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95 changed files with 510 additions and 2715 deletions

3
.gitattributes vendored
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*.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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"love.filesystem.load": "loadfile"
},
"workspace.ignoreDir": ["dev_utils"],
"diagnostics.ignoredFiles": "Disable",
"hint.enable": true
"diagnostics.ignoredFiles": "Disable"
}

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return {
tileSize = 32,
["dev_target"] = { 0 },
["dev_path"] = { 1 },
["dev_path_closed"] = { 2 },
}

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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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extern vec2 direction; // (1.0, 0.0) для X, (0.0, 1.0) для Y
extern number radius; // радиус размытия
vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
{
vec4 sum = vec4(0.0);
float weightTotal = 0.0;
for (int i = -10; i <= 10; i++) {
float offset = float(i);
float weight = exp(-offset * offset / (2.0 * radius * radius));
vec2 shift = direction * offset / love_ScreenSize.xy;
sum += Texel(tex, texture_coords + shift) * weight;
weightTotal += weight;
}
return sum / weightTotal;
}

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@ -1,47 +0,0 @@
extern vec2 center;
extern number time;
extern number intensity;
extern vec2 screenSize;
// Hexagon grid logic
// Returns distance to nearest hex center
float hexDist(vec2 p) {
p = abs(p);
float c = dot(p, normalize(vec2(1.0, 1.73)));
c = max(c, p.x);
return c;
}
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) {
// Normalize coordinates to -1..1, correcting for aspect ratio
vec2 aspect = vec2(screenSize.x / screenSize.y, 1.0);
vec2 uv = (screen_coords / screenSize.y) - (center / screenSize.y);
// Wave parameters
float dist = length(uv);
float speed = 5.0;
float waveWidth = 0.1;
float decay = 1.0 - smoothstep(0.0, 1.5, dist); // Decay over distance
// Calculate wave pulse
float wavePhase = time * speed;
float pulse = smoothstep(waveWidth, 0.0, abs(dist - mod(wavePhase, 2.0)));
// Hex grid pattern (visual only)
vec2 hexUV = screen_coords * 0.05; // Scale grid
// Basic hex grid approximation
vec2 q = vec2(hexUV.x * 2.0/3.0, hexUV.y);
// Distortion
vec2 distort = normalize(uv) * pulse * intensity * 0.02 * decay;
vec2 finalUV = texture_coords - distort;
// Sample texture with distortion
vec4 texColor = Texel(texture, finalUV);
// Add divine glow at the wavefront
vec4 glowColor = vec4(1.0, 0.8, 0.4, 1.0); // Gold/Kitsune-fire color
texColor += glowColor * pulse * decay * 0.5;
return texColor * color;
}

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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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extern vec3 color;
extern number time;
vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
{
vec4 texColor = Texel(tex, texture_coords);
float mask = texColor.r;
vec2 uv = texture_coords - 0.5;
float dist = length(uv * 2.0);
float t = time;
float wave = sin((uv.x + uv.y) * 6.0 + t * 1.5) * 0.03;
float ripple = sin(length(uv) * 20.0 - t * 2.0) * 0.02;
float flicker = sin(t * 2.5) * 0.02;
dist += wave + ripple + flicker;
float intensity = 1.0 - smoothstep(0.0, 1.0, dist);
intensity = pow(intensity, 2.0);
float colorShift = sin(t * 3.0) * 0.1;
vec3 flickerColor = color + vec3(colorShift, colorShift * 0.5, -colorShift * 0.3);
vec3 finalColor = flickerColor * intensity * mask;
return vec4(finalColor, mask * intensity);
}

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extern Image scene;
extern Image light;
extern vec3 ambient;
vec4 effect(vec4 vcolor, Image unused, vec2 uv, vec2 px)
{
vec4 s = Texel(scene, uv);
vec3 l = Texel(light, uv).rgb;
l = clamp(l, 0.0, 1.0);
vec3 a = clamp(ambient, 0.0, 1.0);
// Канальный множитель: от ambient до 1 в зависимости от света
vec3 m = a + (vec3(1.0) - a) * l;
vec3 rgb = s.rgb * m;
return vec4(rgb, s.a);
}

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@ -4,9 +4,9 @@ extern float blockSize;
// hash-функция для шума по целочисленным координатам блока
float hash(vec2 p) {
p = vec2(
dot(p, vec2(127.1, 311.7)),
dot(p, vec2(269.5, 183.3))
);
dot(p, vec2(127.1, 311.7)),
dot(p, vec2(269.5, 183.3))
);
return fract(sin(p.x + p.y) * 43758.5453123);
}

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@ -10,8 +10,8 @@ vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px)
{
vec2 cell = floor(px / 2.0); // тут можно размер зерна менять
float n = hash(cell).x; // 0..1
float v = 0.9 + n * 0.1; // 0.9..1.0
float n = hash(cell).x; // 0..1
float v = 0.9 + n * 0.1; // 0.9..1.0
return vec4(v, v, v, 1.0);
}

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#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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lib/animation_node.lua Normal file
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local easing = require "lib.utils.easing"
--- @alias voidCallback fun(): nil
--- @alias animationRunner fun(node: AnimationNode)
--- Узел дерева анимаций.
---
--- Отслеживает завершение всех анимаций всех дочерних узлов и оповещает вышестоящий узел.
---
--- Дочерние узлы одного уровня запускают свою анимацию одновременно после завершения анимации родителя.
--- Example:
--- ```lua
--- AnimationNode {
--- function (node) residentsleeper:sleep(1000, node) end, -- must pass itself down as the parameter
--- onEnd = function() print("completed") end,
--- children = { -- children run in parallel after the parent animation is completed
--- AnimationNode {
--- function (node) sprite:animate("attack", node) end
--- },
--- AnimationNode {
--- function (node) other_sprite:animate("hurt", node) end
--- },
--- }
--- }:run()
--- ```
--- @class AnimationNode
--- @field count integer
--- @field run animationRunner
--- @field parent AnimationNode?
--- @field children AnimationNode[]
--- @field finish voidCallback
--- @field onEnd voidCallback?
--- @field duration number продолжительность в миллисекундах
--- @field easing ease функция смягчения
--- @field t number прогресс анимации
--- @field state "running" | "waiting" | "finished"
local animation = {}
animation.__index = animation
--- Регистрация завершения дочерней анимации
function animation:bubbleUp()
self.count = self.count - 1
if self.count > 0 then return end
self.state = "finished"
if self.onEnd then self.onEnd() end
if self.parent then self.parent:bubbleUp() end
end
--- @param children AnimationNode[]
--- Запланировать анимации после текущей, которые запустятся одновременно друг с другом
function animation:chain(children)
for _, child in ipairs(children) do
child.parent = self
table.insert(self.children, child)
self.count = self.count + 1
end
return self
end
--- Возвращает текущий прогресс анимации с учетом смягчения
function animation:getValue()
return self.easing(self.t)
end
function animation:update(dt)
if self.state ~= "running" then return end
if self.t < 1 then
self.t = self.t + dt * 1000 / self.duration -- в знаменателе продолжительность анимации в секундах
else
self.t = 1
self:finish()
end
end
--- @param data {[1]: animationRunner?, onEnd?: voidCallback, duration: number?, easing: ease?, children?: AnimationNode[]}
--- @return AnimationNode
local function new(data)
local t = setmetatable({}, animation)
t.run = data[1] or function(self)
self:finish()
end
t.onEnd = data.onEnd
t.count = 1 -- своя анимация
t.children = {}
t:chain(data.children or {})
t.duration = data.duration or 1000
t.easing = data.easing or easing.linear
t.t = 0
t.state = "running"
t.finish = function()
t.state = "waiting"
t:bubbleUp()
for _, anim in ipairs(t.children) do
anim:run()
end
end
return t
end
return new

