tags! 2026-04-30 23:43:31 +03:00
652098fea1 delete unnecessary functions in effect 2026-04-30 22:48:54 +03:00
46a71ceb0b fix semantic on empty task creation (only one half) 2026-04-30 22:45:38 +03:00
90f3a82ce5 alias on sum function in effectbook 2026-04-30 22:41:37 +03:00
b4b9eea27e sum refactor i hope in better way 2026-04-29 16:42:58 +03:00
ec18710047 additional comments in effect.lua 2026-04-28 22:03:49 +03:00
5c464bc9ee some effectbook refactor 2026-04-28 21:43:57 +03:00
53c83bf1a1 added effect sum functional (its tough (in bad way)) 2026-04-28 21:32:33 +03:00
d8a89ec24b deleteEffect() function 2026-04-28 00:42:01 +03:00
d587c93222 fix effect returns in constructor (or something like that) 2026-04-28 00:29:44 +03:00
4cdd9f17ba some refactor & comments to effect functions 2026-04-25 18:57:00 +03:00
790d63d37f add missing annotaion for ai.makeTurn 2026-04-25 18:26:02 +03:00
1514ad12ca make php semantic real
add new property to aversion to death effect

fix beforeTurn function call in turnOrder
2026-04-25 18:12:35 +03:00
52027c8693 now we have our class again 2026-04-25 12:55:21 +03:00
3ef6cfcfaf deleted one more print in stats 2026-04-25 12:40:55 +03:00
7242ad44ed new effect aversion to death 2026-04-25 12:40:26 +03:00
46a52c31df meeeeooooow 2026-04-25 00:55:16 +03:00
8bd9ae275b since the last commit everyone was in limbo by default, so i fixed that 2026-04-25 00:53:27 +03:00
51075bafbb fix dev_attack sound timing 2026-04-25 00:53:00 +03:00
3015971692 Create progressive_plains.ogg 2026-04-25 00:52:59 +03:00
9b5488ce0c move assets to lfs 2026-04-25 00:52:59 +03:00
a5e5ade8d7 conifgure git LFS 2026-04-25 00:52:59 +03:00
24131f277c add luals annotaions 2026-04-25 00:52:59 +03:00
0934028955 feat: implement sprite_light uber-shader with dynamic lighting and animated outline 2026-04-25 00:52:59 +03:00
9d11941fe9 improve characters dynamic lighting 2026-04-25 00:52:59 +03:00
8e58b8a532 move character lighting to shader 2026-04-25 00:52:59 +03:00
83e743e1cd feat: implement RenderQueue, SpriteBatch for tiles and Low-Res rendering for lights/shadows 2026-04-25 00:52:59 +03:00
b89719abed hotfix: revert some shit caused by merge
make the boar work with new AI features
2026-04-25 00:52:57 +03:00
3d6124d2ed slightly tweak the types in AIBehavior 2026-04-25 00:52:41 +03:00
09fb7e80ae i dont need epsilon now 2026-04-25 00:52:41 +03:00
885fabe24e he's (ai) doing some stuff and i think its cool 2026-04-25 00:52:41 +03:00
4629cde5d4 i hate negative numbers 2026-04-25 00:52:41 +03:00
b77c07eef0 new circleVectors (midpoint circle algorithm) and pathToClosestCharacter
function
2026-04-25 00:52:41 +03:00
7526e3064f circleVectors function and some ai progress 2026-04-25 00:52:38 +03:00
4b14d7252e some casual self typing 2026-04-25 00:52:19 +03:00
2b4dc56c88 ai maketurn, but in table 2026-04-25 00:52:18 +03:00
947ac12c35 added class stat 2026-04-25 00:51:35 +03:00
eecf24c471 meeeeooooow
added afterCast and beforeCast effect implementation
2026-04-24 13:22:10 +03:00
a9f8816c8e now we sums stacks in effects 2026-04-24 11:19:00 +03:00
be386be601 added effect intensity 2026-04-24 11:13:47 +03:00
fd47ada751 fix dev_attack sound timing 2026-04-24 05:01:51 +03:00
149432e699 Create progressive_plains.ogg 2026-04-24 04:38:36 +03:00
8eb453ff7f move assets to lfs 2026-04-24 04:38:28 +03:00
a39be70969 conifgure git LFS 2026-04-24 04:37:58 +03:00
8cbaf643ab refactor deepComparison 2026-04-23 22:11:15 +03:00
77f5a2abdc spelling fix: comp.. compar... КОМПАРАТОР 2026-04-23 21:58:48 +03:00
f59f32bd70 well i have no clue about what theres happening, but its works!! 2026-04-23 21:53:18 +03:00
94cd2e7ee9 cringe deepComprasion function because effects are hard 2026-04-23 21:34:28 +03:00
41a906fe6a Merge pull request 'rework/rendering' (#36) from rework/rendering into main
Reviewed-on: #36
2026-04-23 19:52:51 +03:00
3e23599c88 add luals annotaions 2026-04-23 19:35:44 +03:00
cb53fa8d88 feat: implement sprite_light uber-shader with dynamic lighting and animated outline 2026-04-23 19:34:35 +03:00
254e94fc29 improve characters dynamic lighting 2026-04-23 19:25:12 +03:00
606c1158e3 move character lighting to shader 2026-04-23 18:58:08 +03:00
1ad38c3103 feat: implement RenderQueue, SpriteBatch for tiles and Low-Res rendering for lights/shadows 2026-04-23 17:34:31 +03:00
7c5314b7c8 make another functions & add some cool light on spawn effect 2026-04-22 13:33:13 +03:00
d2599f8764 make animation work 2026-04-22 00:47:12 +03:00
351fdda60c I MAKE THIS SHIT TO WORK (pochti) 2026-04-21 23:35:48 +03:00
e3d9cafdd3 effects too hard i dont understand 2026-04-20 19:57:54 +03:00
8292a20ae0 since the last commit everyone was in limbo by default, so i fixed that 2026-04-20 19:49:12 +03:00
c54e489b58 cool new function dealDamage
now we should replace all self.hp - damage with this function

damn...
2026-04-20 19:46:38 +03:00
a4b29af579 before after semantic (php my beloved gif) 2026-04-19 02:30:34 +03:00
f3d74440ce some silly additions to silly functions 2026-04-19 00:28:57 +03:00
9b10557435 some silly effect functions 2026-04-18 09:37:09 +03:00
aa4c5185d3 я наверно немного перемудрил с писаниной, оставлю только ссылку пожалуй 2026-04-17 20:41:52 +03:00
8cb6e62845 эффекты и недописанная литературная шизофрения 2026-04-17 09:32:01 +03:00
c2c33cbf1b hotfix: revert some shit caused by merge
make the boar work with new AI features
2026-04-17 00:38:16 +03:00
d33d6eedd6 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
2026-04-17 00:31:10 +03:00
d7228cc322 slightly tweak the types in AIBehavior 2026-04-17 00:29:53 +03:00
d1597d8ffa i dont need epsilon now 2026-04-16 15:04:50 +03:00
85883dfa7d he's (ai) doing some stuff and i think its cool 2026-04-15 17:29:16 +03:00
a16b279e44 i hate negative numbers 2026-04-15 14:53:07 +03:00
cdf68004da new circleVectors (midpoint circle algorithm) and pathToClosestCharacter
function
2026-04-15 13:42:33 +03:00
bad4b494cd circleVectors function and some ai progress 2026-04-15 09:56:17 +03:00
ce7b93fecd - limit walking spells to actual path length
- rename previewType -> targetType
- add an icon to preview non-walkable tiles
2026-04-15 01:23:29 +03:00
b6737e8f0b some casual self typing 2026-04-14 19:25:00 +03:00
e597f8da20 randomize first frame of idle animation 2026-04-13 03:31:49 +03:00
4761446e73 - add boar
- implement manifests for sprites
- fix sprite and shadowcaster draw algorithm
2026-04-13 03:20:50 +03:00
36271b447c fix light blending 2026-04-13 01:47:28 +03:00
f3d5f82382 add some shaders 2026-04-13 01:20:10 +03:00
3615435d08 Merge pull request 'feature/cast-overlay' (#33) from feature/cast-overlay into main
Reviewed-on: #33
2026-04-13 01:19:51 +03:00
db8db450d0 ai maketurn, but in table 2026-04-12 23:21:50 +03:00
dc8e05d362 BOAR (platno) 2026-04-12 23:10:52 +03:00
46c7b46bd1 added class stat 2026-04-12 23:10:20 +03:00
59 changed files with 1164 additions and 229 deletions

