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Location: games/Awakening/london_dice.lua - annotation
4c3d967e11ee
6.2 KiB
text/x-lua
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var {
player_pts = 0;
current_pts = 0;
enemy_pts = 0;
first = false;
state = 0;
};
nosave = true;
noautosave = true;
forcedsc = true;
hideinv = true;
nam = "dice_game";
disp = "Игра в кости";
win = "dice_game_win";
lose = "dice_game_lose";
draw = "dice_game_draw";
entered = function(s)
s.player_pts = 0;
s.enemy_pts = 0;
s.current_pts = 0;
s.state = 0;
dg_pass:disable();
dg_roll:enable();
end;
dsc = function(s)
if s.state == 0 then
return [[Определяем очередность ходов. Бросайте кость. ]];
else
return([[Очки:^Вы:]] .. s.player_pts .. [[^Соперник:]] .. s.enemy_pts .. [[^Текущий раунд:]] .. s.current_pts);
end;
end;
obj = {
"dg_roll";
"dg_pass";
"dg_lose";
};
player_turn = function(s)
if s.turn and (s.player_pts >= 100 or s.enemy_pts >= 100) then
timer:stop();
game.timer = nil;
if s.player_pts >= 100 and s.enemy_pts >= 100 then
walk(s.draw);
elseif s.player_pts >= 100 then
walk(s.win);
else
walk(s.lose);
end;
return;
end;
s.state = 1;
s.current_pts = 0;
timer:stop();
game.timer = nil;
dg_roll:enable();
dg_pass:enable();
end;
enemy_turn = function(s)
if not s.turn and (s.player_pts >= 100 or s.enemy_pts >= 100) then
timer:stop();
game.timer = nil;
if s.player_pts >= 100 and s.enemy_pts >= 100 then
walk(s.draw);
elseif s.player_pts >= 100 then
walk(s.win);
else
walk(s.lose);
end;
return;
end;
s.state = 1;
s.current_pts = 0;
game.timer = s.make_enemy_turn;
timer:set(2500);
dg_roll:disable();
dg_pass:disable();
end;
make_enemy_turn = function()
local s = dice_game;
local pl = rnd(6);
pr [[Соперник бросает кости. ]];
pr([[Результат броска: ]] .. tostring(pl) .. [[.^]]);
if pl == 1 then
pr [[Ваш соперник теряет ход. ]];
s:player_turn();
else
s.current_pts = s.current_pts + pl;
local r = rnd(10);
if r == 1 then
s.enemy_pts = s.enemy_pts + s.current_pts;
pr [[Соперник передает вам ход. ]];
s:player_turn();
elseif r == 2 then
pr [[Соперник продолжает игру. ]];
elseif s.enemy_pts > s.player_pts then
if s.enemy_pts + s.current_pts >= 100 then
s.enemy_pts = s.enemy_pts + s.current_pts;
pr [[Соперник передает вам ход. ]];
s:player_turn();
else
pr [[Соперник продолжает игру. ]];
end;
else
if s.enemy_pts + s.current_pts >= s.player_pts then
s.enemy_pts = s.enemy_pts + s.current_pts;
pr [[Соперник передает вам ход. ]];
s:player_turn();
else
pr [[Соперник продолжает игру. ]];
end;
end;
end;
end;
};
dg_roll = obj {
nam = "dg_roll";
dsc = [[{Бросить кость. }^]];
act = function(s)
if dice_game.state == 0 then
local pl = rnd(6);
local en = rnd(6);
pr([[У вас выпало ]] .. tostring(pl) .. [[ очков. У соперника -- ]] .. tostring(en) .. [[. ]]);
if pl > en then
pr [[Вы ходите первым. Бросайте кость. ]];
dice_game.first = true;
dice_game:player_turn();
elseif pl < en then
pr [[Ваш соперник ходит первым. ]];
dice_game.first = false;
dice_game:enemy_turn();
else
pr [[Результаты совпали. Повторите бросок. ]];
end;
else
local pl = rnd(6);
pr([[Результат броска: ]] .. tostring(pl) .. [[.^]]);
if pl == 1 then
pr [[Вы теряете набранные очки. ]];
dice_game:enemy_turn();
else
dice_game.current_pts = dice_game.current_pts + pl;
end;
end;
end;
};
dg_pass = obj {
nam = "dg_pass";
dsc = [[{Передать ход. }^]];
act = function(s)
dice_game.player_pts = dice_game.player_pts + dice_game.current_pts;
dice_game.current_pts = 0;
dice_game:enemy_turn();
return [[]];
end;
};
dg_lose = obj {
nam = "dg_lose";
dsc = [[{Сдаться(ставка будет потеряна). }^]];
act = function(s)
timer:stop();
game.timer = nil;
walk(dice_game_lose);
end;
}
dice_game_draw = cutscene("dice_game_draw", "Игра в кости", [[Человек разводит руками: "Ничья. Сыграем еще раз?"]], "port_street");
dice_game_win = cutscene("dice_game_win", "Игра в кости", [[Человек вручает вам сумму выигрыша: "Поздравляю, вы выиграли! Сыграем еще?"]], "port_street", function()
pl.money = pl.money + dice_game.stake;
end);
dice_game_lose = cutscene("dice_game_lose", "Игра в кости", [[Человек довольно потирает руки и прячет в карман ваши деньги: "В следующий раз вам повезет. Может сыграем еще?"]], "port_street", function()
pl.money = pl.money - dice_game.stake;
end);
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