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@ -1,14 +1,6 @@
--- @meta _
Tree.behaviors.map = require "lib.character.behaviors.map"
Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster"
Tree.behaviors.sprite = require "lib.character.behaviors.sprite"
Tree.behaviors.stats = require "lib.character.behaviors.stats"
Tree.behaviors.residentsleeper = require "lib.character.behaviors.residentsleeper"
Tree.behaviors.shadowcaster = require "lib.character.behaviors.shadowcaster"
Tree.behaviors.light = require "character.behaviors.light"
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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@ -1,99 +0,0 @@
local task = require "lib.utils.task"
local ease = require "lib.utils.easing"
local EFFECTS_SUPPORTED = love.audio.isEffectsSupported()
--- @alias SourceFilter { type: "bandpass"|"highpass"|"lowpass", volume: number, highgain: number, lowgain: number }
--- @class Audio
--- @field musicVolume number
--- @field soundVolume number
--- @field looped boolean
--- @field from love.Source?
--- @field to love.Source?
audio = {}
audio.__index = audio
--- здесь мы должны выгружать значения из файлика с сохранением настроек
local function new(musicVolume, soundVolume)
return setmetatable({
musicVolume = musicVolume,
soundVolume = soundVolume,
looped = true
}, audio)
end
function audio:update(dt)
if self.fader then
local t = self.fader.value
if self.from then self.from:setVolume(self.musicVolume * (1 - t)) end
if self.to then self.to:setVolume(self.musicVolume * t) end
end
end
--- if from is nil, than we have fade in to;
--- if to is nil, than we have fade out from
---
--- also we should guarantee, that from and to have the same volume
--- @param from love.Source
--- @param to love.Source
--- @param ms number? in milliseconds
function audio:crossfade(from, to, ms)
print("[Audio]: Triggered crossfade")
-- Stop previous 'from' if it's dangling to avoid leaks
if self.from and self.from ~= from and self.from ~= to then
self.from:stop()
end
self:play(to)
to:setVolume(0)
self.from = from
self.to = to
-- Reuse fader object to allow task cancellation
if not self.fader then self.fader = { value = 0 } end
self.fader.value = 0
task.tween(self.fader, { value = 1 }, ms or 1000, ease.easeOutCubic)(function()
if self.from then
self.from:setVolume(0)
self.from:stop()
end
if self.to then
self.to:setVolume(self.musicVolume)
end
self.fader = nil
print("[Audio]: Crossfade done")
end)
end
--- @param source love.Source
--- @param settings SourceFilter?
--- @param effectName string?
function audio:play(source, settings, effectName)
if source:getType() == "stream" then
source:setLooping(self.looped)
source:setVolume(self.musicVolume)
source:play()
else
source:setVolume(self.soundVolume)
source:play()
end
if settings and EFFECTS_SUPPORTED then
source.setFilter(source, settings)
end
if effectName and EFFECTS_SUPPORTED then
source:setEffect(effectName, true)
end
end
function audio:setMusicVolume(volume)
self.musicVolume = volume
end
function audio:setSoundVolume(volume)
self.soundVolume = volume
end
return { new = new }

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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)
caster = b.position
end)
local charTarget
local minDist = 88005553535 -- spooky magic number
for k, v in pairs(Tree.level.characters) do
v:try(Tree.behaviors.positioned, function(b)
local dist = ((caster.x - b.position.x) ^ 2 + (caster.y - b.position.y) ^ 2) ^ 0.5
if dist < minDist and dist ~= 0 then
minDist = dist
charTarget = v
end
-- print(k, b.position)
end)
end
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"
--- Заставляет ИИ сделать ход
---
--- По умолчанию ничего не делает
--- @return Task<nil>
function behavior:makeTurn()
return function(callback)
callback()
end
end
--- @param class Class
function behavior.new(class)
return setmetatable({
makeTurn = aiNature[class]
}, behavior)
end
return behavior

View File

@ -11,11 +11,6 @@ behavior.id = "behavior"
function behavior.new() return setmetatable({}, behavior) end
--- это деструктор с крутым названием
function behavior:die()
end
function behavior:update(dt) end
function behavior:draw() end

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@ -1,19 +0,0 @@
--- Добавляет следование за курсором мыши
--- @class CursorBehavior : Behavior
local behavior = {}
behavior.__index = behavior
behavior.id = "cursor"
---@return CursorBehavior
function behavior.new()
return setmetatable({}, behavior)
end
function behavior:update()
self.owner:try(Tree.behaviors.positioned, function(b)
local mx, my = love.mouse.getX(), love.mouse.getY()
b.position = Tree.level.camera:toWorldPosition(Vec3 { mx, my })
end)
end
return behavior

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@ -1,187 +0,0 @@
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

@ -1,50 +0,0 @@
local task = require "lib.utils.task"
--- @class LightBehavior : Behavior
--- @field intensity number
--- @field color Vec3
--- @field seed integer
--- @field private animateColorTask? Task
local behavior = {}
behavior.__index = behavior
behavior.id = "light"
---@param values {intensity: number?, color: Vec3?, seed: integer?}
---@return LightBehavior
function behavior.new(values)
return setmetatable({
intensity = values.intensity or 1,
color = values.color or Vec3 { 1, 1, 1 },
seed = values.seed or math.random(math.pow(2, 16))
}, behavior)
end
function behavior:update(dt)
-- All logic moved to tasks
end
function behavior:animateColor(targetColor, duration, easing)
-- If there's support for canceling tasks, we should do it here
return task.tween(self, { color = targetColor }, duration or 800, easing)
end
function behavior:draw()
local positioned = self.owner:has(Tree.behaviors.positioned)
if not positioned then return end
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)
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.setShader()
love.graphics.setBlendMode("alpha")
end)
end
return behavior

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@ -0,0 +1,91 @@
local utils = require "lib.utils.utils"
--- Отвечает за размещение и перемещение по локации
--- @class MapBehavior : Behavior
--- @field position Vec3
--- @field runTarget Vec3 точка, в которую в данный момент бежит персонаж
--- @field displayedPosition Vec3 точка, в которой персонаж отображается
--- @field t0 number время начала движения для анимациии
--- @field path Deque путь, по которому сейчас бежит персонаж
--- @field animationNode? AnimationNode AnimationNode, с которым связана анимация перемещения
--- @field size Vec3
local mapBehavior = {}
mapBehavior.__index = mapBehavior
mapBehavior.id = "map"
--- @param position? Vec3
--- @param size? Vec3
function mapBehavior.new(position, size)
return setmetatable({
position = position or Vec3({}),
displayedPosition = position or Vec3({}),
size = size or Vec3({ 1, 1 }),
}, mapBehavior)
end
--- @param position Vec3
function mapBehavior:lookAt(position)
self.owner:try(Tree.behaviors.sprite,
function(sprite)
if position.x > self.displayedPosition.x then sprite.side = sprite.RIGHT end
-- (sic!)
if position.x < self.displayedPosition.x then sprite.side = sprite.LEFT end
end
)
end
--- @param path Deque
--- @param animationNode AnimationNode
function mapBehavior:followPath(path, animationNode)
if path:is_empty() then return animationNode:finish() end
self.animationNode = animationNode
self.position = self.displayedPosition
self.owner:try(Tree.behaviors.sprite, function(sprite)
sprite:loop("run")
end)
self.path = path;
---@type Vec3
local nextCell = path:peek_front()
self:runTo(nextCell)
path:pop_front()
end
--- @param target Vec3
function mapBehavior:runTo(target)
self.t0 = love.timer.getTime()
self.runTarget = target
self.owner:try(Tree.behaviors.sprite,
function(sprite)
if target.x < self.position.x then
sprite.side = Tree.behaviors.sprite.LEFT
elseif target.x > self.position.x then
sprite.side = Tree.behaviors.sprite.RIGHT
end
end
)
end
function mapBehavior:update(dt)
if self.runTarget then
local delta = love.timer.getTime() - self.t0 or love.timer.getTime()
local fraction = delta /
(0.5 * self.runTarget:subtract(self.position):length()) -- бежим одну клетку за 500 мс, по диагонали больше
if fraction >= 1 then -- анимация перемещена завершена
self.position = self.runTarget
if not self.path:is_empty() then -- еще есть, куда бежать
self:runTo(self.path:pop_front())
else -- мы добежали до финальной цели
self.owner:try(Tree.behaviors.sprite, function(sprite)
sprite:loop("idle")
end)
self.runTarget = nil
if self.animationNode then self.animationNode:finish() end
end
else -- анимация перемещения не завершена
self.displayedPosition = utils.lerp(self.position, self.runTarget, fraction) -- линейный интерполятор
end
end
end
return mapBehavior

