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rework/ren
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3
.gitattributes
vendored
Normal file
@ -0,0 +1,3 @@
|
||||
*.ogg filter=lfs diff=lfs merge=lfs -text
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||||
*.png filter=lfs diff=lfs merge=lfs -text
|
||||
*.ttf filter=lfs diff=lfs merge=lfs -text
|
||||
@ -6,5 +6,6 @@
|
||||
"love.filesystem.load": "loadfile"
|
||||
},
|
||||
"workspace.ignoreDir": ["dev_utils"],
|
||||
"diagnostics.ignoredFiles": "Disable"
|
||||
"diagnostics.ignoredFiles": "Disable",
|
||||
"hint.enable": true
|
||||
}
|
||||
|
||||
BIN
assets/audio/music/level1/progressive_plains.ogg
(Stored with Git LFS)
Normal file
BIN
assets/audio/sounds/meow.ogg
(Stored with Git LFS)
Normal file
BIN
assets/boar.png
|
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BIN
assets/cats.png
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@ -9,5 +9,6 @@ Tree.behaviors.positioned = require "character.behaviors.positioned"
|
||||
Tree.behaviors.tiled = require "character.behaviors.tiled"
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||||
Tree.behaviors.cursor = require "character.behaviors.cursor"
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||||
Tree.behaviors.ai = require "lib.character.behaviors.ai"
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Tree.behaviors.effects = require "lib.character.behaviors.effects"
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|
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--- @alias voidCallback fun(): nil
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|
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@ -1,6 +1,7 @@
|
||||
local easing = require "lib.utils.easing"
|
||||
local pf = require "lib.pathfinder"
|
||||
local utils = require "lib.utils.utils"
|
||||
local pf = require "lib.pathfinder"
|
||||
local utils = require "lib.utils.utils"
|
||||
local task = require "lib.utils.task"
|
||||
|
||||
--- @alias AIAction fun(self: AIBehavior): Task<nil>
|
||||
|
||||
@ -156,6 +157,16 @@ 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({
|
||||
|
||||
187
lib/character/behaviors/effects.lua
Normal 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
|
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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)
|
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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()
|
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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)
|
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if task1 then
|
||||
task1(function() end)
|
||||
end
|
||||
if castStatement == false then return false end
|
||||
end
|
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return true
|
||||
end
|
||||
|
||||
--- должен вызываться после каста спелла
|
||||
function behavior:afterCast()
|
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for i, ef in ipairs(self.effectsPriority) do
|
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local task1 = book[ef]:afterCast(self.owner, self.effectsProperties[ef].intensity)
|
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if task1 then
|
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task1(function() end)
|
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end
|
||||
end
|
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end
|
||||
|
||||
--- должен вызываться перед получением урона
|
||||
---
|
||||
--- возвращает получаемый урон
|
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--- @return integer
|
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function behavior:beforeDamage(damage)
|
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local totalDamage = damage
|
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for i, ef in ipairs(self.effectsPriority) do
|
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local task1
|
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task1, totalDamage = book[ef]:beforeDamage(self.owner, self.effectsProperties[ef].intensity,
|
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totalDamage or damage)
|
||||
if task1 then
|
||||
task1(function() end)
|
||||
end
|
||||
end
|
||||
return totalDamage or damage
|
||||
end
|
||||
|
||||
--- должен вызываться после получения урона
|
||||
function behavior:afterDamage()
|
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for i, ef in ipairs(self.effectsPriority) do
|
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local task1 = book[ef]:afterDamage(self.owner, self.effectsProperties[ef].intensity)
|
||||
if task1 then
|
||||
task1(function() end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
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return behavior
|
