Compare commits

...

74 Commits

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

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

damn...
2026-04-20 19:46:38 +03:00
a4b29af579 before after semantic (php my beloved gif) 2026-04-19 02:30:34 +03:00
f3d74440ce some silly additions to silly functions 2026-04-19 00:28:57 +03:00
9b10557435 some silly effect functions 2026-04-18 09:37:09 +03:00
aa4c5185d3 я наверно немного перемудрил с писаниной, оставлю только ссылку пожалуй 2026-04-17 20:41:52 +03:00
8cb6e62845 эффекты и недописанная литературная шизофрения 2026-04-17 09:32:01 +03:00
44 changed files with 609 additions and 43 deletions

3
.gitattributes vendored Normal file
View File

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

View File

@ -6,5 +6,6 @@
"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.

BIN
assets/audio/music/level1/progressive_plains.ogg (Stored with Git LFS) Normal file

Binary file not shown.

Binary file not shown.

Binary file not shown.

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

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 26 KiB

After

Width:  |  Height:  |  Size: 130 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.8 MiB

After

Width:  |  Height:  |  Size: 132 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.1 KiB

After

Width:  |  Height:  |  Size: 129 B

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 572 B

After

Width:  |  Height:  |  Size: 128 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 11 KiB

After

Width:  |  Height:  |  Size: 130 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.5 KiB

After

Width:  |  Height:  |  Size: 129 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.7 KiB

After

Width:  |  Height:  |  Size: 129 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 368 B

After

Width:  |  Height:  |  Size: 128 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.4 KiB

After

Width:  |  Height:  |  Size: 129 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.1 KiB

After

Width:  |  Height:  |  Size: 129 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.1 KiB

After

Width:  |  Height:  |  Size: 129 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.2 KiB

After

Width:  |  Height:  |  Size: 129 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.6 KiB

After

Width:  |  Height:  |  Size: 129 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.3 KiB

After

Width:  |  Height:  |  Size: 129 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 77 KiB

After

Width:  |  Height:  |  Size: 130 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 11 KiB

After

Width:  |  Height:  |  Size: 130 B

View File

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

View File

@ -1,6 +1,7 @@
local easing = require "lib.utils.easing" local easing = require "lib.utils.easing"
local pf = require "lib.pathfinder" local pf = require "lib.pathfinder"
local utils = require "lib.utils.utils" local utils = require "lib.utils.utils"
local task = require "lib.utils.task"
--- @alias AIAction fun(self: AIBehavior): Task<nil> --- @alias AIAction fun(self: AIBehavior): Task<nil>
@ -156,6 +157,16 @@ local behavior = {}
behavior.__index = behavior behavior.__index = behavior
behavior.id = "ai" 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 --- @param class Class
function behavior.new(class) function behavior.new(class)
return setmetatable({ return setmetatable({

View File

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

View File

@ -20,6 +20,9 @@ function behavior.new(spellbook)
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()

View File

@ -6,10 +6,27 @@
--- @field initiative integer --- @field initiative integer
--- @field class Class --- @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
@ -22,6 +39,7 @@ function behavior.new(hp, mana, initiative, class, isInTurnOrder)
initiative = initiative or 10, initiative = initiative or 10,
class = class or "dev_warrior", class = class or "dev_warrior",
isInTurnOrder = isInTurnOrder or true, isInTurnOrder = isInTurnOrder or true,
amIAlive = true
}, behavior) }, behavior)
end end

123
lib/effectbook.lua Normal file
View File

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

View File

@ -1,8 +1,6 @@
local utils = require "lib.utils.utils" local 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
@ -29,22 +27,13 @@ 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

@ -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.battle) Tree.audio:play(Tree.assets.files.audio.music.level1.progressive_plains)
return setmetatable({ return setmetatable({
size = size, size = size,