View File

@ -1,25 +0,0 @@
--- Отвечает за размещение на уровне
--- @class PositionedBehavior : Behavior
--- @field position Vec3
local behavior = {}
behavior.__index = behavior
behavior.id = "positioned"
--- @param position? Vec3
function behavior.new(position)
return setmetatable({
position = position or Vec3({}),
}, behavior)
end
--- @param position Vec3
function behavior:lookAt(position)
self.owner:try(Tree.behaviors.sprite,
function(sprite)
if position.x > self.position.x then sprite.side = sprite.RIGHT end
if position.x < self.position.x then sprite.side = sprite.LEFT end
end
)
end
return behavior

View File

@ -1,37 +1,28 @@
--- Умеет асинхронно ждать какое-то время (для анимаций)
--- @class ResidentSleeperBehavior : Behavior
--- @field private t0 number?
--- @field private sleepTime number?
--- @field private callback voidCallback?
--- @field private state 'running' | 'finished'
--- @field animationNode? AnimationNode
--- @field endsAt? number
local behavior = {}
behavior.__index = behavior
behavior.id = "residentsleeper"
function behavior.new() return setmetatable({}, behavior) end
function behavior:update(_)
if self.state ~= 'running' then return end
local t = love.timer.getTime()
if t >= self.t0 + self.sleepTime then
self.state = 'finished'
self.callback()
function behavior:update(dt)
if not self.animationNode then return end
if love.timer.getTime() >= self.endsAt then
self.animationNode:finish()
self.animationNode = nil
self.endsAt = nil
end
end
--- @return Task<nil>
function behavior:sleep(ms)
self.sleepTime = ms / 1000
return function(callback)
if self.state == 'running' then
self.callback()
end
self.t0 = love.timer.getTime()
self.callback = callback
self.state = 'running'
end
--- @param ms number time to wait in milliseconds
--- @param node AnimationNode
function behavior:sleep(ms, node)
if self.animationNode then node:finish() end
self.animationNode = node
self.endsAt = love.timer.getTime() + ms / 1000
end
return behavior

View File

@ -1,35 +0,0 @@
local easing = require "lib.utils.easing"
--- @class ShadowcasterBehavior : Behavior
local behavior = {}
behavior.id = "shadowcaster"
behavior.__index = behavior
function behavior.new() return setmetatable({}, behavior) end
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 }
local lightIds = Tree.level.lightGrid:query(position, 5)
--- @type Character[]
local lights = {}
for _, id in ipairs(lightIds) do
table.insert(lights, Tree.level.characters[id])
end
-- 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, sprite.manifest.size / 2, sprite.manifest.size / 2 * math.cos(math.pi / 4))
love.graphics.pop()
end)
end
return behavior

View File

@ -1,13 +1,11 @@
--- @class SpellcasterBehavior : Behavior
--- @field spellbook Spell[] собственный набор спеллов персонажа
--- @field cast Spell | nil ссылка на активный спелл из спеллбука
--- @field cooldowns {[string]: integer} текущий кулдаун спеллов по тегам
--- @field state "idle" | "casting" | "running"
local behavior = {}
behavior.__index = behavior
behavior.id = "spellcaster"
behavior.state = "idle"
behavior.cooldowns = {}
---@param spellbook Spell[] | nil
---@return SpellcasterBehavior
@ -15,28 +13,16 @@ function behavior.new(spellbook)
local spb = require "lib.spellbook" --- @todo временное добавление ходьбы (и читов) всем персонажам
local t = {}
t.spellbook = spellbook or spb.of { spb.walk, spb.regenerateMana, spb.attack }
t.cooldowns = {}
return setmetatable(t, behavior)
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()
Tree.level.selector:unlock()
end
function behavior:processCooldowns()
local cds = {}
for tag, cd in pairs(self.cooldowns) do
cds[tag] = (cd - 1) >= 0 and cd - 1 or 0
end
self.cooldowns = cds
end
function behavior:update(dt)
if Tree.level.selector:deselected() then
self.state = "idle"

View File

@ -3,8 +3,6 @@ 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 = {}
@ -19,12 +17,11 @@ 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.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)
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)
anim.animationGrid[n] = aGrid(tiles, 1)
end
@ -42,96 +39,41 @@ function sprite:update(dt)
end
function sprite:draw()
if not self.animationTable[self.state] or not self.sheets[self.state] then return end
if not self.animationTable[self.state] or not Tree.assets.files.sprites.character[self.state] then return end
self.owner:try(Tree.behaviors.positioned,
function(pos)
self.owner:try(Tree.behaviors.map,
function(map)
local ppm = Tree.level.camera.pixelsPerMeter
local position = pos.position + Vec3 { 0.5, 0.5 }
local position = map.displayedPosition
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)
end
Tree.level.render:enqueue(Tree.level.render.LAYERS.SPRITE, position.y, function()
love.graphics.setColor(1, 1, 1)
-- 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
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, self.manifest.base.x, self.manifest.base.y)
love.graphics.setShader()
end)
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
position.x + 0.5,
position.y + 0.5, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
love.graphics.setColor(1, 1, 1)
love.graphics.setShader()
end
)
end
--- @return Task<nil>
function sprite:animate(state)
return function(callback)
if not self.animationGrid[state] then
print("[SpriteBehavior]: no animation for '" .. state .. "'")
return callback()
end
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
function()
self:loop("idle")
callback()
end)
self.state = state
--- @param node AnimationNode
function sprite:animate(state, node)
if not self.animationGrid[state] then
return print("[SpriteBehavior]: no animation for '" .. state .. "'")
end
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
function()
self:loop("idle")
node:finish()
end)
self.state = state
end
function sprite:loop(state)
@ -139,9 +81,6 @@ 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

@ -1,45 +1,22 @@
--- @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, class, isInTurnOrder)
function behavior.new(hp, mana, initiative, isInTurnOrder)
return setmetatable({
hp = hp or 20,
mana = mana or 10,
initiative = initiative or 10,
class = class or "dev_warrior",
isInTurnOrder = isInTurnOrder or true,
amIAlive = true
isInTurnOrder = isInTurnOrder or true
}, behavior)
end

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@ -1,68 +0,0 @@
local task = require "lib.utils.task"
--- Отвечает за перемещение по тайлам
--- @class TiledBehavior : Behavior
--- @field size Vec3
local behavior = {}
behavior.__index = behavior
behavior.id = "tiled"
--- @param size? Vec3
function behavior.new(size)
return setmetatable({
size = size or Vec3({ 1, 1 }),
}, behavior)
end
--- @param path Deque
--- @return Task<nil>
function behavior:followPath(path)
if path:is_empty() then return task.fromValue(nil) end
self.owner:try(Tree.behaviors.sprite, function(sprite)
sprite:loop("run")
end)
-- Рекурсивная функция для прохода по пути
local function nextStep()
if path:is_empty() then
self.owner:try(Tree.behaviors.sprite, function(sprite)
sprite:loop("idle")
end)
return task.fromValue(nil)
end
local nextCell = path:pop_front()
return task.chain(self:runTo(nextCell), nextStep)
end
return nextStep()
end
--- @param target Vec3
--- @return Task<nil>
function behavior:runTo(target)
local positioned = self.owner:has(Tree.behaviors.positioned)
if not positioned then return task.fromValue(nil) end
self.owner:try(Tree.behaviors.sprite,
function(sprite)
if target.x < positioned.position.x then
sprite.side = Tree.behaviors.sprite.LEFT
elseif target.x > positioned.position.x then
sprite.side = Tree.behaviors.sprite.RIGHT
end
end
)
local distance = target:subtract(positioned.position):length()
local duration = distance * 500 -- 500ms per unit
return task.tween(positioned, { position = target }, duration)
end
function behavior:update(dt)
-- Logic moved to tasks
end
return behavior

