turn-order #17

Merged
PeaAshMeter merged 9 commits from turn-order into main 2025-11-09 17:56:10 +03:00
5 changed files with 52 additions and 30 deletions
Showing only changes of commit 8821cb4cf7 - Show all commits

View File

@ -1,17 +1,23 @@
--- @class StatsBehavior : Behavior
--- @field hp integer
--- @field mana integer
--- @field initiative integer
--- @field isInTurnOrder boolean
local behavior = {}
behavior.__index = behavior
behavior.id = "stats"
--- @param hp? integer
--- @param mana? integer
function behavior.new(hp, mana)
return setmetatable({
--- @param initiative? integer
--- @param isInTurnOrder? boolean
function behavior.new(hp, mana, initiative, isInTurnOrder)
return setmetatable({
hp = hp or 20,
mana = mana or 10
}, behavior)
mana = mana or 10,
initiative = initiative or 10,
isInTurnOrder = isInTurnOrder or true
}, behavior)
end
return behavior

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@ -16,8 +16,8 @@ character.__index = character
--- @param spriteDir table
--- @param position? Vec3
--- @param size? Vec3
--- @param level? integer
local function spawn(name, spriteDir, position, size, level)
--- @param initiative? integer
local function spawn(name, spriteDir, position, size, initiative)
local char = {}
char = setmetatable(char, character)
@ -28,7 +28,7 @@ local function spawn(name, spriteDir, position, size, level)
char:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(),
Tree.behaviors.stats.new(nil, nil, initiative),
Tree.behaviors.map.new(position, size),
Tree.behaviors.sprite.new(spriteDir),
Tree.behaviors.spellcaster.new()

View File

@ -25,15 +25,18 @@ function selector:update(dt)
local selectedId = Tree.level.characterGrid:get(Vec3 { mousePosition.x, mousePosition.y })
if not self.id then
print(selectedId, Tree.level.turnOrder.order[1])
if selectedId ~= Tree.level.turnOrder.order[1] and Tree.level.turnOrder.isTurnsEnabled then return end
if selectedId ~= Tree.level.turnOrder.notWalked[1] and Tree.level.turnOrder.isTurnsEnabled then return end
return self:select(selectedId)
else
local char = Tree.level.characters[self.id]
char:try(Tree.behaviors.spellcaster, function(b)
if not b.cast then
if selectedId ~= Tree.level.turnOrder.order[1] and Tree.level.turnOrder.isTurnsEnabled then return end
-- тут какая-то страшная дичь, я даже не уверен что оно работает
-- зато я точно уверен, что это надо было писать не так
if not selectedId then self:select(selectedId) end
-- print(selectedId ~= next(Tree.level.turnOrder.notWalked), Tree.level.turnOrder.isTurnsEnabled)
if selectedId ~= Tree.level.turnOrder.notWalked[1] and Tree.level.turnOrder.isTurnsEnabled then return end
self:select(selectedId)
return
end

View File

@ -1,44 +1,57 @@
--- @class TurnOrder
--- @field order Id[] возможно в будущем тут будет не айди персонажа, а айди фракции, в которой состоят несколько персонажей
--- @field walked integer[]
--- @field notWalked integer[]
--- @field isTurnsEnabled boolean
local turnOrder = {}
turnOrder.__index = turnOrder
local function new()
return setmetatable({
order = {},
walked = {},
notWalked = {},
isTurnsEnabled = true
}, turnOrder)
end
function turnOrder:updateOrder()
local order = {}
local notWalked = {}
local count = 1
for k, _ in ipairs(Tree.level.characters) do
order[count] = k
count = count + 1
for id, char in ipairs(Tree.level.characters) do
char:try(Tree.behaviors.stats, function(stats)
notWalked[count] = id
count = count + 1
end)
end
self.order = order
table.sort(notWalked, function(id_a, id_b)
local res = Tree.level.characters[id_a]:try(Tree.behaviors.stats, function(astats)
local res = Tree.level.characters[id_b]:try(Tree.behaviors.stats, function(bstats)
return astats.initiative > bstats.initiative
end)
return res
end)
return res or false
end)
self.notWalked = notWalked
print('[Level]: Turn order has been updated!')
for _, v in ipairs(self.order) do
print('[Level]: id:', v)
end
end
function turnOrder:next()
self.order[#self.order + 1] = self.order[1]
self.order[1] = nil
table.insert(self.walked, self.notWalked[1])
self.notWalked[1] = nil
local order = {}
for i = 1, #self.order do
order[i] = self.order[i + 1]
local notWalked = {}
for i = 1, #self.notWalked do
notWalked[i] = self.notWalked[i + 1]
print(notWalked[i], i)
end
self.order = order
self.notWalked = notWalked
print('[Level]: Triggered next turn')
for _, v in ipairs(self.order) do
print('[Level]: id:', v)
print('[Level]:', next(self.notWalked))
if #self.notWalked == 0 then
self:updateOrder()
self.walked = {}
end
end

View File

@ -11,7 +11,7 @@ end
function love.load()
character.spawn("Foodor", Tree.assets.files.sprites.character)
character.spawn("Baris", Tree.assets.files.sprites.character, Vec3 { 3, 3 })
character.spawn("Baris", Tree.assets.files.sprites.character, Vec3 { 3, 3 }, nil, 12)
character.spawn("Foodor Jr", Tree.assets.files.sprites.character, Vec3 { 0, 3 })
character.spawn("Baris Jr", Tree.assets.files.sprites.character, Vec3 { 0, 6 })
love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })