Compare commits

..

No commits in common. "main" and "fix/grid-add-to-self" have entirely different histories.

78 changed files with 580 additions and 2096 deletions

3
.gitattributes vendored
View File

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

View File

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

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
assets/audio/sounds/meow.ogg (Stored with Git LFS)

Binary file not shown.

BIN
assets/boar.png (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 132 B

After

Width:  |  Height:  |  Size: 1.8 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 129 B

After

Width:  |  Height:  |  Size: 5.1 KiB

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 128 B

After

Width:  |  Height:  |  Size: 572 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 130 B

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 129 B

After

Width:  |  Height:  |  Size: 1.5 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 129 B

After

Width:  |  Height:  |  Size: 2.7 KiB

BIN
assets/overlay_icons/atlas.png (Stored with Git LFS)

Binary file not shown.

View File

@ -1,6 +0,0 @@
return {
tileSize = 32,
["dev_target"] = { 0 },
["dev_path"] = { 1 },
["dev_path_closed"] = { 2 },
}

View File

@ -1,6 +0,0 @@
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);
}

View File

@ -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;
}

View File

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

View File

@ -1,85 +0,0 @@
#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);
}

View File

@ -1,9 +0,0 @@
return {
width = 32,
height = 32,
base = {
x = 14,
y = 26
},
size = 0.6 -- условная доля тайла, которую занимает спрайт
}

BIN
assets/sprites/boar/sheets/idle.png (Stored with Git LFS)

Binary file not shown.

BIN
assets/sprites/boar/sheets/run.png (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

View File

@ -1,9 +0,0 @@
return {
width = 96,
height = 64,
base = {
x = 38,
y = 47
},
size = 0.4 -- условная доля тайла, которую занимает спрайт
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.3 KiB

BIN
assets/sprites/character/sheets/attack.png (Stored with Git LFS)

Binary file not shown.

BIN
assets/sprites/character/sheets/hurt.png (Stored with Git LFS)

Binary file not shown.

BIN
assets/sprites/character/sheets/idle.png (Stored with Git LFS)

Binary file not shown.

BIN
assets/sprites/character/sheets/run.png (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 130 B

After

Width:  |  Height:  |  Size: 77 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 130 B

After

Width:  |  Height:  |  Size: 11 KiB

102
lib/animation_node.lua Normal file
View File

@ -0,0 +1,102 @@
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()
if t.state ~= "running" then return end
t.state = "waiting"
t:bubbleUp()
for _, anim in ipairs(t.children) do
anim:run()
end
end
return t
end
return new

View File

@ -8,7 +8,3 @@ Tree.behaviors.light = require "character.behaviors.light"
Tree.behaviors.positioned = require "character.behaviors.positioned" Tree.behaviors.positioned = require "character.behaviors.positioned"
Tree.behaviors.tiled = require "character.behaviors.tiled" Tree.behaviors.tiled = require "character.behaviors.tiled"
Tree.behaviors.cursor = require "character.behaviors.cursor" 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

View File

@ -1,5 +1,5 @@
local task = require "lib.utils.task"
local ease = require "lib.utils.easing" local ease = require "lib.utils.easing"
local AnimationNode = require "lib.animation_node"
local EFFECTS_SUPPORTED = love.audio.isEffectsSupported() local EFFECTS_SUPPORTED = love.audio.isEffectsSupported()
@ -9,6 +9,7 @@ local EFFECTS_SUPPORTED = love.audio.isEffectsSupported()
--- @field musicVolume number --- @field musicVolume number
--- @field soundVolume number --- @field soundVolume number
--- @field looped boolean --- @field looped boolean
--- @field animationNode AnimationNode?
--- @field from love.Source? --- @field from love.Source?
--- @field to love.Source? --- @field to love.Source?
audio = {} audio = {}
@ -24,11 +25,11 @@ local function new(musicVolume, soundVolume)
end end
function audio:update(dt) function audio:update(dt)
if self.fader then if not self.animationNode then return end
local t = self.fader.value self.from:setVolume(self.musicVolume - self.animationNode:getValue() * self.musicVolume)
if self.from then self.from:setVolume(self.musicVolume * (1 - t)) end self.to:setVolume(self.animationNode:getValue() * self.musicVolume)
if self.to then self.to:setVolume(self.musicVolume * t) end self.animationNode:update(dt)
end -- print(self.animationNode.t)
end end
--- if from is nil, than we have fade in to; --- if from is nil, than we have fade in to;
@ -40,32 +41,23 @@ end
--- @param ms number? in milliseconds --- @param ms number? in milliseconds
function audio:crossfade(from, to, ms) function audio:crossfade(from, to, ms)
print("[Audio]: Triggered crossfade") 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) self:play(to)
to:setVolume(0) to:setVolume(0)
self.from = from self.from = from
self.to = to self.to = to
self.animationNode = AnimationNode {
-- Reuse fader object to allow task cancellation function(node) end,
if not self.fader then self.fader = { value = 0 } end onEnd = function()
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:setVolume(0)
self.from:stop()
end
if self.to then
self.to:setVolume(self.musicVolume) self.to:setVolume(self.musicVolume)
end self.from:stop()
self.fader = nil self.animationNode = nil
print("[Audio]: Crossfade done") print("[Audio]: Crossfade done")
end) end,
duration = ms or 1000,
easing = ease.easeOutCubic,
}
self.animationNode:run()
end end
--- @param source love.Source --- @param source love.Source