3
.gitattributes vendored Normal file
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@ -0,0 +1,3 @@
*.ogg filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.ttf filter=lfs diff=lfs merge=lfs -text

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@ -6,5 +6,6 @@
"love.filesystem.load": "loadfile"
},
"workspace.ignoreDir": ["dev_utils"],
"diagnostics.ignoredFiles": "Disable"
"diagnostics.ignoredFiles": "Disable",
"hint.enable": true
}

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@ -2,4 +2,5 @@ return {
tileSize = 32,
["dev_target"] = { 0 },
["dev_path"] = { 1 },
["dev_path_closed"] = { 2 },
}

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@ -0,0 +1,6 @@
vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px)
{
vec4 c = Texel(tex, uv);
float gray = dot(c.rgb, vec3(0.299, 0.587, 0.114)); // магические числа человеческого восприятия
return vec4(vec3(gray), c.a);
}

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@ -0,0 +1,5 @@
vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px)
{
vec4 c = Texel(tex, uv);
return vec4(vec3(1.0) - c.rgb, c.a);
}

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@ -0,0 +1,85 @@
#define MAX_LIGHTS 8
struct Light {
vec2 position;
vec3 color;
float radius;
};
extern Light lights[MAX_LIGHTS];
extern int num_lights;
extern vec2 sprite_pos; // Мировая позиция спрайта (в метрах)
extern vec3 ambient; // Эмбиентное освещение
extern vec3 sky; // Цвет неба
// Параметры выделения
extern bool is_selected;
extern vec2 tex_size;
extern float time;
// Функция для имитации easing.easeInSine
float easeInSine(float x) {
return 1.0 - cos((x * 3.14159) / 2.0);
}
vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
{
vec4 texColor = Texel(tex, texture_coords);
// ЛОГИКА ОБВОДКИ (Outline)
// Мы выполняем ее до расчетов освещения. Если пиксель прозрачный и объект выбран,
// проверяем соседей, чтобы понять, не граница ли это.
// Обводка рисуется "самосветящейся", чтобы выделение было видно даже в полной темноте.
if (is_selected && texColor.a <= 0.0) {
float maxAlpha = 0.0;
// Проверяем соседние пиксели (квадратом 3x3)
for (float x = -1.0; x <= 1.0; x++) {
for (float y = -1.0; y <= 1.0; y++) {
if (x == 0.0 && y == 0.0) continue;
vec2 offset = vec2(x, y) / tex_size;
maxAlpha = max(maxAlpha, Texel(tex, texture_coords + offset).a);
}
}
if (maxAlpha > 0.0) {
// Эффект пульсации и "бегущей волны" из оригинального шейдера outline.glsl
float modY = (0.75 + sin(time) * 0.25) * (0.5 + cos(texture_coords.y * 10.0 + time * 2.0) * 0.5);
return vec4(vec3(modY, 0.2 * sin(time) + 0.5, 0.5), 1.0);
}
}
if (texColor.a == 0.0) {
return vec4(0.0);
}
// Расчет базового освещения мира: персонаж освещается смесью неба (Sky) и отраженного света (Ambient).
vec3 baseLight = ambient + (vec3(1.0) - ambient) * sky;
// Десатурация базового света на 30%.
float luma = dot(baseLight, vec3(0.2126, 0.7152, 0.0722));
vec3 characterBaseLight = mix(baseLight, vec3(luma), 0.3);
vec3 pointLight = vec3(0.0);
for (int i = 0; i < num_lights; i++) {
vec2 lightPos = lights[i].position;
float radius = lights[i].radius;
vec2 lightVec = lightPos - sprite_pos;
float dist = length(lightVec);
// Плавное затухание света по радиусу.
float radiusFalloff = smoothstep(radius, radius * 0.2, dist);
// Реализация псевдо-проекции (3D-эффект):
float frontWeight = smoothstep(-2.0, 0.5, lightVec.y);
float attenuation = radiusFalloff * frontWeight;
pointLight += lights[i].color * attenuation;
}
pointLight = clamp(pointLight, 0.0, 1.0);
// Финальный расчет цвета:
return vec4(texColor.rgb * (characterBaseLight + pointLight), texColor.a);
}

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return {
width = 32,
height = 32,
base = {
x = 14,
y = 26
},
size = 0.6 -- условная доля тайла, которую занимает спрайт
}

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return {
width = 96,
height = 64,
base = {
x = 38,
y = 47
},
size = 0.4 -- условная доля тайла, которую занимает спрайт
}

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@ -9,5 +9,6 @@ Tree.behaviors.positioned = require "character.behaviors.positioned"
Tree.behaviors.tiled = require "character.behaviors.tiled"
Tree.behaviors.cursor = require "character.behaviors.cursor"
Tree.behaviors.ai = require "lib.character.behaviors.ai"
Tree.behaviors.effects = require "lib.character.behaviors.effects"
--- @alias voidCallback fun(): nil