View File

@ -13,7 +13,11 @@ character.__index = character
--- Создаёт персонажа, которым будет управлять или игрок или компьютер
--- @param name string
local function spawn(name)
--- @param spriteDir table
--- @param position? Vec3
--- @param size? Vec3
--- @param initiative? integer
local function spawn(name, spriteDir, position, size, initiative)
local char = {}
char = setmetatable(char, character)
@ -22,6 +26,14 @@ local function spawn(name)
char.behaviors = {}
char._behaviorsIdx = {}
char:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, initiative),
Tree.behaviors.map.new(position, size),
Tree.behaviors.sprite.new(spriteDir),
Tree.behaviors.spellcaster.new()
}
Tree.level.characters[char.id] = char
return char
end
@ -80,18 +92,6 @@ function character:addBehavior(behaviors)
return self
end
--- Добавляет персонажа в очередь на удаление.
--- В конце фрейма он умирает. Ужасной смертью.
---
--- Ещё этот метод должен освобождать ресурсы в поведениях. Мы против утечек памяти!
function character:die()
for _, b in ipairs(self.behaviors) do
if b.die then b:die() end
end
table.insert(Tree.level.deadIds, self.id)
end
function character:update(dt)
for _, b in ipairs(self.behaviors) do
if b.update then b:update(dt) end

View File

@ -1,123 +0,0 @@
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

@ -1,7 +1,5 @@
local Vec3 = require "lib.utils.vec3"
local utils = require "lib.utils.utils"
local task = require "lib.utils.task"
local easing = require "lib.utils.easing"
local EPSILON = 0.001
@ -11,12 +9,15 @@ local EPSILON = 0.001
--- @field speed number
--- @field pixelsPerMeter integer
--- @field scale number
--- @field animationNode AnimationNode?
--- @field animationEndPosition Vec3
--- @field animationBeginPosition Vec3
local camera = {
position = Vec3 {},
velocity = Vec3 {},
acceleration = 0.2,
speed = 5,
pixelsPerMeter = 32,
pixelsPerMeter = 24,
}
function camera:getDefaultScale()
@ -37,6 +38,12 @@ local controlMap = {
}
function camera:update(dt)
if self.animationNode and self.animationNode.state == "running" then
self.animationNode:update(dt) -- тик анимации
self.position = utils.lerp(self.animationBeginPosition, self.animationEndPosition, self.animationNode:getValue())
return
end
-------------------- зум на колесо ---------------------
local y = Tree.controls.mouseWheelY
if camera.scale > camera:getDefaultScale() * 5 and y > 0 then return end;
@ -90,14 +97,14 @@ function camera:detach()
love.graphics.pop()
end
--- Плавно перемещает камеру к указанной точке.
--- @param position Vec3
--- @param duration number?
--- @param easing function?
--- @return Task
function camera:animateTo(position, duration, easing)
self.velocity = Vec3 {} -- Сбрасываем инерцию перед началом анимации
return task.tween(self, { position = position }, duration or 1000, easing)
--- @param animationNode AnimationNode
function camera:animateTo(position, animationNode)
if self.animationNode and self.animationNode.state ~= "finished" then self.animationNode:finish() end
self.animationNode = animationNode
self.animationEndPosition = position
self.animationBeginPosition = self.position
self.velocity = Vec3 {}
end
--- @return Camera

View File

@ -8,7 +8,7 @@ grid.__index = grid
--- adds a value to the grid
--- @param value any
function grid:add(value)
self.__grid[tostring(value.position)] = value
grid[tostring(value.position)] = value
end
--- @param position Vec3

View File

@ -1,6 +1,8 @@
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
@ -10,15 +12,12 @@ function grid:add(id)
local character = Tree.level.characters[id]
if not character then return end
local positioned = character:has(Tree.behaviors.positioned)
if not positioned then return end
local mapB = character:has(Tree.behaviors.map)
if not mapB then return end
local tiled = character:has(Tree.behaviors.tiled)
if not tiled then return end
local centerX, centerY = math.floor(positioned.position.x + 0.5),
math.floor(positioned.position.y + 0.5)
local sizeX, sizeY = tiled.size.x, tiled.size.y
local centerX, centerY = math.floor(mapB.displayedPosition.x + 0.5),
math.floor(mapB.displayedPosition.y + 0.5)
local sizeX, sizeY = mapB.size.x, mapB.size.y
for y = centerY, centerY + sizeY - 1 do
for x = centerX, centerX + sizeX - 1 do
@ -27,13 +26,24 @@ function grid:add(id)
end
end
--- @param a Character
--- @param b Character
local function drawCmp(a, b)
-- здесь персонажи гарантированно имеют нужное поведение
return a:has(Tree.behaviors.map).displayedPosition.y
<
b:has(Tree.behaviors.map).displayedPosition.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

@ -1,65 +0,0 @@
local utils = require "lib.utils.utils"
--- Пометровая сетка источников света, чтобы быстро искать ближайшие для некоторого объекта
--- @class LightGrid : Grid
--- @field __grid {string: [Id]}
local grid = setmetatable({}, require "lib.level.grid.base")
grid.__index = grid
--- Adds a character id to the grid
--- @private
--- @param id Id
function grid:add(id)
local character = Tree.level.characters[id]
if not character then return end
local lightB = character:has(Tree.behaviors.light)
if not lightB then return end
local positioned = character:has(Tree.behaviors.positioned)
if not positioned then return end
local key = tostring(Vec3 { positioned.position.x, positioned.position.y }:floor())
if not self.__grid[key] then self.__grid[key] = {} end
table.insert(self.__grid[key], character.id)
end
--- fills the grid with the actual data
---
--- should be called as early as possible during every tick
function grid:reload()
self:reset()
utils.each(Tree.level.characters, function(c)
self:add(c.id)
end)
end
--- Возвращает все источники света, которые находятся в пределах круга с диаметром [distance] в [метрике Чебышёва](https://ru.wikipedia.org/wiki/Расстояниеебышёва)
--- @param position Vec3
--- @param distance integer
function grid:query(position, distance)
--- @type Id[]
local res = {}
local topLeft = position:subtract(Vec3 { distance / 2, distance / 2 }):floor()
for i = 0, distance, 1 do
for j = 0, distance, 1 do
--- @type Id[]?
local lights = self:get(topLeft:add(Vec3 { i, j }))
if lights then
for _, lightChar in ipairs(lights) do
table.insert(res, lightChar)
end
end
end
end
return res
end
--- Generates an empty grid
--- @return LightGrid
local function new()
return setmetatable({
__grid = {}
}, grid)
end
return { new = new }

View File

@ -9,31 +9,12 @@ map.__index = map
--- @param size? Vec3
local function new(type, template, size)
local tMap = require('lib.level.' .. type).new(template, size)
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
return setmetatable({ __grid = tMap }, map)
end
function map:draw()
if not self.batch then return end
Tree.level.render:enqueue(Tree.level.render.LAYERS.FLOOR, 0, function()
love.graphics.draw(self.batch)
utils.each(self.__grid, function(el)
el:draw()
end)
end

View File

@ -3,49 +3,34 @@ local utils = require "lib.utils.utils"
--- @class Level
--- @field size Vec3
--- @field characters Character[]
--- @field deadIds Id[]
--- @field characterGrid CharacterGrid
--- @field lightGrid LightGrid
--- @field selector Selector
--- @field camera Camera
--- @field tileGrid TileGrid
--- @field turnOrder TurnOrder
--- @field render Render
local level = {}
level.__index = level
local path = nil
--- @param type "procedural"|"handmaded"
--- @param template Procedural|Handmaded
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.progressive_plains)
return setmetatable({
size = size,
characters = {},
deadIds = {},
characterGrid = (require "lib.level.grid.character_grid").new(),
lightGrid = (require "lib.level.grid.light_grid").new(),
tileGrid = (require "lib.level.grid.tile_grid").new(type, template, size),
selector = (require "lib.level.selector").new(),
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 { 0.5, 0.5, 0.5 }, skyLight = Vec3 { 0.85, 0.55, 0.40 } }
}, level)
end
function level:update(dt)
utils.each(self.deadIds, function(id)
self.characters[id] = nil
self.turnOrder:remove(id)
end)
self.deadIds = {}
self.characterGrid:reload()
self.lightGrid:reload()
utils.each(self.characters, function(el)
el:update(dt)
end)
@ -54,13 +39,10 @@ function level:update(dt)
end
function level:draw()
self.render:clear()
self.tileGrid:draw()
utils.each(self.characters, function(char)
char:draw()
end)
self.render:draw()
while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n
self.characterGrid.yOrderQueue:pop():draw()
end
end
return {