View File

@ -1,177 +0,0 @@
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

@ -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

@ -1,13 +1,13 @@
local task = require "lib.utils.task"
--- @class LightBehavior : Behavior --- @class LightBehavior : Behavior
--- @field intensity number --- @field intensity number
--- @field color Vec3 --- @field color Vec3
--- @field seed integer --- @field seed integer
--- @field private animateColorTask? Task --- @field colorAnimationNode? AnimationNode
local behavior = {} --- @field targetColor? Vec3
--- @field sourceColor? Vec3
local behavior = {}
behavior.__index = behavior behavior.__index = behavior
behavior.id = "light" behavior.id = "light"
---@param values {intensity: number?, color: Vec3?, seed: integer?} ---@param values {intensity: number?, color: Vec3?, seed: integer?}
---@return LightBehavior ---@return LightBehavior
@ -20,31 +20,38 @@ function behavior.new(values)
end end
function behavior:update(dt) function behavior:update(dt)
-- All logic moved to tasks if not self.colorAnimationNode then return end
local delta = self.targetColor - self.sourceColor
self.color = self.sourceColor + delta * self.colorAnimationNode:getValue()
self.colorAnimationNode:update(dt)
end end
function behavior:animateColor(targetColor, duration, easing) function behavior:animateColor(targetColor, animationNode)
-- If there's support for canceling tasks, we should do it here if self.colorAnimationNode then self.colorAnimationNode:finish() end
return task.tween(self, { color = targetColor }, duration or 800, easing) self.colorAnimationNode = animationNode
self.sourceColor = self.color
self.targetColor = targetColor
end end
function behavior:draw() function behavior:draw()
local positioned = self.owner:has(Tree.behaviors.positioned) local positioned = self.owner:has(Tree.behaviors.positioned)
if not positioned then return end if not positioned then return end
Tree.level.render:enqueue(Tree.level.render.LAYERS.LIGHT, positioned.position.y, function() Tree.level.camera:attach()
love.graphics.setBlendMode("add", "premultiplied") love.graphics.setCanvas(Tree.level.render.textures.lightLayer)
local shader = Tree.assets.files.shaders.light local shader = Tree.assets.files.shaders.light
shader:send("color", { self.color.x, self.color.y, self.color.z }) shader:send("color", { self.color.x, self.color.y, self.color.z })
shader:send("time", love.timer:getTime() + self.seed) shader:send("time", love.timer.getTime() + self.seed)
love.graphics.setShader(shader) love.graphics.setShader(shader)
love.graphics.draw(Tree.assets.files.masks.circle128, positioned.position.x - self.intensity / 2, love.graphics.draw(Tree.assets.files.masks.circle128, positioned.position.x - self.intensity / 2,
positioned.position.y - self.intensity / 2, 0, self.intensity / 128, positioned.position.y - self.intensity / 2, 0, self.intensity / 128,
self.intensity / 128) self.intensity / 128)
love.graphics.setShader() love.graphics.setBlendMode("alpha")
love.graphics.setBlendMode("alpha")
end) love.graphics.setShader()
love.graphics.setCanvas()
Tree.level.camera:detach()
end end
return behavior return behavior

View File

@ -1,37 +1,21 @@
--- Умеет асинхронно ждать какое-то время (для анимаций) --- Умеет асинхронно ждать какое-то время (для анимаций)
--- @class ResidentSleeperBehavior : Behavior --- @class ResidentSleeperBehavior : Behavior
--- @field private t0 number? --- @field animationNode? AnimationNode
--- @field private sleepTime number?
--- @field private callback voidCallback?
--- @field private state 'running' | 'finished'
local behavior = {} local behavior = {}
behavior.__index = behavior behavior.__index = behavior
behavior.id = "residentsleeper" behavior.id = "residentsleeper"
function behavior.new() return setmetatable({}, behavior) end function behavior.new() return setmetatable({}, behavior) end
function behavior:update(_) function behavior:update(dt)
if self.state ~= 'running' then return end if not self.animationNode then return end
self.animationNode:update(dt)
local t = love.timer.getTime()
if t >= self.t0 + self.sleepTime then
self.state = 'finished'
self.callback()
end
end end
--- @return Task<nil> --- @param node AnimationNode
function behavior:sleep(ms) function behavior:sleep(node)
self.sleepTime = ms / 1000 if self.animationNode then self.animationNode:finish() end
return function(callback) self.animationNode = node
if self.state == 'running' then
self.callback()
end
self.t0 = love.timer.getTime()
self.callback = callback
self.state = 'running'
end
end end
return behavior return behavior