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@ -1,5 +1,11 @@
local easing = require "lib.utils.easing"
local pf = require "lib.pathfinder"
local utils = require "lib.utils.utils"
local task = require "lib.utils.task"
--- @alias AIAction fun(self: AIBehavior): Task<nil>
--- @return Character
local function closestCharacter(char)
local caster = Vec3 {}
char:try(Tree.behaviors.positioned, function(b)
@ -20,45 +26,152 @@ local function closestCharacter(char)
return charTarget
end
-- --- Возвращает все точки в радиусе в виде векторов (должен по крайней мере)
-- --- @param radius integer
-- --- @param center Vec3
-- --- @return Vec3[]
-- local function circleVectors(center, radius)
-- local vecs = {}
-- local res = {}
-- for t = 0, 2 * math.pi, EPSILON do
-- local x = math.cos(t) * radius + center.x
-- local y = math.sin(t) * radius + center.y
-- table.insert(vecs, Vec3 { math.floor(x), math.floor(y) })
-- end
-- for _, v in pairs(vecs) do
-- local i = 1
-- while i <= #res and (res[i].x ~= v.x or res[i].y ~= v.y) do
-- i = i + 1
-- end
-- if i == #res + 1 or #res == 0 then
-- table.insert(res, v)
-- print('[AI]: circle vecs:', v)
-- end
-- end
-- return res
-- end
--- Возвращает все точки в радиусе в виде векторов (должен по крайней мере)
--- @param radius integer
--- @param center Vec3
--- @return Vec3[]
local function circleVectors(center, radius)
local dx, dy, err = radius, 0, 1 - radius
local vecs, res = {}, {}
while dx >= dy do
table.insert(vecs, Vec3 { center.x + dx, center.y + dy })
table.insert(vecs, Vec3 { center.x - dx, center.y + dy })
table.insert(vecs, Vec3 { center.x + dx, center.y - dy })
table.insert(vecs, Vec3 { center.x - dx, center.y - dy })
table.insert(vecs, Vec3 { center.x + dy, center.y + dx })
table.insert(vecs, Vec3 { center.x - dy, center.y + dx })
table.insert(vecs, Vec3 { center.x + dy, center.y - dx })
table.insert(vecs, Vec3 { center.x - dy, center.y - dx })
dy = dy + 1
if err < 0 then
err = err + 2 * dy + 1
else
dx, err = dx - 1, err + 2 * (dy - dx) + 1
end
end
for _, v in pairs(vecs) do
local i = 1
while i <= #res and (res[i].x ~= v.x or res[i].y ~= v.y) and v.x >= 0 and v.y >= 0 do
i = i + 1
end
if i == #res + 1 or #res == 0 then
table.insert(res, v)
print('[AI]: circle vecs:', v)
end
end
return vecs
end
--- ищет пути к ближайшему персу в определённом радиусе
--- @param owner Character
--- @param radius integer здесь мы должны сами определять, сколько должны не доходить до персонажа (1 <= n)
--- @return Vec3|nil
local function pathToClosestCharacter(owner, radius)
local charTarget = closestCharacter(owner)
local targetPosition, ownerPosition = charTarget:has(Tree.behaviors.positioned), owner:has(Tree.behaviors.positioned)
if not targetPosition or not ownerPosition then return end
local circleVecs = circleVectors(targetPosition.position, radius)
local target = circleVecs[#circleVecs]
local path = pf(ownerPosition.position, target)
for i, c in ipairs(circleVecs) do
local newPath = pf(ownerPosition.position, c)
if newPath:size() < path:size() then
path = newPath
target = c
end
end
return target
end
--- @type table<Class, AIAction>
local aiNature = {
dev_warrior = function(self)
return function(callback) -- почему так, описано в Task
self.owner:try(Tree.behaviors.spellcaster, function(spellB)
self.target = pathToClosestCharacter(self.owner, 1)
local attackTarget = closestCharacter(self.owner):has(Tree.behaviors.positioned)
if not attackTarget then return end
local task1 = spellB.spellbook[1]:cast(self.owner, self.target)
if task1 then
task1(
function()
-- здесь мы оказываемся после того, как сходили в первый раз
print('[AI]: я походил')
local task2 = spellB.spellbook[3]:cast(self.owner, attackTarget.position)
if task2 then
-- дергаем функцию после завершения хода
print('[AI]: и ударил')
task2(callback)
else
print('[AI]: чёт не бьётся')
callback()
end
end
)
else
print('рот этого казино')
callback()
end
end)
end
end,
dev_mage = function(self)
return function(callback)
print("etoh... bleh")
callback()
end
end
}
--- @class AIBehavior : Behavior
--- @field target Vec3?
local behavior = {}
behavior.__index = behavior
behavior.id = "ai"
function behavior.new()
return setmetatable({}, behavior)
end
--- Заставляет ИИ сделать ход
---
--- По умолчанию ничего не делает
--- @return Task<nil>
function behavior:makeTurn()
return function(callback) -- почему так, описано в Task
self.owner:try(Tree.behaviors.spellcaster, function(spellB)
local charTarget = closestCharacter(self.owner)
charTarget:try(Tree.behaviors.positioned, function(b)
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
end)
return function(callback)
callback()
end
end
local task1 = spellB.spellbook[1]:cast(self.owner, self.target)
if task1 then
task1(
function()
-- здесь мы оказываемся после того, как сходили в первый раз
local newTarget = Vec3 { 1, 1 }
local task2 = spellB.spellbook[1]:cast(self.owner, newTarget)
if task2 then
-- дергаем функцию после завершения хода
task2(callback)
else
callback()
end
end
)
else
callback()
end
end)
end
--- @param class Class
function behavior.new(class)
return setmetatable({
makeTurn = aiNature[class]
}, behavior)
end
return behavior

View File

@ -0,0 +1,187 @@
local task = require "lib.utils.task"
local efb = require "lib.effectbook"
local book = efb.book
--- ===========ЛОГИКА ЭФФЕКТОВ И ЧТО С ЭТИМ ЕДЯТ===========
--- читать здесь: https://docs.google.com/document/d/1Hxa5dOLaeRpLQOs5H-oIDDuLLhKbDw40lR9d62Zb4Tg/edit?usp=sharing
--- и здесь: https://docs.google.com/document/d/1jvhuM3mxqYSQTEM8m-WL-uUSie9QRsZOCCUEiw9ZqzM/edit?tab=t.0
--- behavior thats holds all effects that we applied
--- @class EffectsBehavior : Behavior
--- @field effectsPriority EffectTag[] хранит эффекты в порядке их применения
--- @field effectsProperties table<EffectTag, { stacks: integer, intensity: integer }> хранит характеристики эффектов
local behavior = {}
behavior.__index = behavior
behavior.id = "effects"
--- @return EffectsBehavior
function behavior.new()
return setmetatable({
effectsPriority = {},
effectsProperties = {},
}, behavior)
end
--- проверяет, можно ли наложить эффект и при наложении его применяет
--- @param effect EffectTag
--- @param stacks integer
--- @param intensity integer
function behavior:addEffect(effect, stacks, intensity)
local task1, birthStatement = book[effect]:beforeBirth(self.owner, intensity)
if task1 then
task1(function() end)
end
if not birthStatement then return end
-- проверка на сумму, и её применение
for i, ef in ipairs(self.effectsPriority) do
if efb.sums[effect] then
if efb.sums[effect][ef] then
if not efb.sums[effect][ef](self.owner, effect, ef) then return end
end
elseif efb.sums[ef] then
if efb.sums[ef][effect] then
if not efb.sums[ef][effect](self.owner, ef, effect) then return end
end
end
end
book[effect]:onBirth(self.owner, stacks, intensity)
local task3 = book[effect]:afterBirth(self.owner, intensity)
if task3 then
task3(function()
print("[Effects]: мы применили эффект!!")
end)
end
end
--- Удаляет один эффект по порядку
--- @param effect EffectTag
function behavior:deleteEffect(effect)
self.effectsProperties[effect] = nil
for i, ef in ipairs(self.effectsPriority) do
if ef == effect then
table.remove(self.effectsPriority, i)
return
end
end
end
--- О ДААА ЭТА ФУНКЦИЯ МЕНЯЕТ СОСТОЯНИЕ О ДАААААА О ДАААААААААА
--- @param effect EffectTag
--- @param amount integer
function behavior:deleteStacks(effect, amount)
print("[Effects]: удаляем стаки!!")
self.effectsProperties[effect].stacks = self.effectsProperties[effect].stacks -
amount -- !!!!!!!!!!!!!!!! <<<<< 21+ only
if self.effectsProperties[effect].stacks <= 0 then
print("[Effects]:", effect, "ДОЛЖЕН БЫТЬ СТЁРТ")
self:deleteEffect(effect)
print("[Effects]:", effect, "СТЁРТ")
end
end
--- должна вызываться перед смертью персонажа;
---
--- возвращает, убивать ли персонажа
--- @return boolean
function behavior:beforeDeath()
for i, ef in ipairs(self.effectsPriority) do
local task1, deathStatement = book[ef]:beforeDeath(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
if deathStatement == false then return false end
end
return true
end
--- должна вызываться после смерти персонажа (может ли такая ситуация возникнуть вообще?)
function behavior:afterDeath()
for i, ef in ipairs(self.effectsPriority) do
local task1 = book[ef]:afterDeath(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
end
end
--- должен вызываться в начале хода
---
--- возвращает, может ли персонаж сделать ход?
--- @return boolean
function behavior:beforeTurn()
for i, ef in ipairs(self.effectsPriority) do
local task1, turnStatement = book[ef]:beforeTurn(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
if turnStatement == false then return false end
end
return true
end
--- должен вызываться в конце хода
function behavior:afterTurn()
for i, ef in ipairs(self.effectsPriority) do
local task1 = book[ef]:afterTurn(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
end
end
--- должен вызываться перед кастом спелла
---
--- возвращает, может ли персонаж скастовать спелл?
--- @return boolean
function behavior:beforeCast()
for i, ef in ipairs(self.effectsPriority) do
local task1, castStatement = book[ef]:beforeCast(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
if castStatement == false then return false end
end
return true
end
--- должен вызываться после каста спелла
function behavior:afterCast()
for i, ef in ipairs(self.effectsPriority) do
local task1 = book[ef]:afterCast(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
end
end
--- должен вызываться перед получением урона
---
--- возвращает получаемый урон
--- @return integer
function behavior:beforeDamage(damage)
local totalDamage = damage
for i, ef in ipairs(self.effectsPriority) do
local task1
task1, totalDamage = book[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 ipairs(self.effectsPriority) do
local task1 = book[ef]:afterDamage(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
end
end
return behavior