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@ -20,6 +20,9 @@ function behavior.new(spellbook)
|
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end
|
||||
|
||||
function behavior:endCast()
|
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self.owner:try(Tree.behaviors.effects, function(effects)
|
||||
effects:afterCast()
|
||||
end)
|
||||
self.state = "idle"
|
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self.cast = nil
|
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Tree.level.turnOrder:reorder()
|
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|
||||
@ -6,10 +6,27 @@
|
||||
--- @field initiative integer
|
||||
--- @field class Class
|
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--- @field isInTurnOrder boolean
|
||||
--- @field amIAlive boolean
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "stats"
|
||||
|
||||
--- план прост, если что-то не так, то мы просто убиваем бехавиор (по крайней мере так должно было быть, но пиаш мне запретил :sob:)
|
||||
function behavior:checkStats()
|
||||
-- if self.hp <= 0 then behavior:die() end
|
||||
if self.hp <= 0 then
|
||||
self.amIAlive = false
|
||||
end
|
||||
end
|
||||
|
||||
--- @param damage integer
|
||||
function behavior:dealDamage(damage)
|
||||
local effects = self.owner:has(Tree.behaviors.effects)
|
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if effects then damage = effects:beforeDamage(damage) end
|
||||
self.hp = self.hp - damage
|
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self:checkStats()
|
||||
end
|
||||
|
||||
--- @param hp? integer
|
||||
--- @param mana? integer
|
||||
--- @param initiative? integer
|
||||
@ -22,6 +39,7 @@ function behavior.new(hp, mana, initiative, class, isInTurnOrder)
|
||||
initiative = initiative or 10,
|
||||
class = class or "dev_warrior",
|
||||
isInTurnOrder = isInTurnOrder or true,
|
||||
amIAlive = true
|
||||
}, behavior)
|
||||
end
|
||||
|
||||
|
||||
123
lib/effectbook.lua
Normal 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
|
||||
@ -1,8 +1,6 @@
|
||||
local utils = require "lib.utils.utils"
|
||||
local pQueue = require "lib.utils.priority_queue"
|
||||
--- @class CharacterGrid : Grid
|
||||
--- @field __grid {string: Id|nil}
|
||||
--- @field yOrderQueue PriorityQueue<Character> очередь отрисовки сверху вниз
|
||||
local grid = setmetatable({}, require "lib.level.grid.base")
|
||||
grid.__index = grid
|
||||
|
||||
@ -29,22 +27,13 @@ function grid:add(id)
|
||||
end
|
||||
end
|
||||
|
||||
--- @param a Character
|
||||
--- @param b Character
|
||||
local function drawCmp(a, b)
|
||||
--- @TODO: это захардкожено, надо разделить поведения
|
||||
return a:has(Tree.behaviors.positioned).position.y < b:has(Tree.behaviors.positioned).position.y
|
||||
end
|
||||
|
||||
--- fills the grid with the actual data
|
||||
---
|
||||
--- should be called as early as possible during every tick
|
||||
function grid:reload()
|
||||
self:reset()
|
||||
self.yOrderQueue = pQueue.new(drawCmp)
|
||||
utils.each(Tree.level.characters, function(c)
|
||||
self:add(c.id)
|
||||
self.yOrderQueue:insert(c)
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
@ -20,7 +20,7 @@ local function new(type, template)
|
||||
local size = Vec3 { 30, 30 } -- magic numbers for testing purposes only
|
||||
print(type, template, size)
|
||||
|
||||
Tree.audio:play(Tree.assets.files.audio.music.level1.battle)
|
||||
Tree.audio:play(Tree.assets.files.audio.music.level1.progressive_plains)
|
||||
|
||||
return setmetatable({
|
||||
size = size,
|
||||
|
||||
@ -43,6 +43,15 @@ function turnOrder:next()
|
||||
char:try(Tree.behaviors.positioned, function(positioned)
|
||||
Tree.level.camera:animateTo(positioned.position, 1500, easing.easeInOutCubic)(
|
||||
function()
|
||||
-- проверяем, позволяют ли эффекты нам сходить
|
||||
if char:try(Tree.behaviors.effects, function(effects)
|
||||
-- print("[TurnOrder]: ну мы пытаемся применить эффект к", char.id)
|
||||
return effects:beforeTurn()
|
||||
end) == false then
|
||||
self:next()
|
||||
return
|
||||
end
|
||||
|
||||
if char:has(Tree.behaviors.ai) then
|
||||
char:has(Tree.behaviors.ai):makeTurn()(
|
||||
function()
|
||||
@ -69,6 +78,9 @@ function turnOrder:endRound()
|
||||
char:try(Tree.behaviors.spellcaster, function(spellcaster)
|
||||
spellcaster:processCooldowns()
|
||||
end)
|
||||
char:try(Tree.behaviors.effects, function(effects)
|
||||
effects:afterTurn()
|
||||
end)
|
||||
end
|
||||
|
||||
self.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue
|
||||
|
||||
169
lib/spell/effect.lua
Normal file
@ -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 }
|
||||
@ -123,6 +123,13 @@ function spell.new(data)
|
||||
return
|
||||
end
|
||||
|
||||
-- проверка на возможность каста
|
||||
if not caster:try(Tree.behaviors.effects, function(effects)