View File

@ -1,174 +0,0 @@
--- @class Render
--- @field textures table<string, love.Canvas>
--- @field queue table[]
--- @field lowResScale number
--- @field LAYERS table<string, integer>
local render = {
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.floorLayer)
love.graphics.clear()
love.graphics.setCanvas(txs.lightLayer)
love.graphics.clear(weather.skyLight.x, weather.skyLight.y, weather.skyLight.z)
love.graphics.setCanvas(txs.overlayLayer)
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()
end
self.textures = nil
end
--- TODO: это используется для блюра, должно кэшироваться и поддерживать ресайз
function render:applyBlur(input, radius)
local blurShader = Tree.assets.files.shaders.blur
-- Горизонтальный проход
blurShader:send("direction", { 1.0, 0.0 })
blurShader:send("radius", radius)
self.textures.tmp1:renderTo(function()
love.graphics.clear()
love.graphics.setShader(blurShader)
love.graphics.draw(input)
love.graphics.setShader()
end)
-- Вертикальный проход
self.textures.tmp2:renderTo(
function()
love.graphics.clear()
love.graphics.setShader(blurShader)
blurShader:send("direction", { 0.0, 1.0 })
love.graphics.draw(self.textures.tmp1)
love.graphics.setShader()
end
)
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)
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()
-- 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 * 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)
-- Спрайты уже полностью освещены в SpriteBehavior (с учетом ambient и point lights)
-- Поэтому рисуем их "как есть"
love.graphics.draw(txs.spriteLayer)
end
return { new = new }

View File

@ -37,18 +37,10 @@ function selector:update(dt)
if not selectedId then self:select(nil) end
return
end
local task = b.cast:cast(char, mousePosition) -- в task функция, которая запускает анимацию спелла
if not task then return end -- не получилось скастовать
self:lock()
b.state = "running"
task(
function(_) -- это коллбэк, который сработает по окончании анимации спелла
b:endCast()
if not char:has(Tree.behaviors.ai) then self:select(char.id) end -- выделяем персонажа обратно после того, как посмотрели на каст
end
)
if b.cast:cast(char, mousePosition) then
self:lock()
b.state = "running"
end
end)
end
end

View File

@ -1,5 +1,4 @@
local PriorityQueue = require "lib.utils.priority_queue"
local easing = require "lib.utils.easing"
local PriorityQueue = require "lib.utils.priority_queue"
local initiativeComparator = function(id_a, id_b)
local res = Tree.level.characters[id_a]:try(Tree.behaviors.stats, function(astats)
@ -16,8 +15,8 @@ end
--- @field pendingQueue PriorityQueue Очередь тех, кто ждет своего хода в текущем раунде
--- @field current? Id Считаем того, кто сейчас ходит, отдельно, т.к. он ВСЕГДА первый в списке
--- @field isTurnsEnabled boolean
local turnOrder = {}
turnOrder.__index = turnOrder
local turnOrder = {}
turnOrder.__index = turnOrder
local function new()
return setmetatable({
@ -30,59 +29,17 @@ end
--- Перемещаем активного персонажа в очередь сходивших
---
--- Если в очереди на ход больше никого нет, заканчиваем раунд
---
--- Анимируем камеру к следующему персонажу. Если это ИИ, то активируем его логику.
function turnOrder:next()
self.actedQueue:insert(self.current)
local next = self.pendingQueue:peek()
if not next then self:endRound() else self.current = self.pendingQueue:pop() end
local char = Tree.level.characters[self.current]
Tree.level.selector:lock()
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()
self:next()
end)
else
Tree.level.selector:unlock()
Tree.level.selector:select(self.current)
end
end
)
end)
if not next then return self:endRound() end
self.current = self.pendingQueue:pop()
end
--- Производим действия в конце раунда
---
--- Меняем местами очередь сходивших и не сходивших (пустую)
function turnOrder:endRound()
assert(self.pendingQueue:size() == 0, "[TurnOrder]: tried to end the round before everyone had a turn")
print("[TurnOrder]: end of the round")
for _, id in ipairs(self.actedQueue.data) do
local char = Tree.level.characters[id]
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
self.current = self.pendingQueue:pop()
end
@ -151,29 +108,4 @@ function turnOrder:add(id)
self.actedQueue:insert(id) -- новые персонажи по умолчанию попадают в очередь следующего хода
end
--- Удалить персонажа из очереди хода (например, при смерти)
--- @param id Id
function turnOrder:remove(id)
if self.current == id then
self.current = self.pendingQueue:pop()
if not self.current then
self:endRound()
end
return
end
local function filterQueue(q, targetId)
local newQ = PriorityQueue.new(initiativeComparator)
for _, val in ipairs(q.data) do
if val ~= targetId then
newQ:insert(val)
end
end
return newQ
end
self.actedQueue = filterQueue(self.actedQueue, id)
self.pendingQueue = filterQueue(self.pendingQueue, id)
end
return { new = new }

View File

@ -1,12 +0,0 @@
--- @class Weather
--- @field skyLight Vec3
--- @field ambientLight Vec3
local weather = {}
--- @param proto Weather
--- @return Weather
local function new(proto)
return setmetatable(proto, { __index = weather })
end
return { new = new }

View File

@ -1,52 +0,0 @@
-- --- @class Music
-- --- @field source table<string, love.Source> audio streams, that supports multitrack (kind of)
-- --- @field offset number
-- music = {}
-- music.__index = music
-- --- @param path string accepts path to dir with some music files (example: "main_ambient"; "player/theme1" and etc etc)
-- local function new(path)
-- local dir = Tree.assets.files.audio.music[path]
-- --- @type table<string, love.Source>
-- local source = {}
-- print(dir)
-- for _, v in pairs(dir) do
-- print(v.filename)
-- source[v.filename] = v.source
-- print(v.filename)
-- end
-- print('[music]: new source: ', table.concat(source, ' '))
-- return setmetatable({ source = source, offset = 0 }, music)
-- end
-- function music:update()
-- for _, v in ipairs(self.source) do
-- v:seek()
-- end
-- end
-- --- pause stemfile or music at all
-- --- @param filename? string
-- function music:pause(filename)
-- if filename then
-- self.source[filename]:pause()
-- else
-- for _, v in pairs(self.source) do
-- v:pause()
-- end
-- end
-- end
-- --- play music stemfile by his name
-- --- @param filename string
-- --- @return boolean
-- function music:play(filename)
-- print('[music]: ', table.concat(self.source, ' '))
-- self.source[filename]:seek(self.offset, "seconds")
-- return self.source[filename]:play()
-- end
-- return { new = new }

View File

@ -58,9 +58,9 @@ function barElement:draw()
--- текст поверх
if self.drawText then
local font = Tree.fonts:getDefaultTheme():getVariant("small")
local t = love.graphics.newText(font, tostring(self.value) .. "/" .. tostring(self.maxValue))
love.graphics.draw(t, math.floor(self.bounds.x + self.bounds.width / 2 - t:getWidth() / 2),
math.floor(self.bounds.y + self.bounds.height / 2 - t:getHeight() / 2))
love.graphics.setFont(font)
love.graphics.printf(tostring(self.value) .. "/" .. tostring(self.maxValue), self.bounds.x,
self.bounds.y, self.bounds.width, "center")
end
self:drawBorder("inner")