View File

@ -32,21 +32,19 @@ function behavior:draw()
local positioned = self.owner:has(Tree.behaviors.positioned)
if not positioned then return end
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.textures.lightLayer)
Tree.level.render:enqueue(Tree.level.render.LAYERS.LIGHT, positioned.position.y, function()
love.graphics.setBlendMode("add", "premultiplied")
local shader = Tree.assets.files.shaders.light
shader:send("color", { self.color.x, self.color.y, self.color.z })
shader:send("time", love.timer.getTime() + self.seed)
shader:send("time", love.timer:getTime() + self.seed)
love.graphics.setShader(shader)
love.graphics.draw(Tree.assets.files.masks.circle128, positioned.position.x - self.intensity / 2,
positioned.position.y - self.intensity / 2, 0, self.intensity / 128,
self.intensity / 128)
love.graphics.setBlendMode("alpha")
love.graphics.setShader()
love.graphics.setCanvas()
Tree.level.camera:detach()
love.graphics.setBlendMode("alpha")
end)
end
return behavior

View File

@ -10,6 +10,7 @@ function behavior:draw()
local sprite = self.owner:has(Tree.behaviors.sprite)
local positioned = self.owner:has(Tree.behaviors.positioned)
if not positioned then return end
if not sprite then return end
local ppm = Tree.level.camera.pixelsPerMeter
local position = positioned.position + Vec3 { 0.5, 0.5 }
@ -21,43 +22,14 @@ function behavior:draw()
table.insert(lights, Tree.level.characters[id])
end
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.textures.shadowLayer)
-- 1. Эллипс тени
Tree.level.render:enqueue(Tree.level.render.LAYERS.SHADOW, position.y, function()
love.graphics.push()
love.graphics.setColor(0, 0, 0, 1)
love.graphics.translate(position.x, position.y)
love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4))
love.graphics.ellipse("fill", 0, 0, sprite.manifest.size / 2, sprite.manifest.size / 2 * math.cos(math.pi / 4))
love.graphics.pop()
if not sprite then
love.graphics.setCanvas()
return
end
love.graphics.setCanvas(Tree.level.render.textures.spriteLightLayer)
love.graphics.setBlendMode("add")
for _, light in ipairs(lights) do
local lightPos = light:has(Tree.behaviors.positioned).position
local lightVec = lightPos - position
local lightColor = light:has(Tree.behaviors.light).color
if lightPos.y > position.y then
love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
1 - 0.3 * lightVec:length())
elseif position.y - lightPos.y < 3 then
love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
(1 - easing.easeInSine((position.y - lightPos.y))) - 0.3 * lightVec:length())
end
sprite.animationTable[sprite.state]:draw(Tree.assets.files.sprites.character[sprite.state],
position.x,
position.y, nil, 1 / ppm * sprite.side, 1 / ppm, 38, 47)
end
love.graphics.setBlendMode("alpha")
Tree.level.camera:detach()
love.graphics.setColor(1, 1, 1)
love.graphics.setCanvas()
end)
end
return behavior

View File

@ -20,6 +20,9 @@ function behavior.new(spellbook)
end
function behavior:endCast()
self.owner:try(Tree.behaviors.effects, function(effects)
effects:afterCast()
end)
self.state = "idle"
self.cast = nil
Tree.level.turnOrder:reorder()

View File

@ -3,6 +3,8 @@ local anim8 = require "lib.utils.anim8"
--- @class SpriteBehavior : Behavior
--- @field animationTable table<string, table>
--- @field animationGrid table
--- @field manifest table
--- @field sheets table
--- @field state "idle"|"run"|"hurt"|"attack"
--- @field side 1|-1
local sprite = {}
@ -17,11 +19,12 @@ function sprite.new(spriteDir)
local anim = setmetatable({}, sprite)
anim.animationTable = {}
anim.animationGrid = {}
anim.manifest = spriteDir.manifest
anim.sheets = spriteDir.sheets
-- n: name; i: image
for n, i in pairs(spriteDir) do
local aGrid = anim8.newGrid(96, 64, i:getWidth(), i:getHeight())
local tiles = '1-' .. math.ceil(i:getWidth() / 96)
for n, i in pairs(spriteDir.sheets) do
local aGrid = anim8.newGrid(anim.manifest.width, anim.manifest.height, i:getWidth(), i:getHeight())
local tiles = '1-' .. math.ceil(i:getWidth() / anim.manifest.width)
anim.animationGrid[n] = aGrid(tiles, 1)
end
@ -39,32 +42,78 @@ function sprite:update(dt)
end
function sprite:draw()
if not self.animationTable[self.state] or not Tree.assets.files.sprites.character[self.state] then return end
if not self.animationTable[self.state] or not self.sheets[self.state] then return end
self.owner:try(Tree.behaviors.positioned,
function(pos)
local ppm = Tree.level.camera.pixelsPerMeter
local position = pos.position + Vec3 { 0.5, 0.5 }
love.graphics.setCanvas(Tree.level.render.textures.spriteLayer)
Tree.level.camera:attach()
Tree.level.render:enqueue(Tree.level.render.LAYERS.SPRITE, position.y, function()
love.graphics.setColor(1, 1, 1)
if Tree.level.selector.id == self.owner.id then
local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(),
Tree.assets.files.sprites.character[self.state]:getHeight()
local shader = Tree.assets.files.shaders.outline
shader:send("texSize", { texW, texH })
shader:send("time", love.timer:getTime())
love.graphics.setShader(shader)
-- Собираем источники света для шейдера
local queryRadius = 12 -- Увеличенный радиус для плавности
local lightIds = Tree.level.lightGrid:query(position, queryRadius)
local lightsData = {}
for _, id in ipairs(lightIds) do
local lightChar = Tree.level.characters[id]
local b = lightChar:has(Tree.behaviors.light) --[[@as LightBehavior]]
local lPos = lightChar:has(Tree.behaviors.positioned).position
local dist = (lPos - position):length()
-- Берем только те, что могут дотянуться до нас своим радиусом
if dist < b.intensity + 2 then
table.insert(lightsData, {
x = lPos.x,
y = lPos.y,
r = b.color.x,
g = b.color.y,
b = b.color.z,
radius = b.intensity,
dist = dist
})
end
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
end
-- Сортируем по дистанции, чтобы выбрать 8 самых влиятельных
table.sort(lightsData, function(a, b) return a.dist < b.dist end)
local lightShader = Tree.assets.files.shaders.sprite_light
local weather = Tree.level.weather
local numLights = math.min(#lightsData, 8)
local isSelected = (Tree.level.selector.id == self.owner.id)
lightShader:send("sprite_pos", { position.x, position.y })
lightShader:send("sky", { weather.skyLight.x, weather.skyLight.y, weather.skyLight.z })
lightShader:send("ambient", { weather.ambientLight.x, weather.ambientLight.y, weather.ambientLight.z })
lightShader:send("num_lights", numLights)
lightShader:send("is_selected", isSelected)
if isSelected then
local sheet = self.sheets[self.state]
lightShader:send("tex_size", { sheet:getWidth(), sheet:getHeight() })
lightShader:send("time", love.timer:getTime())
end
for i = 1, numLights do
local l = lightsData[i]
local idx = i - 1
lightShader:send(string.format("lights[%d].position", idx), { l.x, l.y })
lightShader:send(string.format("lights[%d].color", idx), { l.r, l.g, l.b })
lightShader:send(string.format("lights[%d].radius", idx), l.radius)
end
love.graphics.setShader(lightShader)
self.animationTable[self.state]:draw(self.sheets[self.state],
position.x,
position.y, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
position.y, nil, 1 / ppm * self.side, 1 / ppm, self.manifest.base.x, self.manifest.base.y)
love.graphics.setShader()
Tree.level.camera:detach()
love.graphics.setCanvas()
end)
end
)
end
@ -74,7 +123,7 @@ function sprite:animate(state)
return function(callback)
if not self.animationGrid[state] then
print("[SpriteBehavior]: no animation for '" .. state .. "'")
callback()
return callback()
end
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
function()
@ -90,6 +139,9 @@ function sprite:loop(state)
return print("[SpriteBehavior]: no animation for '" .. state .. "'")
end
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED)
if state == 'idle' then
self.animationTable[state]:gotoFrame(love.math.random(#self.animationTable[state].frames))
end
self.state = state
end