View File

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

View File

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

View File

@ -3,8 +3,6 @@ local anim8 = require "lib.utils.anim8"
--- @class SpriteBehavior : Behavior --- @class SpriteBehavior : Behavior
--- @field animationTable table<string, table> --- @field animationTable table<string, table>
--- @field animationGrid table --- @field animationGrid table
--- @field manifest table
--- @field sheets table
--- @field state "idle"|"run"|"hurt"|"attack" --- @field state "idle"|"run"|"hurt"|"attack"
--- @field side 1|-1 --- @field side 1|-1
local sprite = {} local sprite = {}
@ -19,12 +17,11 @@ function sprite.new(spriteDir)
local anim = setmetatable({}, sprite) local anim = setmetatable({}, sprite)
anim.animationTable = {} anim.animationTable = {}
anim.animationGrid = {} anim.animationGrid = {}
anim.manifest = spriteDir.manifest
anim.sheets = spriteDir.sheets
-- n: name; i: image -- n: name; i: image
for n, i in pairs(spriteDir.sheets) do for n, i in pairs(spriteDir) do
local aGrid = anim8.newGrid(anim.manifest.width, anim.manifest.height, i:getWidth(), i:getHeight()) local aGrid = anim8.newGrid(96, 64, i:getWidth(), i:getHeight())
local tiles = '1-' .. math.ceil(i:getWidth() / anim.manifest.width) local tiles = '1-' .. math.ceil(i:getWidth() / 96)
anim.animationGrid[n] = aGrid(tiles, 1) anim.animationGrid[n] = aGrid(tiles, 1)
end end
@ -42,96 +39,47 @@ function sprite:update(dt)
end end
function sprite:draw() 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, self.owner:try(Tree.behaviors.positioned,
function(pos) function(pos)
local ppm = Tree.level.camera.pixelsPerMeter local ppm = Tree.level.camera.pixelsPerMeter
local position = pos.position + Vec3 { 0.5, 0.5 } local position = pos.position + Vec3 { 0.5, 0.5 }
Tree.level.render:enqueue(Tree.level.render.LAYERS.SPRITE, position.y, function() love.graphics.setCanvas(Tree.level.render.textures.spriteLayer)
love.graphics.setColor(1, 1, 1) Tree.level.camera:attach()
-- Собираем источники света для шейдера love.graphics.setColor(1, 1, 1)
local queryRadius = 12 -- Увеличенный радиус для плавности if Tree.level.selector.id == self.owner.id then
local lightIds = Tree.level.lightGrid:query(position, queryRadius) local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(),
local lightsData = {} 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
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
position.x,
position.y, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
for _, id in ipairs(lightIds) do love.graphics.setShader()
local lightChar = Tree.level.characters[id] Tree.level.camera:detach()
local b = lightChar:has(Tree.behaviors.light) --[[@as LightBehavior]] love.graphics.setCanvas()
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)
end end
) )
end end
--- @return Task<nil> --- @param node AnimationNode
function sprite:animate(state) function sprite:animate(state, node)
return function(callback) if not self.animationGrid[state] then
if not self.animationGrid[state] then return print("[SpriteBehavior]: no animation for '" .. state .. "'")
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
end end
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
function()
self:loop("idle")
node:finish()
end)
self.state = state
end end
function sprite:loop(state) function sprite:loop(state)
@ -139,9 +87,6 @@ function sprite:loop(state)
return print("[SpriteBehavior]: no animation for '" .. state .. "'") return print("[SpriteBehavior]: no animation for '" .. state .. "'")
end end
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED) 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 self.state = state
end end

View File

@ -1,45 +1,22 @@
--- @alias Class "dev_warrior"|"dev_mage"
--- @class StatsBehavior : Behavior --- @class StatsBehavior : Behavior
--- @field hp integer --- @field hp integer
--- @field mana integer --- @field mana integer
--- @field initiative integer --- @field initiative integer
--- @field class Class
--- @field isInTurnOrder boolean --- @field isInTurnOrder boolean
--- @field amIAlive boolean
local behavior = {} local behavior = {}
behavior.__index = behavior behavior.__index = behavior
behavior.id = "stats" 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 hp? integer
--- @param mana? integer --- @param mana? integer
--- @param initiative? integer --- @param initiative? integer
--- @param class? Class
--- @param isInTurnOrder? boolean --- @param isInTurnOrder? boolean
function behavior.new(hp, mana, initiative, class, isInTurnOrder) function behavior.new(hp, mana, initiative, isInTurnOrder)
return setmetatable({ return setmetatable({
hp = hp or 20, hp = hp or 20,
mana = mana or 10, mana = mana or 10,
initiative = initiative or 10, initiative = initiative or 10,
class = class or "dev_warrior", isInTurnOrder = isInTurnOrder or true
isInTurnOrder = isInTurnOrder or true,
amIAlive = true
}, behavior) }, behavior)
end end

View File

@ -1,7 +1,12 @@
local task = require "lib.utils.task" local utils = require "lib.utils.utils"
--- Отвечает за перемещение по тайлам --- Отвечает за перемещение по тайлам
--- @class TiledBehavior : Behavior --- @class TiledBehavior : Behavior
--- @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 animationNode? AnimationNode AnimationNode, с которым связана анимация перемещения
--- @field private t0 number время начала движения
--- @field size Vec3 --- @field size Vec3
local behavior = {} local behavior = {}
behavior.__index = behavior behavior.__index = behavior
@ -15,35 +20,29 @@ function behavior.new(size)
end end
--- @param path Deque --- @param path Deque
--- @return Task<nil> --- @param animationNode AnimationNode
function behavior:followPath(path) function behavior:followPath(path, animationNode)
if path:is_empty() then return task.fromValue(nil) end if path:is_empty() then return animationNode:finish() end
self.animationNode = animationNode
self.owner:try(Tree.behaviors.sprite, function(sprite) self.owner:try(Tree.behaviors.sprite, function(sprite)
sprite:loop("run") sprite:loop("run")
end) end)
self.path = path;
-- Рекурсивная функция для прохода по пути ---@type Vec3
local function nextStep() local nextCell = path:peek_front()
if path:is_empty() then self:runTo(nextCell)
self.owner:try(Tree.behaviors.sprite, function(sprite) path:pop_front()
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 end
--- @param target Vec3 --- @param target Vec3
--- @return Task<nil>
function behavior:runTo(target) function behavior:runTo(target)
local positioned = self.owner:has(Tree.behaviors.positioned) local positioned = self.owner:has(Tree.behaviors.positioned)
if not positioned then return task.fromValue(nil) end if not positioned then return end
self.t0 = love.timer.getTime()
self.runTarget = target
self.runSource = positioned.position
self.owner:try(Tree.behaviors.sprite, self.owner:try(Tree.behaviors.sprite,
function(sprite) function(sprite)
@ -54,15 +53,31 @@ function behavior:runTo(target)
end end
end end
) )
local distance = target:subtract(positioned.position):length()
local duration = distance * 500 -- 500ms per unit
return task.tween(positioned, { position = target }, duration)
end end
function behavior:update(dt) function behavior:update(dt)
-- Logic moved to tasks if self.runTarget then
local positioned = self.owner:has(Tree.behaviors.positioned)
if not positioned then return end
local delta = love.timer.getTime() - self.t0 or love.timer.getTime()
local fraction = delta /
(0.5 * self.runTarget:subtract(self.runSource):length()) -- бежим одну клетку за 500 мс, по диагонали больше
if fraction >= 1 then -- анимация перемещена завершена
positioned.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
positioned.position = utils.lerp(self.runSource, self.runTarget, fraction) -- линейный интерполятор
end
end
end end
return behavior return behavior

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

View File

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

View File

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

View File

@ -20,7 +20,7 @@ local function new(type, template)
local size = Vec3 { 30, 30 } -- magic numbers for testing purposes only local size = Vec3 { 30, 30 } -- magic numbers for testing purposes only
print(type, template, size) print(type, template, size)
Tree.audio:play(Tree.assets.files.audio.music.level1.progressive_plains) Tree.audio:play(Tree.assets.files.audio.music.level1.battle)
return setmetatable({ return setmetatable({
size = size, size = size,
@ -33,14 +33,13 @@ local function new(type, template)
camera = (require "lib.level.camera").new(), camera = (require "lib.level.camera").new(),
turnOrder = (require "lib.level.turn_order").new(), turnOrder = (require "lib.level.turn_order").new(),
render = (require "lib.level.render").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 } } weather = (require "lib.level.weather").new { ambientLight = Vec3 { 0.36, 0.42, 0.6 }, skyLight = Vec3 {} }
}, level) }, level)
end end
function level:update(dt) function level:update(dt)
utils.each(self.deadIds, function(id) utils.each(self.deadIds, function(id)
self.characters[id] = nil self.characters[id] = nil
self.turnOrder:remove(id)
end) end)
self.deadIds = {} self.deadIds = {}
@ -56,9 +55,9 @@ end
function level:draw() function level:draw()
self.render:clear() self.render:clear()
self.tileGrid:draw() self.tileGrid:draw()
utils.each(self.characters, function(char) while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n
char:draw() self.characterGrid.yOrderQueue:pop():draw()
end) end
self.render:draw() self.render:draw()
end end