|
||||
return effects:beforeCast()
|
||||
end) then
|
||||
return
|
||||
end
|
||||
|
||||
caster:try(Tree.behaviors.stats, function(stats)
|
||||
stats.mana = stats.mana - self.baseCost
|
||||
end)
|
||||
@ -130,6 +137,8 @@ function spell.new(data)
|
||||
caster:try(Tree.behaviors.spellcaster, function(spellcaster)
|
||||
spellcaster.cooldowns[self.tag] = self.baseCooldown
|
||||
end)
|
||||
|
||||
|
||||
return data.onCast(caster, target)
|
||||
end
|
||||
|
||||
|
||||
@ -52,7 +52,8 @@ local regenerateMana = spell.new {
|
||||
end)
|
||||
|
||||
local sprite = caster:has(Tree.behaviors.sprite)
|
||||
if not sprite then return end
|
||||
local effects = caster:has(Tree.behaviors.effects)
|
||||
if not sprite or not effects then return end -- и тут возможно на эффекты проверять не стоит
|
||||
print(caster.id, "has regenerated mana and gained initiative")
|
||||
|
||||
local light = require "lib/character/character".spawn("Light Effect")
|
||||
@ -67,7 +68,8 @@ local regenerateMana = spell.new {
|
||||
light:die()
|
||||
return task.fromValue()
|
||||
end),
|
||||
sprite:animate("hurt")
|
||||
sprite:animate("hurt"),
|
||||
effects:addEffect("aversionToDeath", 1, 1),
|
||||
}
|
||||
end
|
||||
}
|
||||
@ -86,9 +88,10 @@ local attack = spell.new {
|
||||
stats.hp = stats.hp - 4
|
||||
end)
|
||||
|
||||
local targetEffects = targetCharacter:has(Tree.behaviors.effects)
|
||||
local sprite = caster:has(Tree.behaviors.sprite)
|
||||
local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
|
||||
if not sprite or not targetSprite then return end
|
||||
if not sprite or not targetSprite or not targetEffects then return end -- проверять на эффект может и не стоит
|
||||
|
||||
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
|
||||
|
||||
@ -103,6 +106,7 @@ local attack = spell.new {
|
||||
Tree.behaviors.light.new { color = Vec3 { 0.6, 0.3, 0.3 }, intensity = 4 },
|
||||
Tree.behaviors.positioned.new(targetCharacter:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
|
||||
}
|
||||
Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
|
||||
return
|
||||
task.wait {
|
||||
task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
|
||||
@ -110,12 +114,11 @@ local attack = spell.new {
|
||||
light:die()
|
||||
return task.fromValue()
|
||||
end),
|
||||
targetSprite:animate("hurt")
|
||||
targetSprite:animate("hurt"),
|
||||
targetEffects:addEffect("bleeding", 3, 3)
|
||||
}
|
||||
end
|
||||
),
|
||||
|
||||
Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
|
||||
}
|
||||
}
|
||||
end
|
||||
|
||||
@ -74,4 +74,19 @@ function P.lerp(from, to, t)
|
||||
return from + (to - from) * t
|
||||
end
|
||||
|
||||
--- Compares two tables by their fields
|
||||
--- @param t1 table
|
||||
--- @param t2 table
|
||||
--- @return boolean
|
||||
function P.deepComparison(t1, t2)
|
||||
for k, v in pairs(t1) do
|
||||
if type(v) == "table" and type(t2[k]) == "table" then
|
||||
if not P.deepComparison(v, t2[k]) then return false end
|
||||
elseif t2[k] ~= v then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
return P
|
||||
|
||||
60
main.lua
@ -15,16 +15,17 @@ function love.load()
|
||||
testLayout = require "lib.simple_ui.level.layout"
|
||||
|
||||
local chars = {
|
||||
character.spawn("Foodor")
|
||||
:addBehavior {
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
Tree.behaviors.stats.new(nil, nil, 1),
|
||||
Tree.behaviors.positioned.new(Vec3 { 1, 1 }),
|
||||
Tree.behaviors.tiled.new(),
|
||||
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
|
||||
Tree.behaviors.shadowcaster.new(),
|
||||
Tree.behaviors.spellcaster.new()
|
||||
},
|
||||
-- character.spawn("Foodor")
|
||||
-- :addBehavior {
|
||||
-- Tree.behaviors.residentsleeper.new(),
|
||||
-- Tree.behaviors.stats.new(nil, nil, 1),
|
||||
-- Tree.behaviors.positioned.new(Vec3 { 3, 3 }),
|
||||
-- Tree.behaviors.tiled.new(),
|
||||
-- Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
|
||||
-- Tree.behaviors.shadowcaster.new(),
|
||||
-- Tree.behaviors.spellcaster.new(),
|
||||
-- Tree.behaviors.effects.new()
|
||||
-- },
|
||||
character.spawn("Foodor")
|
||||
:addBehavior {
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
@ -33,7 +34,8 @@ function love.load()
|
||||
Tree.behaviors.tiled.new(),
|
||||
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
|
||||
Tree.behaviors.shadowcaster.new(),
|
||||
Tree.behaviors.spellcaster.new()
|
||||
Tree.behaviors.spellcaster.new(),
|
||||
Tree.behaviors.effects.new()
|
||||
},
|
||||
character.spawn("Foodor")
|
||||
:addBehavior {
|
||||
@ -43,19 +45,33 @@ function love.load()
|
||||
Tree.behaviors.tiled.new(),
|
||||
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
|
||||
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.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
|
||||
|
||||