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17 changed files with 111 additions and 461 deletions

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@ -1,5 +1,6 @@
local easing = require "lib.utils.easing"
--- @alias voidCallback fun(): nil
--- @alias animationRunner fun(node: AnimationNode)
--- Узел дерева анимаций.
@ -22,7 +23,6 @@ local easing = require "lib.utils.easing"
--- }
--- }:run()
--- ```
--- @deprecated
--- @class AnimationNode
--- @field count integer
--- @field run animationRunner
@ -73,7 +73,6 @@ function animation:update(dt)
end
end
--- @deprecated
--- @param data {[1]: animationRunner?, onEnd?: voidCallback, duration: number?, easing: ease?, children?: AnimationNode[]}
--- @return AnimationNode
local function new(data)

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@ -8,6 +8,3 @@ 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"
--- @alias voidCallback fun(): nil

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@ -1,59 +0,0 @@
local AnimationNode = require "lib.animation_node"
local easing = require "lib.utils.easing"
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
--- @class AIBehavior : Behavior
--- @field animationNode AnimationNode?
--- @field target Vec3?
local behavior = {}
behavior.__index = behavior
behavior.id = "ai"
function behavior.new()
return setmetatable({}, behavior)
end
--- @return Task<nil>
function behavior:makeTurn()
return function(callback) -- почему так, описано в Task
self.owner:try(Tree.behaviors.spellcaster, function(spellB)
local charTarget = closestCharacter(self.owner)
charTarget:try(Tree.behaviors.positioned, function(b)
self.target = Vec3 { b.position.x, b.position.y + 1 } --- @todo тут захардкожено + 1, но мы должны как-то хитро определять с какой стороны обойти
end)
spellB.spellbook[1]:cast(self.owner, self.target)(function()
-- здесь мы оказываемся после того, как сходили в первый раз
print("[AI]: finished move 1")
local newTarget = Vec3 { 1, 1 }
-- поэтому позиция персонажа для нового каста пересчитается динамически
spellB.spellbook[1]:cast(self.owner, newTarget)(function()
print("[AI]: finished move 2")
-- дергаем функцию после завершения хода
callback()
end)
end)
end)
end
end
return behavior

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@ -1,17 +1,13 @@
local AnimationNode = require "lib.animation_node"
local easing = require "lib.utils.easing"
--- @class LightBehavior : Behavior
--- @field intensity number
--- @field color Vec3
--- @field seed integer
--- @field colorAnimationNode? AnimationNode
--- @field private animateColorCallback? fun(): nil
--- @field targetColor? Vec3
--- @field sourceColor? Vec3
local behavior = {}
behavior.__index = behavior
behavior.id = "light"
local behavior = {}
behavior.__index = behavior
behavior.id = "light"
---@param values {intensity: number?, color: Vec3?, seed: integer?}
---@return LightBehavior
@ -30,24 +26,11 @@ function behavior:update(dt)
self.colorAnimationNode:update(dt)
end
--- @TODO: refactor
function behavior:animateColor(targetColor)
function behavior:animateColor(targetColor, animationNode)
if self.colorAnimationNode then self.colorAnimationNode:finish() end
self.colorAnimationNode = AnimationNode {
function(_) end,
easing = easing.easeInQuad,
duration = 800,
onEnd = function()
if self.animateColorCallback then self.animateColorCallback() end
end
}
self.colorAnimationNode:run()
self.colorAnimationNode = animationNode
self.sourceColor = self.color
self.targetColor = targetColor
return function(callback)
self.animateColorCallback = callback
end
end
function behavior:draw()

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@ -1,37 +1,21 @@
--- 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
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()
end
function behavior:update(dt)
if not self.animationNode then return end
self.animationNode:update(dt)
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 node AnimationNode
function behavior:sleep(node)
if self.animationNode then self.animationNode:finish() end
self.animationNode = node
end
return behavior

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@ -69,20 +69,17 @@ function sprite:draw()
)
end
--- @return Task<nil>
function sprite:animate(state)
return function(callback)
if not self.animationGrid[state] then
print("[SpriteBehavior]: no animation for '" .. state .. "'")
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)

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@ -5,7 +5,7 @@ local utils = require "lib.utils.utils"
--- @field private runSource? Vec3 точка, из которой бежит персонаж
--- @field private runTarget? Vec3 точка, в которую в данный момент бежит персонаж
--- @field private path? Deque путь, по которому сейчас бежит персонаж
--- @field private followPathCallback? fun()
--- @field private animationNode? AnimationNode AnimationNode, с которым связана анимация перемещения
--- @field private t0 number время начала движения
--- @field size Vec3
local behavior = {}
@ -20,8 +20,10 @@ function behavior.new(size)
end
--- @param path Deque
--- @return Task<nil>
function behavior:followPath(path)
--- @param animationNode AnimationNode
function behavior:followPath(path, animationNode)
if path:is_empty() then return animationNode:finish() end
self.animationNode = animationNode
self.owner:try(Tree.behaviors.sprite, function(sprite)
sprite:loop("run")
end)
@ -30,10 +32,6 @@ function behavior:followPath(path)
local nextCell = path:peek_front()
self:runTo(nextCell)
path:pop_front()
return function(callback)
self.followPathCallback = callback
end
end
--- @param target Vec3
@ -74,10 +72,7 @@ function behavior:update(dt)
sprite:loop("idle")
end)
self.runTarget = nil
if self.followPathCallback then
self.followPathCallback()
end
if self.animationNode then self.animationNode:finish() end
end
else -- анимация перемещения не завершена
positioned.position = utils.lerp(self.runSource, self.runTarget, fraction) -- линейный интерполятор

