2026-04-14 19:25:00 +03:00

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Lua
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local easing = require "lib.utils.easing"
local function closestCharacter(char)
local caster = Vec3 {}
char:try(Tree.behaviors.positioned, function(b)
caster = b.position
end)
local charTarget
local minDist = 88005553535 -- spooky magic number
for k, v in pairs(Tree.level.characters) do
v:try(Tree.behaviors.positioned, function(b)
local dist = ((caster.x - b.position.x) ^ 2 + (caster.y - b.position.y) ^ 2) ^ 0.5
if dist < minDist and dist ~= 0 then
minDist = dist
charTarget = v
end
-- print(k, b.position)
end)
end
return charTarget
end
---@type {[Class]: fun(self: AIBehavior): Task<nil>} возможно где-то здесь на объявлении типа сломается типизация
local aiNature = {
["dev_warrior"] = function(self)
return function(callback) -- почему так, описано в Task
self.owner:try(Tree.behaviors.spellcaster, function(spellB)
local charTarget = closestCharacter(self.owner)
charTarget:try(Tree.behaviors.positioned, function(b)
self.target = Vec3 { b.position.x, b.position.y + 1 } --- @todo тут захардкожено + 1, но мы должны как-то хитро определять с какой стороны обойти
end)
local task1 = spellB.spellbook[1]:cast(self.owner, self.target)
if task1 then
task1(
function()
-- здесь мы оказываемся после того, как сходили в первый раз
local newTarget = Vec3 { 1, 1 }
local task2 = spellB.spellbook[1]:cast(self.owner, newTarget)
if task2 then
-- дергаем функцию после завершения хода
task2(callback)
else
callback()
end
end
)
else
callback()
end
end)
end
end,
["dev_mage"] = function(self)
return function(callback)
print("etoh... bleh")
callback()
end
end
}
--- @class AIBehavior : Behavior
--- @field target Vec3?
local behavior = {}
behavior.__index = behavior
behavior.id = "ai"
--- @param class Class
function behavior.new(class)
return setmetatable({
makeTurn = aiNature[class]
}, behavior)
end
return behavior