View File

@ -1,30 +1,18 @@
--- @class Render --- @class Render
--- @field textures table<string, love.Canvas> --- @field textures table<string, love.Canvas>
--- @field queue table[]
--- @field lowResScale number
--- @field LAYERS table<string, integer>
local render = { local render = {
textures = {}, textures = {}
queue = {},
lowResScale = 1.0,
LAYERS = {
FLOOR = 1,
SHADOW = 2,
LIGHT = 3,
SPRITE = 4,
OVERLAY = 5
}
} }
function render:clear() function render:clear()
local weather = Tree.level.weather local weather = Tree.level.weather
local txs = self.textures local txs = self.textures
self.queue = {}
love.graphics.setCanvas(txs.shadowLayer) love.graphics.setCanvas(txs.shadowLayer)
love.graphics.clear() love.graphics.clear()
love.graphics.setCanvas(txs.spriteLayer) love.graphics.setCanvas(txs.spriteLayer)
love.graphics.clear() love.graphics.clear()
love.graphics.setCanvas(txs.spriteLightLayer)
love.graphics.clear(weather.skyLight.x, weather.skyLight.y, weather.skyLight.z)
love.graphics.setCanvas(txs.floorLayer) love.graphics.setCanvas(txs.floorLayer)
love.graphics.clear() love.graphics.clear()
love.graphics.setCanvas(txs.lightLayer) love.graphics.setCanvas(txs.lightLayer)
@ -33,10 +21,6 @@ function render:clear()
love.graphics.clear() love.graphics.clear()
end end
function render:enqueue(layer, z, func)
table.insert(self.queue, { layer = layer, z = z, func = func })
end
function render:free() function render:free()
for _, tx in pairs(self.textures) do for _, tx in pairs(self.textures) do
tx:release() tx:release()
@ -73,102 +57,50 @@ function render:applyBlur(input, radius)
return self.textures.tmp2 return self.textures.tmp2
end end
function render:draw()
-- пол -> тени -> спрайты -> свет -> оверлей
local weather = Tree.level.weather
local txs = self.textures
love.graphics.setCanvas(txs.lightLayer)
love.graphics.draw(self:applyBlur(txs.shadowLayer, 4 * Tree.level.camera.scale))
love.graphics.setCanvas()
-- self.lightLayer:newImageData():encode("png", "lightLayer.png")
-- os.exit(0)
local lightShader = Tree.assets.files.shaders.light_postprocess
lightShader:send("scene", txs.floorLayer)
lightShader:send("light", self:applyBlur(txs.lightLayer, 2))
lightShader:send("ambient", { weather.ambientLight.x, weather.ambientLight.y, weather.ambientLight.z })
love.graphics.setShader(lightShader)
love.graphics.draw(txs.floorLayer)
lightShader:send("scene", txs.spriteLayer)
lightShader:send("light", txs.spriteLightLayer)
love.graphics.draw(txs.spriteLayer)
love.graphics.setShader()
love.graphics.draw(txs.overlayLayer)
end
---@param params {w: number?, h: number?} ---@param params {w: number?, h: number?}
---@return table|Render ---@return table|Render
local function new(params) local function new(params)
local w = params.w or love.graphics.getWidth() local w = params.w or love.graphics.getWidth()
local h = params.h or love.graphics.getHeight() local h = params.h or love.graphics.getHeight()
local lowResScale = 0.5
return setmetatable({ return setmetatable({
lowResScale = lowResScale,
queue = {},
textures = { textures = {
shadowLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale), shadowLayer = love.graphics.newCanvas(w, h),
spriteLayer = love.graphics.newCanvas(w, h), spriteLayer = love.graphics.newCanvas(w, h),
spriteLightLayer = love.graphics.newCanvas(w, h),
floorLayer = love.graphics.newCanvas(w, h), floorLayer = love.graphics.newCanvas(w, h),
overlayLayer = love.graphics.newCanvas(w, h), overlayLayer = love.graphics.newCanvas(w, h),
lightLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale), lightLayer = love.graphics.newCanvas(w, h),
tmp1 = love.graphics.newCanvas(w * lowResScale, h * lowResScale), tmp1 = love.graphics.newCanvas(w, h),
tmp2 = love.graphics.newCanvas(w * lowResScale, h * lowResScale), tmp2 = love.graphics.newCanvas(w, h),
} }
}, { __index = render }) }, { __index = render })
end 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 } return { new = new }