View File

@ -43,6 +43,15 @@ function turnOrder:next()
char:try(Tree.behaviors.positioned, function(positioned) char:try(Tree.behaviors.positioned, function(positioned)
Tree.level.camera:animateTo(positioned.position, 1500, easing.easeInOutCubic)( Tree.level.camera:animateTo(positioned.position, 1500, easing.easeInOutCubic)(
function() 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 if char:has(Tree.behaviors.ai) then
char:has(Tree.behaviors.ai):makeTurn()( char:has(Tree.behaviors.ai):makeTurn()(
function() function()
@ -69,6 +78,9 @@ function turnOrder:endRound()
char:try(Tree.behaviors.spellcaster, function(spellcaster) char:try(Tree.behaviors.spellcaster, function(spellcaster)
spellcaster:processCooldowns() spellcaster:processCooldowns()
end) end)
char:try(Tree.behaviors.effects, function(effects)
effects:afterTurn()
end)
end end
self.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue self.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue

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

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

View File

@ -123,6 +123,13 @@ function spell.new(data)
return return
end 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) caster:try(Tree.behaviors.stats, function(stats)
stats.mana = stats.mana - self.baseCost stats.mana = stats.mana - self.baseCost
end) end)
@ -130,6 +137,8 @@ function spell.new(data)
caster:try(Tree.behaviors.spellcaster, function(spellcaster) caster:try(Tree.behaviors.spellcaster, function(spellcaster)
spellcaster.cooldowns[self.tag] = self.baseCooldown spellcaster.cooldowns[self.tag] = self.baseCooldown
end) end)
return data.onCast(caster, target) return data.onCast(caster, target)
end end

View File

@ -52,7 +52,8 @@ local regenerateMana = spell.new {
end) end)
local sprite = caster:has(Tree.behaviors.sprite) local sprite = caster:has(Tree.behaviors.sprite)
if not sprite then return end local effects = caster:has(Tree.behaviors.effects)
if not sprite or not effects then return end -- и тут возможно на эффекты проверять не стоит
print(caster.id, "has regenerated mana and gained initiative") print(caster.id, "has regenerated mana and gained initiative")
local light = require "lib/character/character".spawn("Light Effect") local light = require "lib/character/character".spawn("Light Effect")
@ -67,7 +68,8 @@ local regenerateMana = spell.new {
light:die() light:die()
return task.fromValue() return task.fromValue()
end), end),
sprite:animate("hurt") sprite:animate("hurt"),
effects:addEffect("aversionToDeath", 1, 1),
} }
end end
} }
@ -86,9 +88,10 @@ local attack = spell.new {
stats.hp = stats.hp - 4 stats.hp = stats.hp - 4
end) end)
local targetEffects = targetCharacter:has(Tree.behaviors.effects)
local sprite = caster:has(Tree.behaviors.sprite) local sprite = caster:has(Tree.behaviors.sprite)
local targetSprite = targetCharacter:has(Tree.behaviors.sprite) local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
if not sprite or not targetSprite then return end if not sprite or not targetSprite or not targetEffects then return end -- проверять на эффект может и не стоит
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end) caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
@ -103,6 +106,7 @@ local attack = spell.new {
Tree.behaviors.light.new { color = Vec3 { 0.6, 0.3, 0.3 }, intensity = 4 }, Tree.behaviors.light.new { color = Vec3 { 0.6, 0.3, 0.3 }, intensity = 4 },
Tree.behaviors.positioned.new(targetCharacter:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }), Tree.behaviors.positioned.new(targetCharacter:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
} }
Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
return return
task.wait { task.wait {
task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]], task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
@ -110,12 +114,11 @@ local attack = spell.new {
light:die() light:die()
return task.fromValue() return task.fromValue()
end), end),
targetSprite:animate("hurt") targetSprite:animate("hurt"),
targetEffects:addEffect("bleeding", 3, 3)
} }
end end
), ),
Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
} }
} }
end end

View File

@ -74,4 +74,19 @@ 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

@ -15,16 +15,17 @@ function love.load()
testLayout = require "lib.simple_ui.level.layout" testLayout = require "lib.simple_ui.level.layout"
local chars = { local chars = {
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 { 1, 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("Foodor")
:addBehavior { :addBehavior {
Tree.behaviors.residentsleeper.new(), Tree.behaviors.residentsleeper.new(),
@ -33,7 +34,8 @@ function love.load()
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("Foodor")
:addBehavior { :addBehavior {
@ -43,19 +45,33 @@ function love.load()
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()
},
character.spawn("BOAR")
: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.boar),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new(), Tree.behaviors.spellcaster.new(),
Tree.behaviors.ai.new("dev_warrior") 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