View File

@ -1,5 +1,5 @@
local task = require "lib.utils.task"
local easing = require "lib.utils.easing"
local AnimationNode = require "lib.animation_node"
local Element = require "lib.simple_ui.element"
local Rect = require "lib.simple_ui.rect"
local SkillRow = require "lib.simple_ui.level.skill_row"
@ -7,8 +7,7 @@ local Bars = require "lib.simple_ui.level.bottom_bars"
local EndTurnButton = require "lib.simple_ui.level.end_turn"
--- @class CharacterPanel : UIElement
--- @field animationTask Task
--- @field alpha number
--- @field animationNode AnimationNode
--- @field state "show" | "idle" | "hide"
--- @field skillRow SkillRow
--- @field bars BottomBars
@ -22,26 +21,41 @@ function characterPanel.new(characterId)
t.skillRow = SkillRow(characterId)
t.bars = Bars(characterId)
t.endTurnButton = EndTurnButton {}
t.alpha = 0 -- starts hidden/animating
return setmetatable(t, characterPanel)
end
function characterPanel:show()
self.state = "show"
self.animationTask = task.tween(self, { alpha = 1 }, 300, easing.easeOutCubic)
self.animationTask(function() self.state = "idle" end)
AnimationNode {
function(animationNode)
if self.animationNode then self.animationNode:finish() end
self.animationNode = animationNode
self.state = "show"
end,
duration = 300,
onEnd = function()
self.state = "idle"
end,
easing = easing.easeOutCubic
}:run()
end
function characterPanel:hide()
self.state = "hide"
self.animationTask = task.tween(self, { alpha = 0 }, 300, easing.easeOutCubic)
AnimationNode {
function(animationNode)
if self.animationNode then self.animationNode:finish() end
self.animationNode = animationNode
self.state = "hide"
end,
duration = 300,
easing = easing.easeOutCubic
}:run()
end
--- @type love.Canvas
local characterPanelCanvas;
function characterPanel:update(dt)
-- Tasks update automatically via task.update(dt) in main.lua
if self.animationNode then self.animationNode:update(dt) end
self.skillRow:update(dt)
self.bars.bounds = Rect {
width = self.skillRow.bounds.width,
@ -68,8 +82,14 @@ function characterPanel:update(dt)
end
--- анимация появления
local alpha = 1
if self.state == "show" then
alpha = self.animationNode:getValue()
elseif self.state == "hide" then
alpha = 1 - self.animationNode:getValue()
end
local revealShader = Tree.assets.files.shaders.reveal
revealShader:send("t", self.alpha)
revealShader:send("t", alpha)
end
function characterPanel:draw()

View File

@ -1,5 +1,5 @@
local Element = require "lib.simple_ui.element"
local task = require "lib.utils.task"
local AnimationNode = require "lib.animation_node"
local easing = require "lib.utils.easing"
--- @class EndTurnButton : UIElement
@ -22,7 +22,7 @@ function endTurnButton:update(dt)
end
function endTurnButton:layout()
local font = Tree.fonts:getDefaultTheme():getVariant("large")
local font = Tree.fonts:getDefaultTheme():getVariant("headline")
self.text = love.graphics.newText(font, "Завершить ход")
self.bounds.width = self.text:getWidth() + 32
self.bounds.height = self.text:getHeight() + 16
@ -46,6 +46,19 @@ end
function endTurnButton:onClick()
Tree.level.turnOrder:next()
Tree.level.selector:select(nil)
local cid = Tree.level.turnOrder.current
local playing = Tree.level.characters[cid]
if not playing:has(Tree.behaviors.map) then return end
AnimationNode {
function(node)
Tree.level.camera:animateTo(playing:has(Tree.behaviors.map).displayedPosition, node)
end,
duration = 1500,
easing = easing.easeInOutCubic,
onEnd = function() Tree.level.selector:select(cid) end
}:run()
end
return function(values)

View File

@ -8,7 +8,6 @@ local UI_SCALE = require "lib.simple_ui.level.scale"
--- @field hovered boolean
--- @field selected boolean
--- @field onClick function?
--- @field getCooldown function?
--- @field icon? string
local skillButton = setmetatable({}, Element)
skillButton.__index = skillButton
@ -19,11 +18,7 @@ function skillButton:update(dt)
if self:hitTest(mx, my) then
self.hovered = true
if Tree.controls:isJustPressed("select") then
local cd = self.getCooldown and self.getCooldown() or 0
if cd == 0 then
if self.onClick then self.onClick() end
end
if self.onClick then self.onClick() end
Tree.controls:consume("select")
end
else
@ -34,7 +29,6 @@ end
function skillButton:draw()
love.graphics.setLineWidth(2)
local cd = self.getCooldown and self.getCooldown() or 0
if not self.icon then
love.graphics.setColor(0.05, 0.05, 0.05)
@ -59,25 +53,6 @@ function skillButton:draw()
love.graphics.setColor(0.7, 1, 0.7, 0.5)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
end
if cd > 0 then
love.graphics.setColor(0, 0, 0, 0.5)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
local font = Tree.fonts:getDefaultTheme():getVariant("headline")
love.graphics.setColor(0, 0, 0)
local t = love.graphics.newText(font, tostring(cd))
love.graphics.draw(t, math.floor(self.bounds.x + 2 + self.bounds.width / 2 - t:getWidth() / 2),
math.floor(self.bounds.y + 2 + self.bounds.height / 2 - t:getHeight() / 2))
love.graphics.setColor(1, 1, 1)
love.graphics.draw(t, math.floor(self.bounds.x + self.bounds.width / 2 - t:getWidth() / 2),
math.floor(self.bounds.y + self.bounds.height / 2 - t:getHeight() / 2))
else
end
love.graphics.setColor(1, 1, 1)
end
@ -112,15 +87,11 @@ function skillRow.new(characterId)
if not behavior.cast then
behavior.cast = behavior.spellbook[i]
behavior.state = "casting"
behavior.spellbook[i]:onSelected(char)
else
behavior.state = "idle"
behavior.cast = nil
end
end
skb.getCooldown = function()
return behavior.cooldowns[spell.tag] or 0
end
t.children[i] = skb
end
end)

View File

@ -1,9 +0,0 @@
-- --- @class Sound
-- --- @field source love.Source just a sound
-- sound = {}
-- local function new()
-- return setmetatable({}, sound)
-- end
-- return { new }

View File

@ -1,169 +0,0 @@
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

@ -1,148 +0,0 @@
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
--- @class Spell
--- @field tag string
--- @field baseCost integer Базовые затраты маны на каст
--- @field baseCooldown integer Базовый кулдаун в ходах
--- @field targetQuery SpellTargetQuery Селектор возможных целей
--- @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
--- @field cast fun(self: Spell, caster: Character, target: Vec3): Task<nil>? Вызывается в момент каста, изменяет мир.
local spell = {}
spell.__index = spell
spell.tag = "spell_base"
spell.baseCost = 1
spell.baseCooldown = 1
spell.targetQuery = Query(targetTest.any)
spell.targetType = "default"
--- Вызывается, когда игрок выбирает спелл на панели заклинаний
--- @param caster Character
function spell:onSelected(caster)
self.targets = self.targetQuery:asSet(caster)
self.tSize = 0.67 -- анимация появления таргетов
task.tween(self, { tSize = 1 }, 200, easing.easeOutQuad)
end
function spell:update(caster, dt)
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()
if self.targetQuery.test(caster, mpos) then
self.path = require "lib.pathfinder" (charPos, mpos)
else
self.path = nil
end
end
end
local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.overlay_icons)
function spell:draw()
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
local quad = icons:pickQuad('dev_target')
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.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?, targetType: SpellPreview?, distance: integer?, onCast: fun(caster: Character, target: Vec3): Task<nil>?}
--- @return Spell
function spell.new(data)
local newSpell = setmetatable({
tag = data.tag,
baseCost = data.baseCost,
baseCooldown = data.baseCooldown,
targetQuery = data.targetQuery,
targetType = data.targetType,
distance = data.distance
}, spell)
newSpell.targetQuery = (newSpell.distance and newSpell.targetType ~= "path")
and newSpell.targetQuery:intersect(Query(targetTest.distance(newSpell.distance)))
or newSpell.targetQuery
function newSpell:cast(caster, target)
if caster:try(Tree.behaviors.spellcaster, function(spellcaster) -- проверка на кулдаун
return (spellcaster.cooldowns[self.tag] or 0) > 0
end) then
return
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)
return stats.mana < self.baseCost
end) then
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)
caster:try(Tree.behaviors.spellcaster, function(spellcaster)
spellcaster.cooldowns[self.tag] = self.baseCooldown
end)
return data.onCast(caster, target)
end
return newSpell
end
return spell