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@ -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

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@ -37,16 +37,9 @@ 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 task then
if b.cast:cast(char, mousePosition) then
self:lock()
b.state = "running"
task(
function(_) -- это коллбэк, который сработает по окончании анимации спелла
b:endCast()
end
)
end
end)
end

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@ -34,15 +34,6 @@ function turnOrder:next()
local next = self.pendingQueue:peek()
if not next then return self:endRound() end
self.current = self.pendingQueue:pop()
local char = Tree.level.characters[self.current]
char:try(Tree.behaviors.ai, function(ai)
Tree.level.selector:lock()
ai:makeTurn()(function()
Tree.level.selector:unlock()
self:next()
end)
end)
end
--- Меняем местами очередь сходивших и не сходивших (пустую)

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@ -57,7 +57,7 @@ function endTurnButton:onClick()
end,
duration = 1500,
easing = easing.easeInOutCubic,
onEnd = function() if not playing:has(Tree.behaviors.ai) then Tree.level.selector:select(cid) end end
onEnd = function() Tree.level.selector:select(cid) end
}:run()
end

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@ -7,22 +7,23 @@
--- --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 AnimationNode = require "lib.animation_node"
local easing = require "lib.utils.easing"
--- @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): Task<nil> | nil Вызывается в момент каста, изменяет мир.
local spell = {}
spell.__index = spell
spell.tag = "base"
--- @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"
function spell:update(caster, dt) end
function spell:draw() end
function spell:cast(caster, target) return end
function spell:cast(caster, target) return true end
local walk = setmetatable({
--- @type Deque
@ -34,28 +35,30 @@ function walk:cast(caster, target)
if not caster:try(Tree.behaviors.stats, function(stats)
return stats.mana >= 2
end) then
return
return false
end
local initialPos = caster:has(Tree.behaviors.positioned).position:floor()
local path = require "lib.pathfinder" (initialPos, target)
local path = require "lib.pathfinder" (caster:has(Tree.behaviors.positioned).position:floor(), target)
path:pop_front()
if path:is_empty() then
print("[Walk]: the path is empty", initialPos, target)
return
end
if path:is_empty() then return false end
for p in path:values() do print(p) end
caster:try(Tree.behaviors.stats, function(stats)
stats.mana = stats.mana - 2
print(stats.mana)
end)
local sprite = caster:has(Tree.behaviors.sprite)
assert(sprite, "[Walk]", "WTF DUDE WHERE'S YOUR SPRITE")
if not sprite then
return
end
if not sprite then return true end
AnimationNode {
function(node)
caster:has(Tree.behaviors.tiled):followPath(path, node)
end,
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
}:run()
return caster:has(Tree.behaviors.tiled):followPath(path)
return true
end
function walk:update(caster, dt)
@ -87,10 +90,9 @@ function regenerateMana:cast(caster, target)
stats.mana = 10
stats.initiative = stats.initiative + 10
end)
local sprite = caster:has(Tree.behaviors.sprite)
if not sprite then return nil end
print(caster.id, "has regenerated mana and gained initiative")
local sprite = caster:has(Tree.behaviors.sprite)
if not sprite then return true end
local light = require "lib/character/character".spawn("Light Effect")
light:addBehavior {
@ -98,11 +100,26 @@ function regenerateMana:cast(caster, target)
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.positioned.new(caster:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
}
AnimationNode {
function(node)
local audioPath = Tree.assets.files.audio
sprite:animate("hurt", node)
Tree.audio:crossfade(audioPath.music.level1.battle,
audioPath.music.level1.choral, 5000)
end,
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end
}:run()
return task.wait {
light:has(Tree.behaviors.light):animateColor(Vec3 {}),
sprite:animate("hurt")
}
AnimationNode {
function(node)
light:has(Tree.behaviors.light):animateColor(Vec3 {}, node)
end,
easing = easing.easeInQuad,
duration = 800,
onEnd = function() light:die() end
}:run()
return true
end
local attack = setmetatable({}, spell)
@ -114,7 +131,7 @@ function attack:cast(caster, target)
print("dist:", dist)
return dist > 2
end) then
return
return false
end
caster:try(Tree.behaviors.stats, function(stats)
@ -123,7 +140,7 @@ function attack:cast(caster, target)
--- @type Character
local targetCharacterId = Tree.level.characterGrid:get(target)
if not targetCharacterId or targetCharacterId == caster.id then return end
if not targetCharacterId or targetCharacterId == caster.id then return false end
local targetCharacter = Tree.level.characters[targetCharacterId]
targetCharacter:try(Tree.behaviors.stats, function(stats)
stats.hp = stats.hp - 4
@ -131,20 +148,43 @@ function attack:cast(caster, target)
local sprite = caster:has(Tree.behaviors.sprite)
local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
if not sprite or not targetSprite then return end
if not sprite or not targetSprite then return true end
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
return
task.wait {
sprite:animate("attack"),
task.wait {
task.chain(targetCharacter:has(Tree.behaviors.residentsleeper):sleep(200),
function() return targetSprite:animate("hurt") end
),
Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
AnimationNode {
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
children = {
AnimationNode {
function(node)
sprite:animate("attack", node)
end
},
AnimationNode {
function(node)
targetCharacter:has(Tree.behaviors.residentsleeper):sleep(node)
end,
duration = 200,
children = {
AnimationNode {
function(node)
local audioPath = Tree.assets.files.audio
targetSprite:animate("hurt", node)
--- @type SourceFilter
local settings = {
type = "highpass",
volume = 1,
lowgain = 0.1
}
Tree.audio:play(audioPath.sounds.hurt, settings)
end
}
}
}
}
}:run()
return true
end
----------------------------------------
@ -159,7 +199,6 @@ local spellbook = {
function spellbook.of(list)
local spb = {}
for i, sp in ipairs(list) do
print(i)
spb[i] = setmetatable({}, { __index = sp })
end
return spb