View File

@ -37,18 +37,10 @@ function selector:update(dt)
if not selectedId then self:select(nil) end if not selectedId then self:select(nil) end
return return
end end
local task = b.cast:cast(char, mousePosition) -- в task функция, которая запускает анимацию спелла if b.cast:cast(char, mousePosition) then
if not task then return end -- не получилось скастовать self:lock()
b.state = "running"
self:lock() end
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
)
end) end)
end end
end end

View File

@ -1,5 +1,4 @@
local PriorityQueue = require "lib.utils.priority_queue" local PriorityQueue = require "lib.utils.priority_queue"
local easing = require "lib.utils.easing"
local initiativeComparator = function(id_a, id_b) local initiativeComparator = function(id_a, id_b)
local res = Tree.level.characters[id_a]:try(Tree.behaviors.stats, function(astats) 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 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 current? Id Считаем того, кто сейчас ходит, отдельно, т.к. он ВСЕГДА первый в списке
--- @field isTurnsEnabled boolean --- @field isTurnsEnabled boolean
local turnOrder = {} local turnOrder = {}
turnOrder.__index = turnOrder turnOrder.__index = turnOrder
local function new() local function new()
return setmetatable({ return setmetatable({
@ -30,59 +29,17 @@ end
--- Перемещаем активного персонажа в очередь сходивших --- Перемещаем активного персонажа в очередь сходивших
--- ---
--- Если в очереди на ход больше никого нет, заканчиваем раунд --- 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() function turnOrder:next()
self.actedQueue:insert(self.current) self.actedQueue:insert(self.current)
local next = self.pendingQueue:peek() local next = self.pendingQueue:peek()
if not next then self:endRound() else self.current = self.pendingQueue:pop() end if not next then return self:endRound() end
self.current = self.pendingQueue:pop()
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)
end end
--- Производим действия в конце раунда
---
--- Меняем местами очередь сходивших и не сходивших (пустую) --- Меняем местами очередь сходивших и не сходивших (пустую)
function turnOrder:endRound() function turnOrder:endRound()
assert(self.pendingQueue:size() == 0, "[TurnOrder]: tried to end the round before everyone had a turn") assert(self.pendingQueue:size() == 0, "[TurnOrder]: tried to end the round before everyone had a turn")
print("[TurnOrder]: end of the round") 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.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue
self.current = self.pendingQueue:pop() self.current = self.pendingQueue:pop()
end end
@ -151,29 +108,4 @@ function turnOrder:add(id)
self.actedQueue:insert(id) -- новые персонажи по умолчанию попадают в очередь следующего хода self.actedQueue:insert(id) -- новые персонажи по умолчанию попадают в очередь следующего хода
end 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 } return { new = new }

View File

@ -57,7 +57,7 @@ function barElement:draw()
love.graphics.setColor(1, 1, 1) love.graphics.setColor(1, 1, 1)
--- текст поверх --- текст поверх
if self.drawText then if self.drawText then
local font = Tree.fonts:getDefaultTheme():getVariant("small") local font = Tree.fonts:getDefaultTheme():getVariant("medium")
local t = love.graphics.newText(font, tostring(self.value) .. "/" .. tostring(self.maxValue)) 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), 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)) math.floor(self.bounds.y + self.bounds.height / 2 - t:getHeight() / 2))

View File

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

View File

@ -1,5 +1,5 @@
local Element = require "lib.simple_ui.element" 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" local easing = require "lib.utils.easing"
--- @class EndTurnButton : UIElement --- @class EndTurnButton : UIElement
@ -22,7 +22,7 @@ function endTurnButton:update(dt)
end end
function endTurnButton:layout() 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.text = love.graphics.newText(font, "Завершить ход")
self.bounds.width = self.text:getWidth() + 32 self.bounds.width = self.text:getWidth() + 32
self.bounds.height = self.text:getHeight() + 16 self.bounds.height = self.text:getHeight() + 16
@ -46,6 +46,19 @@ end
function endTurnButton:onClick() function endTurnButton:onClick()
Tree.level.turnOrder:next() 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.positioned) then return end
AnimationNode {
function(node)
Tree.level.camera:animateTo(playing:has(Tree.behaviors.positioned).position, node)
end,
duration = 1500,
easing = easing.easeInOutCubic,
onEnd = function() Tree.level.selector:select(cid) end
}:run()
end end
return function(values) return function(values)