View File

@ -1,67 +0,0 @@
--- Тип, отвечающий за выбор и фильтрацию подходящих тайлов как цели спелла
--- теория множеств my beloved?
--- @class SpellTargetQuery
local query = {}
query.__index = query
--- Проверяет координаты на соответствие внутреннему условию
--- @param caster Character
--- @param position Vec3
--- @return boolean
function query.test(caster, position)
return true
end
--- Объединение
--- @param q SpellTargetQuery
function query:join(q)
return setmetatable({
test = function(caster, pos)
return self.test(caster, pos) or q.test(caster, pos)
end
}, query)
end
--- Пересечение
--- @param q SpellTargetQuery
function query:intersect(q)
return setmetatable({
test = function(caster, pos)
return self.test(caster, pos) and q.test(caster, pos)
end
}, query)
end
--- Исключение (не коммутативное, "те, что есть в query, но нет в q")
--- @param q SpellTargetQuery
function query:exclude(q)
return setmetatable({
test = function(caster, pos)
return self.test(caster, pos) and not q.test(caster, pos)
end
}, query)
end
--- Находит все соответствующие условиям координаты тайлов и возвращает их в виде списка
--- @param caster Character
--- @return Vec3[]
function query:asSet(caster)
--- @TODO: оптимизировать и брать не всю карту для выборки
local res = {}
for _, tile in pairs(Tree.level.tileGrid.__grid) do
if self.test(caster, tile.position) then
table.insert(res, tile.position)
end
end
return res
end
--- @param test SpellTargetTest
local function new(test)
return setmetatable({
test = test
}, query)
end
return new

View File

@ -1,27 +0,0 @@
--- @alias SpellTargetTest fun(caster: Character, targetPosition: Vec3) : boolean
return {
-- любой тайл
any = function() return true end,
-- тайл, где находится кастующий
caster = function(caster, targetPosition)
local targetCharacterId = Tree.level.characterGrid:get(targetPosition)
return caster.id == targetCharacterId
end,
-- тайл, где находится любой персонаж
character = function(caster, targetPosition)
local targetCharacterId = Tree.level.characterGrid:get(targetPosition)
return not not targetCharacterId
end,
-- тайл в пределах окружности в нашей кривой метрике
--- @param radius number
distance = function(radius)
return function(caster, targetPosition)
return caster:try(Tree.behaviors.positioned, function(p)
local dist = math.max(math.abs(p.position.x - targetPosition.x),
math.abs(p.position.y - targetPosition.y))
return dist <= radius
end)
end
end
}

View File

@ -7,125 +7,153 @@
--- --TODO: каждый каст должен возвращать объект, который позволит отследить момент завершения анимации спелла
--- Да, это Future/Promise/await/async
local task = require 'lib.utils.task'
local spell = require 'lib.spell.spell'
local targetTest = require 'lib.spell.target_test'
local Query = require "lib.spell.target_query"
local easing = require "lib.utils.easing"
local AnimationNode = require "lib.animation_node"
local walk = spell.new {
tag = "dev_move",
targetType = "path",
baseCooldown = 1,
baseCost = 2,
targetQuery = Query(targetTest.any):exclude(Query(targetTest.character)),
distance = 3,
onCast = function(caster, target)
local initialPos = caster:has(Tree.behaviors.positioned).position:floor()
local path = require "lib.pathfinder" (initialPos, target)
path:pop_front()
if path:is_empty() then
print("[Walk]: the path is empty", initialPos, target)
return
end
--- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
--- @field tag string
--- @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
--- @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
local spell = {}
spell.__index = spell
spell.tag = "base"
local sprite = caster:has(Tree.behaviors.sprite)
assert(sprite, "[Walk]", "WTF DUDE WHERE'S YOUR SPRITE")
if not sprite then
return
end
function spell:update(caster, dt) end
return caster:has(Tree.behaviors.tiled):followPath(path)
function spell:draw() end
function spell:cast(caster, target) return true end
local walk = setmetatable({
--- @type Deque
path = nil
}, spell)
walk.tag = "dev_move"
function walk:cast(caster, target)
if not caster:try(Tree.behaviors.stats, function(stats)
return stats.mana >= 2
end) then
return false
end
}
local regenerateMana = spell.new {
tag = "dev_mana",
baseCooldown = 2,
baseCost = 0,
targetQuery = Query(targetTest.caster),
distance = 0,
onCast = function(caster, target)
caster:try(Tree.behaviors.stats, function(stats)
stats.mana = 10
stats.initiative = stats.initiative + 10
end)
local path = self.path
path:pop_front()
if path:is_empty() then return false end
local sprite = caster:has(Tree.behaviors.sprite)
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")
for p in path:values() do print(p) end
local light = require "lib/character/character".spawn("Light Effect")
light:addBehavior {
Tree.behaviors.light.new { color = Vec3 { 0.3, 0.3, 0.6 }, intensity = 4 },
Tree.behaviors.positioned.new(caster:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
}
caster:try(Tree.behaviors.stats, function(stats)
stats.mana = stats.mana - 2
print(stats.mana)
end)
return task.wait {
task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
{ intensity = 1, color = Vec3 {} }, 800, easing.easeInCubic), function()
light:die()
return task.fromValue()
end),
sprite:animate("hurt"),
effects:addEffect("aversionToDeath", 1, 1),
}
local sprite = caster:has(Tree.behaviors.sprite)
if not sprite then return true end
AnimationNode {
function(node) caster:has(Tree.behaviors.map):followPath(path, node) end,
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
}:run()
return true
end
function walk:update(caster, dt)
local charPos = caster:has(Tree.behaviors.map).position:floor()
--- @type Vec3
local mpos = Tree.level.camera:toWorldPosition(Vec3 { love.mouse.getX(), love.mouse.getY() }):floor()
self.path = require "lib.pathfinder" (charPos, mpos)
end
function walk:draw()
if not self.path then return end
--- Это отрисовка пути персонажа к мышке
love.graphics.setColor(0.6, 0.75, 0.5)
for p in self.path:values() do
love.graphics.circle("fill", p.x + 0.45, p.y + 0.45, 0.1)
end
}
love.graphics.setColor(1, 1, 1)
end
local attack = spell.new {
tag = "dev_attack",
baseCooldown = 1,
baseCost = 2,
targetQuery = Query(targetTest.character):exclude(Query(targetTest.caster)),
distance = 1,
onCast = function(caster, target)
--- @type Character
local targetCharacterId = Tree.level.characterGrid:get(target)
local targetCharacter = Tree.level.characters[targetCharacterId]
targetCharacter:try(Tree.behaviors.stats, function(stats)
stats.hp = stats.hp - 4
end)
local regenerateMana = setmetatable({}, spell)
regenerateMana.tag = "dev_mana"
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 or not targetEffects then return end -- проверять на эффект может и не стоит
function regenerateMana:cast(caster, target)
caster:try(Tree.behaviors.stats, function(stats)
stats.mana = 10
stats.initiative = stats.initiative + 10
end)
print(caster.id, "has regenerated mana and gained initiative")
local sprite = caster:has(Tree.behaviors.sprite)
if not sprite then return true end
AnimationNode {
function(node)
sprite:animate("hurt", node)
end,
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end
}:run()
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
return true
end
return
task.wait {
sprite:animate("attack"),
task.wait {
task.chain(targetCharacter:has(Tree.behaviors.residentsleeper):sleep(500),
function()
local light = require "lib/character/character".spawn("Light Effect")
light:addBehavior {
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]],
{ intensity = 1, color = Vec3 {} }, 1000, easing.easeInCubic), function()
light:die()
return task.fromValue()
end),
targetSprite:animate("hurt"),
targetEffects:addEffect("bleeding", 3, 3)
}
local attack = setmetatable({}, spell)
attack.tag = "dev_attack"
function attack:cast(caster, target)
if caster:try(Tree.behaviors.map, function(map)
local dist = math.max(math.abs(map.position.x - target.x), math.abs(map.position.y - target.y))
print("dist:", dist)
return dist > 2
end) then
return false
end
caster:try(Tree.behaviors.stats, function(stats)
stats.mana = stats.mana - 2
end)
--- @type Character
local targetCharacterId = Tree.level.characterGrid:get(target)
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
end)
local sprite = caster:has(Tree.behaviors.sprite)
local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
if not sprite or not targetSprite then return true end
caster:try(Tree.behaviors.map, function(map) map:lookAt(target) end)
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(200, node)
end,
children = {
AnimationNode {
function(node)
targetSprite:animate("hurt", node)
end
),
}
}
}
end
}
}
}:run()
return true
end
----------------------------------------
local spellbook = {
local spellbook = {
walk = walk,
regenerateMana = regenerateMana,
attack = attack
@ -136,7 +164,6 @@ 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