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@ -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

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@ -1,83 +0,0 @@
--- Обобщенная асинхронная функция
---
--- Использование в общих чертах выглядит так:
--- ```lua
--- local multiplyByTwoCallback = nil
--- local n = nil
--- local function multiplyByTwoAsync(number)
--- -- императивно сохраняем/обрабатываем параметр
--- n = number
--- return function(callback) -- это функция, которая запускает задачу
--- multiplyByTwoCallback = callback
--- end
--- end
---
--- local function update(dt)
--- --- ждем нужного момента времени...
---
--- if multiplyByTwoCallback then -- завершаем вычисление
--- local result = n * 2
--- multiplyByTwoCallback(result) -- результат асинхронного вычисления идет в параметр коллбека!
--- multiplyByTwoCallback = nil
--- end
--- end
---
---
--- --- потом это можно вызывать так:
--- local task = multiplyByTwoAsync(21)
--- -- это ленивое вычисление, так что в этот момент ничего не произойдет
--- -- запускаем
--- task(
--- function(result) print(result) end -- выведет 42 после завершения вычисления, т.е. аналогично `task.then((res) => print(res))` на JS
--- )
---
--- ```
--- @generic T
--- @alias Task<T> fun(callback: fun(value: T): nil): nil
--- Возвращает новый Task, который завершится после завершения всех переданных `tasks`.
---
--- Значение созданного Task будет содержать список значений `tasks` в том же порядке.
---
--- См. также https://api.dart.dev/dart-async/Future/wait.html
--- @generic T
--- @param tasks Task[]
--- @return Task<T[]>
local function wait(tasks)
local count = #tasks
local results = {}
return function(callback)
for i, task in ipairs(tasks) do
task(
function(result)
results[i] = result
count = count - 1
if count == 0 then callback(results) end
end
)
end
end
end
--- Последовательно объединяет два `Task` в один.
--- @generic T
--- @generic R
--- @param task Task<T> `Task`, который выполнится первым
--- @param onCompleted fun(value: T): Task<R> Конструктор второго `Task`. Принимает результат выполнения первого `Task`
--- @return Task<R>
local function chain(task, onCompleted)
return function(callback)
task(function(value)
local task2 = onCompleted(value)
task2(callback)
end)
end
end
return {
wait = wait,
chain = chain
}

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@ -2,8 +2,6 @@
local character = require "lib/character/character"
local testLayout
local TestRunner = require "test.runner"
TestRunner:register(require "test.task")
function love.conf(t)
t.console = true
@ -25,36 +23,15 @@ function love.load()
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new()
},
character.spawn("Foodor")
:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 1),
Tree.behaviors.positioned.new(Vec3 { 4, 3 }),
Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new()
},
character.spawn("Foodor")
:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 3),
Tree.behaviors.positioned.new(Vec3 { 5, 3 }),
Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new()
},
character.spawn("Baris")
:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 2),
Tree.behaviors.stats.new(nil, nil, 1),
Tree.behaviors.positioned.new(Vec3 { 5, 5 }),
Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new(),
Tree.behaviors.ai.new()
Tree.behaviors.spellcaster.new()
},
}
@ -69,8 +46,6 @@ end
local lt = "0"
function love.update(dt)
TestRunner:update(dt) -- закомментировать для отключения тестов
local t1 = love.timer.getTime()
Tree.controls:poll()
Tree.level.camera:update(dt) -- сначала логика камеры, потому что на нее завязан UI

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@ -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

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@ -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