View File

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

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 +7,188 @@
--- --TODO: каждый каст должен возвращать объект, который позволит отследить момент завершения анимации спелла --- --TODO: каждый каст должен возвращать объект, который позволит отследить момент завершения анимации спелла
--- Да, это Future/Promise/await/async --- Да, это Future/Promise/await/async
local task = require 'lib.utils.task' local AnimationNode = require "lib.animation_node"
local spell = require 'lib.spell.spell' local easing = require "lib.utils.easing"
local targetTest = require 'lib.spell.target_test'
local Query = require "lib.spell.target_query"
local easing = require "lib.utils.easing"
local walk = spell.new { --- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
tag = "dev_move", --- @field tag string
targetType = "path", --- @field update fun(self: Spell, caster: Character, dt: number): nil Изменяет состояние спелла
baseCooldown = 1, --- @field draw fun(self: Spell): nil Рисует превью каста, ничего не должна изменять в идеальном мире
baseCost = 2, --- @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
targetQuery = Query(targetTest.any):exclude(Query(targetTest.character)), local spell = {}
distance = 3, spell.__index = spell
onCast = function(caster, target) spell.tag = "base"
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
local sprite = caster:has(Tree.behaviors.sprite) function spell:update(caster, dt) end
assert(sprite, "[Walk]", "WTF DUDE WHERE'S YOUR SPRITE")
if not sprite then
return
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 end
}
local regenerateMana = spell.new { local path = require "lib.pathfinder" (caster:has(Tree.behaviors.positioned).position:floor(), target)
tag = "dev_mana", path:pop_front()
baseCooldown = 2, if path:is_empty() then return false end
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 sprite = caster:has(Tree.behaviors.sprite) for p in path:values() do print(p) end
local effects = caster:has(Tree.behaviors.effects)
if not sprite or not effects then return end -- и тут возможно на эффекты проверять не стоит
print(caster.id, "has regenerated mana and gained initiative")
local light = require "lib/character/character".spawn("Light Effect") caster:try(Tree.behaviors.stats, function(stats)
light:addBehavior { stats.mana = stats.mana - 2
Tree.behaviors.light.new { color = Vec3 { 0.3, 0.3, 0.6 }, intensity = 4 }, print(stats.mana)
Tree.behaviors.positioned.new(caster:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }), end)
}
return task.wait { local sprite = caster:has(Tree.behaviors.sprite)
task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]], if not sprite then return true end
{ intensity = 1, color = Vec3 {} }, 800, easing.easeInCubic), function() AnimationNode {
light:die() function(node)
return task.fromValue() caster:has(Tree.behaviors.tiled):followPath(path, node)
end), end,
sprite:animate("hurt"), onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
effects:addEffect("aversionToDeath", 1, 1), }:run()
}
return true
end
function walk:update(caster, dt)
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()
self.path = require "lib.pathfinder" (charPos, mpos)
end
function walk:draw()
if not self.path then return end
--- Это отрисовка пути персонажа к мышке
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.textures.overlayLayer)
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 end
} love.graphics.setCanvas()
Tree.level.camera:detach()
love.graphics.setColor(1, 1, 1)
end
local attack = spell.new { local regenerateMana = setmetatable({}, spell)
tag = "dev_attack", regenerateMana.tag = "dev_mana"
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 targetEffects = targetCharacter:has(Tree.behaviors.effects) function regenerateMana:cast(caster, target)
local sprite = caster:has(Tree.behaviors.sprite) caster:try(Tree.behaviors.stats, function(stats)
local targetSprite = targetCharacter:has(Tree.behaviors.sprite) stats.mana = 10
if not sprite or not targetSprite or not targetEffects then return end -- проверять на эффект может и не стоит 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
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end) 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.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 AnimationNode {
task.wait { function(node)
sprite:animate("attack"), light:has(Tree.behaviors.light):animateColor(Vec3 {}, node)
task.wait { end,
task.chain(targetCharacter:has(Tree.behaviors.residentsleeper):sleep(500), easing = easing.easeInQuad,
function() duration = 800,
local light = require "lib/character/character".spawn("Light Effect") onEnd = function() light:die() end
light:addBehavior { }:run()
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 }), return true
end
local attack = setmetatable({}, spell)
attack.tag = "dev_attack"
function attack:cast(caster, target)
if caster:try(Tree.behaviors.positioned, function(p)
local dist = math.max(math.abs(p.position.x - target.x), math.abs(p.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.positioned, function(b) b: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(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(Tree.assets.files.audio.sounds.hurt) Tree.audio:play(audioPath.sounds.hurt, settings)
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)
}
end end
), }
} }
} }
end }
} }:run()
return true
end
---------------------------------------- ----------------------------------------
local spellbook = { local spellbook = {
walk = walk, walk = walk,
regenerateMana = regenerateMana, regenerateMana = regenerateMana,
attack = attack attack = attack
@ -136,7 +199,6 @@ local spellbook = {
function spellbook.of(list) function spellbook.of(list)
local spb = {} local spb = {}
for i, sp in ipairs(list) do for i, sp in ipairs(list) do
print(i)
spb[i] = setmetatable({}, { __index = sp }) spb[i] = setmetatable({}, { __index = sp })
end end
return spb return spb