View File

@ -1,22 +1,45 @@
--- @alias Class "dev_warrior"|"dev_mage"
--- @class StatsBehavior : Behavior
--- @field hp integer
--- @field mana integer
--- @field initiative integer
--- @field class Class
--- @field isInTurnOrder boolean
--- @field amIAlive boolean
local behavior = {}
behavior.__index = behavior
behavior.id = "stats"
--- план прост, если что-то не так, то мы просто убиваем бехавиор (по крайней мере так должно было быть, но пиаш мне запретил :sob:)
function behavior:checkStats()
-- if self.hp <= 0 then behavior:die() end
if self.hp <= 0 then
self.amIAlive = false
end
end
--- @param damage integer
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:checkStats()
end
--- @param hp? integer
--- @param mana? integer
--- @param initiative? integer
--- @param class? Class
--- @param isInTurnOrder? boolean
function behavior.new(hp, mana, initiative, isInTurnOrder)
function behavior.new(hp, mana, initiative, class, isInTurnOrder)
return setmetatable({
hp = hp or 20,
mana = mana or 10,
initiative = initiative or 10,
isInTurnOrder = isInTurnOrder or true
class = class or "dev_warrior",
isInTurnOrder = isInTurnOrder or true,
amIAlive = true
}, behavior)
end

123
lib/effectbook.lua Normal file
View File

@ -0,0 +1,123 @@
local task = require "lib.utils.task"
local effect = require "lib.spell.effect"
local easing = require "lib.utils.easing"
--- некое уникальное строковое значение
--- @alias EffectTag string
--- Кровотечение.
---
--- Наносит `intensity` урона перед началом каждого хода.
local bleeding = effect.new({
tag = "bleeding"
})
function bleeding:afterBirth(owner, intensity)
local light = require "lib/character/character".spawn("Bleeding Light Effect")
light:addBehavior {
Tree.behaviors.light.new { color = Vec3 { 1, 0., 0. }, intensity = 4 },
Tree.behaviors.positioned.new(owner:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
}
return task.wait({ task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
{ intensity = 1, color = Vec3 { 0, 0., 0. } }, 800, easing.easeInCubic), function()
light:die()
return task.fromValue()
end) })
end
function bleeding:beforeTurn(owner, intensity)
local stats = owner:has(Tree.behaviors.stats)
local sprite = owner:has(Tree.behaviors.sprite)
if not stats or not sprite then return end
stats:dealDamage(intensity)
return task.wait({ sprite:animate("hurt") }), true
end
function bleeding:afterTurn(owner, intensity)
local behavior = owner:has(Tree.behaviors.effects)
if not behavior then
print('[EffectBook]: yo man what the hell wheres your behavior how thats possible please stop thats not normal')
else
behavior:deleteStacks("bleeding", 1)
end
return task.wait {}
end
--- meow
function bleeding:afterCast(owner, intensity)
Tree.audio:play(Tree.assets.files.audio.sounds.meow)
return task.wait {}
end
function bleeding:beforeCast(owner, intensity)
Tree.audio:play(Tree.assets.files.audio.sounds.meow)
return task.wait {}, true
end
--- Отвращение к смерти.
---
--- Спасает от смертельного урона, оставляя одно очко здоровья. Персонаж не может ходить до тех пор, пока эффект не сработает.
local aversionToDeath = effect.new {
tag = "aversionToDeath"
}
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("aversionToDeath", 1)
-- тут должен быть какой-нибудь классный спецэффект, но я не умею в шейдеры
return task.wait({}), stats.hp - 1
end
return task.wait {}, damage
end
function aversionToDeath:beforeTurn(owner, intensity)
local sprite = owner:has(Tree.behaviors.sprite)
if not sprite then
return task.wait {}, false
end
return task.wait {
sprite:animate("hurt")
}, false
end
----------------- Effectbook & Sum -----------------
--- @alias EffectSumFunc fun(owner: Character, effect1: EffectTag, effect2: EffectTag): boolean
--- Принимает таблицу, в ключах которых тэги эффектов, которые мы хотим просуммировать, и в значениях которых функция,
--- возвращающая булево значение: применять ли эффект после суммирования.
--- @type table<EffectTag, table<EffectTag, EffectSumFunc>>
local sums = {}
--- Сумма кровотечения и отвращения к смерти, (в целях разработки) удаляет оба эффекта, не позволяя дальше применять эффект
sums.bleeding = {
aversionToDeath = function(owner, effect1, effect2)
print("[EffectBook]: применяем сумму, удаляем оба эффекта")
local behaviorEffect = owner:has(Tree.behaviors.effects)
if not behaviorEffect then
print(
"[EffectBook]: yo man what the hell wheres your behavior how thats possible please stop thats not normal")
return true
end
behaviorEffect:deleteEffect(effect1)
behaviorEffect:deleteEffect(effect2)
return false
end
}
--- @class EffectBook
--- @field sums table<EffectTag, table<EffectTag, EffectSumFunc>>
--- @field book table<EffectTag, Effect>
local effectbook = {
sums = sums,
book = {
bleeding = bleeding,
aversionToDeath = aversionToDeath
}
}
return effectbook

View File

@ -1,8 +1,6 @@
local utils = require "lib.utils.utils"
local pQueue = require "lib.utils.priority_queue"
--- @class CharacterGrid : Grid
--- @field __grid {string: Id|nil}
--- @field yOrderQueue PriorityQueue<Character> очередь отрисовки сверху вниз
local grid = setmetatable({}, require "lib.level.grid.base")
grid.__index = grid
@ -29,22 +27,13 @@ function grid:add(id)
end
end
--- @param a Character
--- @param b Character
local function drawCmp(a, b)
--- @TODO: это захардкожено, надо разделить поведения
return a:has(Tree.behaviors.positioned).position.y < b:has(Tree.behaviors.positioned).position.y
end
--- fills the grid with the actual data
---
--- should be called as early as possible during every tick
function grid:reload()
self:reset()
self.yOrderQueue = pQueue.new(drawCmp)
utils.each(Tree.level.characters, function(c)
self:add(c.id)
self.yOrderQueue:insert(c)
end)
end

View File

@ -9,17 +9,32 @@ map.__index = map
--- @param size? Vec3
local function new(type, template, size)
local tMap = require('lib.level.' .. type).new(template, size)
return setmetatable({ __grid = tMap }, map)
local grid = setmetatable({ __grid = tMap }, map)
grid:refreshBatch()
return grid
end
function map:refreshBatch()
-- Находим атлас первого попавшегося тайла (предполагаем, что он один для всех)
local _, firstTile = next(self.__grid)
if not firstTile then return end
local atlas = firstTile.atlasData.atlas
local count = 0
for _ in pairs(self.__grid) do count = count + 1 end
self.batch = love.graphics.newSpriteBatch(atlas, count)
for _, tile in pairs(self.__grid) do
-- 1/32 это масштаб, так как размер тайла в мире 1x1 метр, а в атласе 32x32 пикселя
self.batch:add(tile.atlasData.quad, tile.position.x, tile.position.y, 0, 1 / 32, 1 / 32)
end
end
function map:draw()
love.graphics.setCanvas(Tree.level.render.textures.floorLayer)
Tree.level.camera:attach()
utils.each(self.__grid, function(el)
el:draw()
if not self.batch then return end
Tree.level.render:enqueue(Tree.level.render.LAYERS.FLOOR, 0, function()
love.graphics.draw(self.batch)
end)
Tree.level.camera:detach()
love.graphics.setCanvas()
end
return { new = new }

