heroes-of-nerevelon/lib/effectbook.lua

100 lines
3.3 KiB
Lua

local task = require "lib.utils.task"
local effect = require "lib.spell.effect"
local easing = require "lib.utils.easing"
--- Кровотечение.
---
--- Наносит `intensity` урона перед началом каждого хода.
local bleeding = effect.new({
tag = "bleeding",
afterBirth = function(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('[Effect]: yo man what the hell wheres your behavior how thats possible please stop thats not normal')
else
behavior:deleteStacks(self, 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 = "dev_aversion_to_death"
}
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(self, 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
local effectbook = {
bleeding = bleeding,
aversionToDeath = aversionToDeath
}
--- не уверен зачем нам это, но вай нот ай саппоуз
--- @param list Effect[]
function effectbook.of(list)
local efb = {}
for i, ef in ipairs(list) do
print(i)
efb[i] = setmetatable({}, { __index = ef })
end
return efb
end
return effectbook