View File

@ -9,11 +9,9 @@ Tree = {
Tree.fonts = (require "lib.utils.font_manager"):load("WDXL_Lubrifont_TC"):loadTheme("Roboto_Mono") -- дефолтный шрифт
Tree.panning = require "lib/panning"
Tree.controls = require "lib.controls"
Tree.audio = (require "lib.audio").new(1, 1)
Tree.level = (require "lib.level.level").new("procedural", "flower_plains") -- для теста у нас только один уровень, который сразу же загружен
Tree.behaviors = (require "lib.utils.behavior_loader")("lib/character/behaviors") --- @todo написать нормальную загрузку поведений
-- Tree.audio = (require "lib.audio").new(1, 1)
-- Tree.behaviors.map = require "lib.character.behaviors.map"
-- Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster"
-- Tree.behaviors.sprite = require "lib.character.behaviors.sprite"

View File

@ -50,10 +50,6 @@ function AssetBundle.loadFile(path)
return love.graphics.newShader(path);
elseif (ext == "lua") then
return require(string.gsub(path, ".lua", ""))
elseif (ext == "ogg") and string.find(path, "sounds") then
return love.audio.newSource(path, 'static')
elseif (ext == "ogg") and string.find(path, "music") then
return love.audio.newSource(path, 'stream')
end
return filedata
end

View File

@ -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

View File

@ -4,11 +4,11 @@
--- @field private _sizes {[FontVariant]: integer}
local theme = {
_sizes = {
smallest = 12,
small = 14,
medium = 16,
large = 22,
headline = 32,
smallest = 10,
small = 12,
medium = 14,
large = 16,
headline = 20,
}
}
theme.__index = theme

View File

@ -1,5 +1,5 @@
---@class PriorityQueue
---@field data any[] внутренний массив-куча (индексация с 1)
---@field private data any[] внутренний массив-куча (индексация с 1)
---@field private cmp fun(a:any, b:any):boolean компаратор: true, если a выше по приоритету, чем b
local PriorityQueue = {}
PriorityQueue.__index = PriorityQueue

View File

@ -1,142 +0,0 @@
local easing_lib = require "lib.utils.easing"
local lerp = require "lib.utils.utils".lerp
--- Обобщенная асинхронная функция (Task).
--- По сути это функция, принимающая коллбэк: `fun(callback: fun(value: T): nil): nil`
--- @generic T
--- @alias Task fun(callback: fun(value: T): nil): nil
local task = {}
local activeTweens = {} -- list of tweens
-- We also need a way to track tweens by target to support cancellation/replacement
-- Let's stick to a simple list for update, but maybe add a helper to find by target?
-- Or, just allow multiple tweens per target (which is valid for different properties).
-- But if we animate the SAME property, we have a conflict.
-- For now, let's just add task.cancel(target) which kills ALL tweens for that target.
--- Обновление всех активных анимаций (твинов).
--- Нужно вызывать в love.update(dt)
function task.update(dt)
for i = #activeTweens, 1, -1 do
local t = activeTweens[i]
if not t.cancelled then
t.elapsed = t.elapsed + dt * 1000
local progress = math.min(t.elapsed / t.duration, 1)
local value = t.easing(progress)
for key, targetValue in pairs(t.properties) do
t.target[key] = lerp(t.initial[key], targetValue, value)
end
if progress >= 1 then
t.completed = true
table.remove(activeTweens, i)
if t.resolve then t.resolve() end
end
else
table.remove(activeTweens, i)
end
end
end
--- Возвращает Completer — объект, который позволяет вручную завершить таску.
--- @generic T
--- @return { complete: fun(val: T) }, Task<T> future
function task.completer()
local c = { completed = false, value = nil, cb = nil }
function c:complete(val)
if self.completed then return end
self.completed = true
self.value = val
if self.cb then self.cb(val) end
end
local future = function(callback)
if c.completed then
callback(c.value)
else
c.cb = callback
end
end
return c, future
end
--- Отменяет все активные твины для указанного объекта.
--- @param target table
function task.cancel(target)
for _, t in ipairs(activeTweens) do
if t.target == target then
t.cancelled = true
end
end
end
--- Создает таску, которая плавно меняет свойства объекта.
--- Автоматически отменяет предыдущие твины для этого объекта (чтобы не было конфликтов).
--- @param target table Объект, свойства которого меняем
--- @param properties table Набор конечных значений { key = value }
--- @param duration number Длительность в мс
--- @param easing function? Функция смягчения (по умолчанию linear)
--- @return Task<nil>
function task.tween(target, properties, duration, easing)
task.cancel(target) -- Cancel previous animations on this target
local initial = {}
for k, _ in pairs(properties) do
initial[k] = target[k]
if type(initial[k]) == "table" and initial[k].copy then
initial[k] = initial[k]:copy() -- Для Vec3
end
end
local comp, future = task.completer()
table.insert(activeTweens, {
target = target,
initial = initial,
properties = properties,
duration = duration or 1000,
easing = easing or easing_lib.linear,
elapsed = 0,
resolve = function() comp:complete() end
})
return future
end
--- Возвращает таску, которая завершится сразу с переданным значением.
function task.fromValue(val)
return function(callback) callback(val) end
end
--- Возвращает новый Task, который завершится после завершения всех переданных `tasks`.
--- @param tasks Task[]
--- @return Task<any[]>
function task.wait(tasks)
if #tasks == 0 then return task.fromValue({}) end
local count = #tasks
local results = {}
return function(callback)
for i, t in ipairs(tasks) do
t(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.
--- @param t Task
--- @param onCompleted fun(value: any): Task
--- @return Task
function task.chain(t, onCompleted)
return function(callback)
t(function(value)
local t2 = onCompleted(value)
t2(callback)
end)
end
end
return task

View File

@ -74,19 +74,4 @@ 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

109
main.lua
View File

@ -1,108 +1,34 @@
-- CameraLoader = require 'lib/camera'
local character = require "lib/character/character"
local testLayout
local TestRunner = require "test.runner"
TestRunner:register(require "test.task")
require "lib/tree"
local testLayout = require "lib.simple_ui.level.layout"
function love.conf(t)
t.console = true
end
function love.load()
love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true })
require "lib/tree" -- важно это сделать после настройки окна
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, 1 }),
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, 3),
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.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
character.spawn("Foodor", Tree.assets.files.sprites.character, nil, nil, 1)
character.spawn("Baris", Tree.assets.files.sprites.character, Vec3 { 3, 3 }, nil, 2)
character.spawn("Foodor Jr", Tree.assets.files.sprites.character, Vec3 { 0, 3 }, nil, 3)
character.spawn("Baris Jr", Tree.assets.files.sprites.character, Vec3 { 0, 6 }, nil, 4)
for id, _ in pairs(Tree.level.characters) 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)
love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true })
end
local lt = "0"
function love.update(dt)
TestRunner:update(dt) -- закомментировать для отключения тестов
local t1 = love.timer.getTime()
require('lib.utils.task').update(dt)
Tree.controls:poll()
Tree.level.camera:update(dt) -- сначала логика камеры, потому что на нее завязан UI
testLayout:update(dt) -- потом UI, потому что нужно перехватить жесты и не пустить их дальше
Tree.panning:update(dt)
Tree.level:update(dt)
Tree.audio:update(dt)
Tree.controls:cache()
@ -130,29 +56,20 @@ function love.draw()
love.graphics.draw(Tree.assets.files.cats, 0, 0)
love.graphics.pop()
Tree.level.camera:attach()
Tree.level:draw()
Tree.level.camera:detach()
testLayout: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()
love.graphics.setFont(Tree.fonts:getTheme("Roboto_Mono"):getVariant("medium"))
local stats = "fps: " ..
love.timer.getFPS() ..
" lt: " .. lt ..
" dt: " .. dt ..
" mem: " .. string.format("%.2f MB", collectgarbage("count") / 1000) ..
" mouse pos: " .. tostring(mousePos)
" lt: " .. lt .. " dt: " .. dt .. " mem: " .. string.format("%.2f MB", collectgarbage("count") / 1000)
love.graphics.print(stats, 10, 10)
local t2 = love.timer.getTime()
dt = string.format("%.3f", (t2 - t1) * 1000)
end
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 = w, h = h }
end

View File

@ -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

View File

@ -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