View File

@ -20,7 +20,7 @@ local function new(type, template)
local size = Vec3 { 30, 30 } -- magic numbers for testing purposes only
print(type, template, size)
Tree.audio:play(Tree.assets.files.audio.music.level1.battle)
Tree.audio:play(Tree.assets.files.audio.music.level1.progressive_plains)
return setmetatable({
size = size,
@ -33,7 +33,7 @@ local function new(type, template)
camera = (require "lib.level.camera").new(),
turnOrder = (require "lib.level.turn_order").new(),
render = (require "lib.level.render").new {},
weather = (require "lib.level.weather").new { ambientLight = Vec3 { 0.36, 0.42, 0.6 }, skyLight = Vec3 {} }
weather = (require "lib.level.weather").new { ambientLight = Vec3 { 0.5, 0.5, 0.5 }, skyLight = Vec3 { 0.85, 0.55, 0.40 } }
}, level)
end
@ -56,9 +56,9 @@ end
function level:draw()
self.render:clear()
self.tileGrid:draw()
while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n
self.characterGrid.yOrderQueue:pop():draw()
end
utils.each(self.characters, function(char)
char:draw()
end)
self.render:draw()
end

View File

@ -1,18 +1,30 @@
--- @class Render
--- @field textures table<string, love.Canvas>
--- @field queue table[]
--- @field lowResScale number
--- @field LAYERS table<string, integer>
local render = {
textures = {}
textures = {},
queue = {},
lowResScale = 1.0,
LAYERS = {
FLOOR = 1,
SHADOW = 2,
LIGHT = 3,
SPRITE = 4,
OVERLAY = 5
}
}
function render:clear()
local weather = Tree.level.weather
local txs = self.textures
self.queue = {}
love.graphics.setCanvas(txs.shadowLayer)
love.graphics.clear()
love.graphics.setCanvas(txs.spriteLayer)
love.graphics.clear()
love.graphics.setCanvas(txs.spriteLightLayer)
love.graphics.clear(weather.skyLight.x, weather.skyLight.y, weather.skyLight.z)
love.graphics.setCanvas(txs.floorLayer)
love.graphics.clear()
love.graphics.setCanvas(txs.lightLayer)
@ -21,6 +33,10 @@ function render:clear()
love.graphics.clear()
end
function render:enqueue(layer, z, func)
table.insert(self.queue, { layer = layer, z = z, func = func })
end
function render:free()
for _, tx in pairs(self.textures) do
tx:release()
@ -57,50 +73,102 @@ function render:applyBlur(input, radius)
return self.textures.tmp2
end
---@param params {w: number?, h: number?}
---@return table|Render
local function new(params)
local w = params.w or love.graphics.getWidth()
local h = params.h or love.graphics.getHeight()
local lowResScale = 0.5
return setmetatable({
lowResScale = lowResScale,
queue = {},
textures = {
shadowLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
spriteLayer = love.graphics.newCanvas(w, h),
floorLayer = love.graphics.newCanvas(w, h),
overlayLayer = love.graphics.newCanvas(w, h),
lightLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
tmp1 = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
tmp2 = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
}
}, { __index = render })
end
function render:draw()
local weather = Tree.level.weather
local txs = self.textures
-- 1. Сортировка очереди
table.sort(self.queue, function(a, b)
if a.layer ~= b.layer then
return a.layer < b.layer
end
return a.z < b.z
end)
-- 2. Рендеринг очереди в соответствующие Canvas
local currentLayer = nil
for _, entry in ipairs(self.queue) do
if entry.layer ~= currentLayer then
if currentLayer then
Tree.level.camera:detach()
local wasLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.LIGHT
if wasLowRes then
love.graphics.pop()
end
end
currentLayer = entry.layer
local isLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.LIGHT
if currentLayer == self.LAYERS.FLOOR then
love.graphics.setCanvas(txs.floorLayer)
elseif currentLayer == self.LAYERS.SHADOW then
love.graphics.setCanvas(txs.shadowLayer)
elseif currentLayer == self.LAYERS.LIGHT then
love.graphics.setCanvas(txs.lightLayer)
love.graphics.draw(self:applyBlur(txs.shadowLayer, 4 * Tree.level.camera.scale))
elseif currentLayer == self.LAYERS.SPRITE then
love.graphics.setCanvas(txs.spriteLayer)
elseif currentLayer == self.LAYERS.OVERLAY then
love.graphics.setCanvas(txs.overlayLayer)
end
if isLowRes then
love.graphics.push()
love.graphics.scale(self.lowResScale)
end
Tree.level.camera:attach()
end
entry.func()
end
if currentLayer then
Tree.level.camera:detach()
local wasLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.LIGHT
if wasLowRes then
love.graphics.pop()
end
end
love.graphics.setCanvas()
-- self.lightLayer:newImageData():encode("png", "lightLayer.png")
-- os.exit(0)
-- 3. Пост-процессинг и композиция
love.graphics.setCanvas(txs.lightLayer)
-- Радиус блюра тоже масштабируем, так как текстура меньше
love.graphics.draw(self:applyBlur(txs.shadowLayer, 4 * Tree.level.camera.scale * self.lowResScale))
love.graphics.setCanvas()
local lightShader = Tree.assets.files.shaders.light_postprocess
lightShader:send("scene", txs.floorLayer)
lightShader:send("light", self:applyBlur(txs.lightLayer, 2))
lightShader:send("light", self:applyBlur(txs.lightLayer, 2 * self.lowResScale))
lightShader:send("ambient", { weather.ambientLight.x, weather.ambientLight.y, weather.ambientLight.z })
love.graphics.setShader(lightShader)
love.graphics.draw(txs.floorLayer)
love.graphics.setShader()
love.graphics.draw(txs.overlayLayer)
love.graphics.setShader(lightShader)
lightShader:send("scene", txs.spriteLayer)
lightShader:send("light", txs.spriteLightLayer)
-- Спрайты уже полностью освещены в SpriteBehavior (с учетом ambient и point lights)
-- Поэтому рисуем их "как есть"
love.graphics.draw(txs.spriteLayer)
love.graphics.setShader()
end
---@param params {w: number?, h: number?}
---@return table|Render
local function new(params)
local w = params.w or love.graphics.getWidth()
local h = params.h or love.graphics.getHeight()
return setmetatable({
textures = {
shadowLayer = love.graphics.newCanvas(w, h),
spriteLayer = love.graphics.newCanvas(w, h),
spriteLightLayer = love.graphics.newCanvas(w, h),
floorLayer = love.graphics.newCanvas(w, h),
overlayLayer = love.graphics.newCanvas(w, h),
lightLayer = love.graphics.newCanvas(w, h),
tmp1 = love.graphics.newCanvas(w, h),
tmp2 = love.graphics.newCanvas(w, h),
}
}, { __index = render })
end
return { new = new }

View File

@ -43,6 +43,15 @@ function turnOrder:next()
char:try(Tree.behaviors.positioned, function(positioned)
Tree.level.camera:animateTo(positioned.position, 1500, easing.easeInOutCubic)(
function()
-- проверяем, позволяют ли эффекты нам сходить
if char:try(Tree.behaviors.effects, function(effects)
-- print("[TurnOrder]: ну мы пытаемся применить эффект к", char.id)
return effects:beforeTurn()
end) == false then
self:next()
return
end
if char:has(Tree.behaviors.ai) then
char:has(Tree.behaviors.ai):makeTurn()(
function()
@ -69,6 +78,9 @@ function turnOrder:endRound()
char:try(Tree.behaviors.spellcaster, function(spellcaster)
spellcaster:processCooldowns()
end)
char:try(Tree.behaviors.effects, function(effects)
effects:afterTurn()
end)
end
self.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue

169
lib/spell/effect.lua Normal file
View File

@ -0,0 +1,169 @@
local utils = require "lib.utils.utils"
local taskUtils = require "lib.utils.task"
--- Некоторое свойство, что можно наложить на персонажа. Позволяет реализовать такие вещи как DOT'ы
--- и вообще, что душа поживает.
---
--- У каждого эффекта есть тэг и функции триггеры (например, `beforeTurn`, что срабатывает перед началом хода персонажа и так далее).
--- Каждая функция триггер делится на два типа, `before...` и `after...`. Каждая из них возвращает `task`, для того чтобы
--- проиграть анимацию, например. Функции типа `before...` также возвращают по мимо таска некоторое значение, зависящее от
--- конкретной функции.
--- @class Effect
--- @field tag string
local effect = {}
effect.__index = effect
--- Предполагается, что в каждую функцию будет передаваться `Character` (владелец эффекта) и параметр `intensity`, который отвечает за силу эффекта
--- @alias EffectFunc fun(owner: Character, intensity: integer): Task<nil>, nil бред конечно, но иначе всё в жёлтом
--- @alias EffectStatementFunc fun(owner: Character, intensity: integer): Task<nil>, boolean
--- @alias EffectDamageFunc fun(owner: Character, intensity: integer, damage: integer): Task<nil>, integer
--- @alias EffectRegenFunc fun(owner: Character, intensity: integer, amountHp: integer): Task<nil>, integer
--- @alias EffectData { tag: string }
--- Срабатывает перед применением эффекта
---
--- Возвращает, а можно ли применить эффект?
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>, boolean
function effect:beforeBirth(owner, intensity) return taskUtils.fromValue(), true end
--- Срабатывает после применения эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterBirth(owner, intensity) return taskUtils.fromValue() end
--- Срабатывает перед смертью владельца эффекта
---
--- Возвращает, умирает ли персонаж?
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>, boolean
function effect:beforeDeath(owner, intensity) return taskUtils.fromValue(), true end
--- Срабатывает после смерти владельца эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterDeath(owner, intensity) return taskUtils.fromValue() end
--- Срабатывает перед ходом владельца эффекта
---
--- Возвращает, будет ли персонаж ходить?
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>, boolean
function effect:beforeTurn(owner, intensity) return taskUtils.fromValue(), true end
--- Срабатывает после хода владельца эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterTurn(owner, intensity) return taskUtils.fromValue() end
--- Срабатывает перед кастом заклинания владельцем эффекта
---
--- Возвращает, произойдёт ли каст?
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>, boolean
function effect:beforeCast(owner, intensity) return taskUtils.fromValue(), true end
--- Срабатывает после каста заклинания владельцем эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterCast(owner, intensity) return taskUtils.fromValue() end
--- Срабатывает перед нанесением урона владельцем эффекта
---
--- Возвращает урон, который собираются нанести
--- @param owner Character
--- @param intensity integer
--- @param damage integer
--- @return Task<nil>, integer
function effect:beforeAttack(owner, intensity, damage) return taskUtils.fromValue(), damage end
--- Срабатывает после нанесения урона владельцем эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterAttack(owner, intensity) return taskUtils.fromValue() end
--- Срабатывает перед получением урона владельцем эффекта
---
--- Возвращает урон, который должны получить
--- @param owner Character
--- @param intensity integer
--- @param damage integer
--- @return Task<nil>, integer
function effect:beforeDamage(owner, intensity, damage) return taskUtils.fromValue(), damage end
--- Срабатывает после получения урона владельцем эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterDamage(owner, intensity) return taskUtils.fromValue() end
--- Срабатывает перед регенерацией здоровья владельцем эффекта
---
--- Возвращает количество здоровья, которое должно быть восстановлено
--- @param owner Character
--- @param intensity integer
--- @param amountHp integer кол-во хп для регена
--- @return Task<nil>, integer
function effect:beforeRegeneration(owner, intensity, amountHp) return taskUtils.fromValue(), amountHp end
--- Срабатывает после регенерации здоровья владельцем эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterRegeneration(owner, intensity) return taskUtils.fromValue() end
--- Функция, что задаёт правила присвоения эффекта
--- @param owner Character
--- @param stacks integer
--- @param intensity integer
function effect:onBirth(owner, stacks, intensity)
local effects = owner:has(Tree.behaviors.effects)
if not effects then return end
-- проверяем на наличие такого же эффекта
if effects.effectsProperties[self.tag] then
local i = 1
while i < #effects.effectsPriority and effects.effectsPriority[i] ~= self.tag do
i = i + 1
end
local ef = table.remove(effects.effectsPriority, i)
effects.effectsPriority[#effects.effectsPriority + 1] = ef
else
effects.effectsPriority[#effects.effectsPriority + 1] = self.tag
end
effects.effectsProperties[self.tag] = {
stacks = stacks,
intensity = intensity
}
end
function effect:update(dt) end
function effect:draw() end
--- дип сравнение эффектов
--- @param other Effect
--- @return boolean
function effect:__eq(other)
return utils.deepComparison(self, other)
end
--- @param data EffectData
--- @return Effect
local function new(data)
local newEffect = setmetatable({
tag = data.tag,
}, effect)
return newEffect
end
return { new = new }

View File

@ -2,6 +2,7 @@ local Query = require "lib.spell.target_query"
local targetTest = require "lib.spell.target_test"
local task = require "lib.utils.task"
local easing = require "lib.utils.easing"
local pf = require "lib.pathfinder"
--- @alias SpellPreview "default" Подсветка возможных целей
--- | "path" Подсветка пути до цели
@ -11,7 +12,7 @@ local easing = require "lib.utils.easing"
--- @field baseCost integer Базовые затраты маны на каст
--- @field baseCooldown integer Базовый кулдаун в ходах
--- @field targetQuery SpellTargetQuery Селектор возможных целей
--- @field previewType SpellPreview Вид превью во время каста
--- @field targetType SpellPreview Вид превью во время каста
--- @field distance? integer Сторона квадрата с центром в позиции кастера, в пределах которого должна находиться цель, либо отсутствие ограничения
--- @field update fun(self: Spell, caster: Character, dt: number): nil Изменяет состояние спелла
--- @field draw fun(self: Spell): nil Рисует превью каста, ничего не должна изменять в идеальном мире
@ -22,7 +23,7 @@ spell.tag = "spell_base"
spell.baseCost = 1
spell.baseCooldown = 1
spell.targetQuery = Query(targetTest.any)
spell.previewType = "default"
spell.targetType = "default"
--- Вызывается, когда игрок выбирает спелл на панели заклинаний
@ -34,7 +35,7 @@ function spell:onSelected(caster)
end
function spell:update(caster, dt)
if self.previewType == "path" then
if self.targetType == "path" then
local charPos = caster:has(Tree.behaviors.positioned).position:floor()
--- @type Vec3
local mpos = Tree.level.camera:toWorldPosition(Vec3 { love.mouse.getX(), love.mouse.getY() }):floor()
@ -49,8 +50,23 @@ end
local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.overlay_icons)
function spell:draw()
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.textures.overlayLayer)
if self.targetType == "path" then
local path = self.path --[[@as Deque?]]
if not path then return end
--- Это отрисовка пути персонажа к мышке
Tree.level.render:enqueue(Tree.level.render.LAYERS.OVERLAY, 0, function()
local i = 0
path:pop_front()
for p in path:values() do
i = i + 1
local s = 1 / Tree.level.camera.pixelsPerMeter
local quad = i > self.distance and icons:pickQuad('dev_path_closed') or icons:pickQuad('dev_path')
love.graphics.draw(icons.atlas, quad, p.x, p.y, 0, s, s)
end
love.graphics.setColor(1, 1, 1)
end)
else
Tree.level.render:enqueue(Tree.level.render.LAYERS.OVERLAY, 0, function()
love.graphics.setColor(1, 1, 1, 0.5)
for _, p in pairs(self.targets) do
local s = self.tSize / Tree.level.camera.pixelsPerMeter
@ -58,32 +74,15 @@ function spell:draw()
love.graphics.draw(icons.atlas, quad, p.x + 0.5 - self.tSize / 2, p.y + 0.5 - self.tSize / 2, 0, s, s)
end
love.graphics.setShader()
love.graphics.setCanvas()
Tree.level.camera:detach()
love.graphics.setColor(1, 1, 1)
if self.previewType == "path" then
local path = self.path --[[@as Deque?]]
if not path then return end
--- Это отрисовка пути персонажа к мышке
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.textures.overlayLayer)
for p in path:values() do
local s = 1 / Tree.level.camera.pixelsPerMeter
local quad = icons:pickQuad('dev_path')
love.graphics.draw(icons.atlas, quad, p.x, p.y, 0, s, s)
end
love.graphics.setCanvas()
Tree.level.camera:detach()
love.graphics.setColor(1, 1, 1)
end)
end
end
function spell:cast(caster, target) return task.fromValue() end
--- Конструктор [Spell]
--- @param data {tag: string, baseCost: integer, baseCooldown: integer, targetQuery: SpellTargetQuery?, previewType: SpellPreview?, distance: integer?, onCast: fun(caster: Character, target: Vec3): Task<nil>?}
--- @param data {tag: string, baseCost: integer, baseCooldown: integer, targetQuery: SpellTargetQuery?, targetType: SpellPreview?, distance: integer?, onCast: fun(caster: Character, target: Vec3): Task<nil>?}
--- @return Spell
function spell.new(data)
local newSpell = setmetatable({
@ -91,11 +90,11 @@ function spell.new(data)
baseCost = data.baseCost,
baseCooldown = data.baseCooldown,
targetQuery = data.targetQuery,
previewType = data.previewType,
targetType = data.targetType,
distance = data.distance
}, spell)
newSpell.targetQuery = newSpell.distance
newSpell.targetQuery = (newSpell.distance and newSpell.targetType ~= "path")
and newSpell.targetQuery:intersect(Query(targetTest.distance(newSpell.distance)))
or newSpell.targetQuery
@ -107,6 +106,15 @@ function spell.new(data)
end
if not self.targetQuery.test(caster, target) then return end -- проверка корректности цели
if self.targetType == "path" then
-- дополнительное условие для спеллов с путями (количество шагов)
if not caster:has(Tree.behaviors.tiled) or not caster:has(Tree.behaviors.positioned) then return end
local i = 1
for _ in pf(caster:has(Tree.behaviors.positioned).position, target):values() do
if i > self.distance + 1 then return end -- учитывается начальная точка, где находится кастер
i = i + 1
end
end
-- проверка на достаточное количество маны
if caster:try(Tree.behaviors.stats, function(stats)
@ -115,6 +123,13 @@ function spell.new(data)
return
end
-- проверка на возможность каста
if not caster:try(Tree.behaviors.effects, function(effects)
return effects:beforeCast()
end) then
return
end
caster:try(Tree.behaviors.stats, function(stats)
stats.mana = stats.mana - self.baseCost
end)
@ -122,6 +137,8 @@ function spell.new(data)
caster:try(Tree.behaviors.spellcaster, function(spellcaster)
spellcaster.cooldowns[self.tag] = self.baseCooldown
end)
return data.onCast(caster, target)
end

View File

@ -15,7 +15,7 @@ local easing = require "lib.utils.easing"
local walk = spell.new {
tag = "dev_move",
previewType = "path",
targetType = "path",
baseCooldown = 1,
baseCost = 2,
targetQuery = Query(targetTest.any):exclude(Query(targetTest.character)),
@ -52,7 +52,8 @@ local regenerateMana = spell.new {
end)
local sprite = caster:has(Tree.behaviors.sprite)
if not sprite then return end
local effects = caster:has(Tree.behaviors.effects)
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")
local light = require "lib/character/character".spawn("Light Effect")
@ -67,7 +68,8 @@ local regenerateMana = spell.new {
light:die()
return task.fromValue()
end),
sprite:animate("hurt")
sprite:animate("hurt"),
effects:addEffect("aversionToDeath", 1, 1),
}
end
}
@ -86,9 +88,10 @@ local attack = spell.new {
stats.hp = stats.hp - 4
end)
local targetEffects = targetCharacter:has(Tree.behaviors.effects)
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 or not targetEffects then return end -- проверять на эффект может и не стоит
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
@ -103,6 +106,7 @@ local attack = spell.new {
Tree.behaviors.light.new { color = Vec3 { 0.6, 0.3, 0.3 }, intensity = 4 },
Tree.behaviors.positioned.new(targetCharacter:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
}
Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
return
task.wait {
task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
@ -110,12 +114,11 @@ local attack = spell.new {
light:die()
return task.fromValue()
end),
targetSprite:animate("hurt")
targetSprite:animate("hurt"),
targetEffects:addEffect("bleeding", 3, 3)
}
end
),
Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
}
}
end

View File

@ -74,4 +74,19 @@ function P.lerp(from, to, t)
return from + (to - from) * t
end
--- Compares two tables by their fields
--- @param t1 table
--- @param t2 table
--- @return boolean
function P.deepComparison(t1, t2)
for k, v in pairs(t1) do
if type(v) == "table" and type(t2[k]) == "table" then
if not P.deepComparison(v, t2[k]) then return false end
elseif t2[k] ~= v then
return false
end
end
return true
end
return P

View File

@ -15,53 +15,77 @@ function love.load()
testLayout = require "lib.simple_ui.level.layout"
local chars = {
-- character.spawn("Foodor")
-- :addBehavior {
-- Tree.behaviors.residentsleeper.new(),
-- Tree.behaviors.stats.new(nil, nil, 1),
-- Tree.behaviors.positioned.new(Vec3 { 3, 3 }),
-- Tree.behaviors.tiled.new(),
-- Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
-- Tree.behaviors.shadowcaster.new(),
-- Tree.behaviors.spellcaster.new(),
-- Tree.behaviors.effects.new()
-- },
character.spawn("Foodor")
:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 1),
Tree.behaviors.positioned.new(Vec3 { 3, 3 }),
Tree.behaviors.positioned.new(Vec3 { 3, 1 }),
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, 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()
Tree.behaviors.spellcaster.new(),
Tree.behaviors.effects.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.positioned.new(Vec3 { 5, 5 }),
Tree.behaviors.positioned.new(Vec3 { 7, 2 }),
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.effects.new()
},
-- character.spawn("Baris")
-- :addBehavior {
-- Tree.behaviors.residentsleeper.new(),
-- Tree.behaviors.stats.new(nil, nil, 2),
-- 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.effects.new()
-- },
-- character.spawn("BOAR")
-- :addBehavior {
-- Tree.behaviors.residentsleeper.new(),
-- Tree.behaviors.stats.new(nil, nil, 2),
-- Tree.behaviors.positioned.new(Vec3 { 7, 7 }),
-- Tree.behaviors.tiled.new(),
-- Tree.behaviors.sprite.new(Tree.assets.files.sprites.boar),
-- Tree.behaviors.shadowcaster.new(),
-- Tree.behaviors.spellcaster.new(),
-- Tree.behaviors.ai.new(),
-- Tree.behaviors.effects.new()
-- },
}
for id, _ in pairs(chars) do
Tree.level.turnOrder:add(id)
end
-- --- Это тестовый источник света, привязанный к мышке, и я очень прошу его не трогать
-- character.spawn("light")
-- :addBehavior {
-- Tree.behaviors.positioned.new(),
-- Tree.behaviors.cursor.new(),
-- Tree.behaviors.light.new { color = Vec3 { 0.5, 0.5, 0.5 }, intensity = 5 }
-- }
Tree.level.turnOrder:endRound()
print("Now playing:", Tree.level.turnOrder.current)
@ -112,9 +136,14 @@ function love.draw()
love.graphics.setColor(1, 1, 1)
love.graphics.setFont(Tree.fonts:getTheme("Roboto_Mono"):getVariant("small"))
local mousePosX, mousePosY = love.mouse.getPosition()
local mousePos = Tree.level.camera:toWorldPosition(Vec3 { mousePosX, mousePosY }):floor()
local stats = "fps: " ..
love.timer.getFPS() ..
" lt: " .. lt .. " dt: " .. dt .. " mem: " .. string.format("%.2f MB", collectgarbage("count") / 1000)
" lt: " .. lt ..
" dt: " .. dt ..
" mem: " .. string.format("%.2f MB", collectgarbage("count") / 1000) ..
" mouse pos: " .. tostring(mousePos)
love.graphics.print(stats, 10, 10)
local t2 = love.timer.getTime()
@ -125,5 +154,5 @@ function love.resize(w, h)
local render = Tree.level.render
if not render then return end
render:free()
Tree.level.render = (require "lib.level.render").new { w, h }
Tree.level.render = (require "lib.level.render").new { w = w, h = h }
end