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

View File

@ -1,5 +1,5 @@
---@class PriorityQueue ---@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 ---@field private cmp fun(a:any, b:any):boolean компаратор: true, если a выше по приоритету, чем b
local PriorityQueue = {} local PriorityQueue = {}
PriorityQueue.__index = 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 return from + (to - from) * t
end 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 return P

View File

@ -2,8 +2,6 @@
local character = require "lib/character/character" local character = require "lib/character/character"
local testLayout local testLayout
local TestRunner = require "test.runner"
TestRunner:register(require "test.task")
function love.conf(t) function love.conf(t)
t.console = true t.console = true
@ -15,77 +13,32 @@ function love.load()
testLayout = require "lib.simple_ui.level.layout" testLayout = require "lib.simple_ui.level.layout"
local chars = { 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") character.spawn("Foodor")
:addBehavior { :addBehavior {
Tree.behaviors.residentsleeper.new(), Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 1), Tree.behaviors.stats.new(nil, nil, 1),
Tree.behaviors.positioned.new(Vec3 { 3, 1 }), Tree.behaviors.positioned.new(Vec3 { 3, 3 }),
Tree.behaviors.tiled.new(), Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character), Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(), Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new(), Tree.behaviors.spellcaster.new()
Tree.behaviors.effects.new()
}, },
character.spawn("Foodor") character.spawn("Baris")
:addBehavior { :addBehavior {
Tree.behaviors.residentsleeper.new(), Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 3), Tree.behaviors.stats.new(nil, nil, 1),
Tree.behaviors.positioned.new(Vec3 { 7, 2 }), Tree.behaviors.positioned.new(Vec3 { 5, 5 }),
Tree.behaviors.tiled.new(), Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character), Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(), Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.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 for id, _ in pairs(chars) do
Tree.level.turnOrder:add(id) Tree.level.turnOrder:add(id)
end 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() Tree.level.turnOrder:endRound()
print("Now playing:", Tree.level.turnOrder.current) print("Now playing:", Tree.level.turnOrder.current)
@ -93,10 +46,7 @@ end
local lt = "0" local lt = "0"
function love.update(dt) function love.update(dt)
TestRunner:update(dt) -- закомментировать для отключения тестов
local t1 = love.timer.getTime() local t1 = love.timer.getTime()
require('lib.utils.task').update(dt)
Tree.controls:poll() Tree.controls:poll()
Tree.level.camera:update(dt) -- сначала логика камеры, потому что на нее завязан UI 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 testLayout:update(dt) -- потом UI, потому что нужно перехватить жесты и не пустить их дальше
@ -135,15 +85,10 @@ function love.draw()
testLayout:draw() testLayout:draw()
love.graphics.setColor(1, 1, 1) love.graphics.setColor(1, 1, 1)
love.graphics.setFont(Tree.fonts:getTheme("Roboto_Mono"):getVariant("small")) love.graphics.setFont(Tree.fonts:getTheme("Roboto_Mono"):getVariant("medium"))
local mousePosX, mousePosY = love.mouse.getPosition()
local mousePos = Tree.level.camera:toWorldPosition(Vec3 { mousePosX, mousePosY }):floor()
local stats = "fps: " .. local stats = "fps: " ..
love.timer.getFPS() .. love.timer.getFPS() ..
" lt: " .. lt .. " lt: " .. lt .. " dt: " .. dt .. " mem: " .. string.format("%.2f MB", collectgarbage("count") / 1000)
" dt: " .. dt ..
" mem: " .. string.format("%.2f MB", collectgarbage("count") / 1000) ..
" mouse pos: " .. tostring(mousePos)
love.graphics.print(stats, 10, 10) love.graphics.print(stats, 10, 10)
local t2 = love.timer.getTime() local t2 = love.timer.getTime()
@ -154,5 +99,5 @@ function love.resize(w, h)
local render = Tree.level.render local render = Tree.level.render
if not render then return end if not render then return end
render:free() render:free()
Tree.level.render = (require "lib.level.render").new { w = w, h = h } Tree.level.render = (require "lib.level.render").new { w, h }
end 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