add new property to aversion to death effect fix beforeTurn function call in turnOrder
201 lines
6.7 KiB
Lua
201 lines
6.7 KiB
Lua
local utils = require "lib.utils.utils"
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local task = require "lib.utils.task"
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--- @class Effect
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--- @field tag string
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local effect = {}
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effect.__index = effect
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--- Предполагается, что в каждую функцию будет передаваться `Character` и параметр `intensity`, который отвечает за силу спелла
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--- @alias EffectFunc fun(owner: Character, intensity: integer): Task<nil>
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--- @alias EffectStatementFunc fun(owner: Character, intensity: integer): Task<nil>, boolean
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--- @alias EffectDamageFunc fun(owner: Character, intensity: integer, damage: integer): Task<nil>, integer
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--- @alias EffectRegenFunc fun(owner: Character, intensity: integer, amountHp: integer): Task<nil>, integer
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--- @alias EffectData { tag: string, [string]: EffectFunc|EffectStatementFunc|EffectDamageFunc|EffectRegenFunc }
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--- @param owner Character
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--- @param intensity integer
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--- @return Task<nil>, boolean
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function effect:beforeBirth(owner, intensity) return task.wait {}, true end
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--- @param owner Character
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--- @param intensity integer
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--- @return Task<nil>
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function effect:afterBirth(owner, intensity) return task.wait {} end
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--- @param owner Character
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--- @param intensity integer
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--- @return Task<nil>, boolean
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function effect:beforeDeath(owner, intensity) return task.wait {}, true end
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--- @param owner Character
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--- @param intensity integer
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--- @return Task<nil>
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function effect:afterDeath(owner, intensity) return task.wait {} end
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--- @param owner Character
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--- @param intensity integer
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--- @return Task<nil>, boolean
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function effect:beforeTurn(owner, intensity) return task.wait {}, true end
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--- @param owner Character
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--- @param intensity integer
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--- @return Task<nil>
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function effect:afterTurn(owner, intensity) return task.wait {} end
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--- @param owner Character
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--- @param intensity integer
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--- @return Task<nil>, boolean
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function effect:beforeCast(owner, intensity) return task.wait {}, true end
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--- @param owner Character
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--- @param intensity integer
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--- @return Task<nil>
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function effect:afterCast(owner, intensity) return task.wait {} end
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--- @param owner Character
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--- @param intensity integer
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--- @param damage integer
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--- @return Task<nil>, integer
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function effect:beforeAttack(owner, intensity, damage) return task.wait {}, damage end
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--- @param owner Character
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--- @param intensity integer
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--- @return Task<nil>
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function effect:afterAttack(owner, intensity) return task.wait {} end
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--- @param owner Character
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--- @param intensity integer
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--- @param damage integer
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--- @return Task<nil>, integer
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function effect:beforeDamage(owner, intensity, damage) return task.wait {}, damage end
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--- @param owner Character
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--- @param intensity integer
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--- @return Task<nil>
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function effect:afterDamage(owner, intensity) return task.wait {} end
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--- @param owner Character
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--- @param intensity integer
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--- @param amountHp integer кол-во хп для регена
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--- @return Task<nil>, integer
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function effect:beforeRegeneration(owner, intensity, amountHp) return task.wait {}, amountHp end
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--- @param owner Character
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--- @param intensity integer
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--- @return Task<nil>
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function effect:afterRegeneration(owner, intensity) return task.wait {} end
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--- @param other Effect
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--- @return Effect|nil
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function effect:sum(other) end
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function effect:update(dt) end
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function effect:draw() end
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--- дип сравнение эффектов
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--- @param other Effect
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--- @return boolean
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function effect:__eq(other)
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return utils.deepComprasion(self, other)
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end
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--- @todo переделать дату и прочее
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-- --- @param data {tag: string, beforeBirth: fun(owner: Character)?, beforeDeath: fun(owner: Character)?, beforeTurn: (fun(owner: Character): Task<nil>|nil), afterTurn: (fun(owner: Character): Task<nil>|nil), sum: fun(owner: Character)?}
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--- @param data EffectData
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--- @return Effect
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local function new(data)
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local newEffect = setmetatable({
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tag = data.tag
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}, effect)
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function newEffect:beforeBirth(owner, intensity)
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if not data.beforeBirth then return end
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local task, statement = data.beforeBirth(owner, intensity)
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return task, statement
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end
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function newEffect:afterBirth(owner, intensity)
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if not data.afterBirth then return end
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return data.afterBirth(owner, intensity)
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end
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function newEffect:beforeDeath(owner, intensity)
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if not data.beforeDeath then return end
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local task, statement = data.beforeBirth(owner, intensity)
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return task, statement
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end
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function newEffect:afterDeath(owner, intensity)
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if not data.afterDeath then return end
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return data.afterDeath(owner, intensity)
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end
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function newEffect:beforeTurn(owner, intensity)
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if not data.beforeTurn then return end
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local task, statement = data.beforeBirth(owner, intensity)
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return task, statement
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end
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function newEffect:afterTurn(owner, intensity)
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if not data.afterTurn then return end
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return data.afterTurn(owner, intensity)
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end
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function newEffect:beforeCast(owner, intensity)
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if not data.beforeCast then return end
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local task, statement = data.beforeBirth(owner, intensity)
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return task, statement
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end
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function newEffect:afterCast(owner, intensity)
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if not data.afterCast then return end
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return data.afterCast(owner, intensity)
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end
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function newEffect:beforeAttack(owner, intensity, damage)
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if not data.beforeAttack then return end
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local task, newDamage = data.beforeDamage(owner, intensity, damage)
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return task, newDamage
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end
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function newEffect:afterAttack(owner, intensity)
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if not data.afterAttack then return end
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return data.afterAttack(owner, intensity)
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end
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function newEffect:beforeDamage(owner, intensity, damage)
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if not data.beforeDamage then return end
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local task, newDamage = data.beforeDamage(owner, intensity, damage)
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return task, newDamage
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end
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function newEffect:afterDamage(owner, intensity)
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if not data.afterDamage then return end
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return data.afterDamage(owner, intensity)
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end
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function newEffect:beforeRegeneration(owner, intensity, amountHp)
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if not data.beforeRegeneration then return end
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local task, newAmountHp = data.beforeRegeneration(owner, intensity, amountHp)
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return task, newAmountHp
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end
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function newEffect:afterRegeneration(owner, intensity)
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if not data.afterRegeneration then return end
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return data.afterRegeneration(owner, intensity)
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end
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--- дип сравнение эффектов
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--- @param other Effect
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--- @return boolean
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function newEffect:__eq(other)
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return utils.deepComparison(self, other)
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end
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return newEffect
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end
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return { new = new }
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