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Location: games/Awakening/battlefield.lua - annotation
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Dypatreanotrr more fixes
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6942b6162aff 771f90d1d93b 771f90d1d93b 771f90d1d93b 6942b6162aff 6942b6162aff 6942b6162aff 6942b6162aff 6942b6162aff 6942b6162aff 6942b6162aff c1561bd81710 c1561bd81710 c1561bd81710 c1561bd81710 c1561bd81710 c1561bd81710 c1561bd81710 c1561bd81710 b01351c0d220 b01351c0d220 b01351c0d220 c1561bd81710 c1561bd81710 c1561bd81710 c1561bd81710 771f90d1d93b 771f90d1d93b 771f90d1d93b c1561bd81710 c1561bd81710 b01351c0d220 c1561bd81710 c1561bd81710 c1561bd81710 c1561bd81710 c1561bd81710 c1561bd81710 c1561bd81710 c1561bd81710 c1561bd81710 c1561bd81710 9da66dccab69 b01351c0d220 b01351c0d220 b01351c0d220 b01351c0d220 b01351c0d220 b01351c0d220 b01351c0d220 9da66dccab69 c1561bd81710 c1561bd81710 c1561bd81710 | _kh.bf_calcWalkDistance = function(s, x1, y1, x2, y2) local closed = {}; local open = { {p = {{x1, y1}}, l = 0} }; while #open > 0 do local item = table.remove (open, 1); local node = item.p[#item.p]; local inClosed = false; for i = 1, #closed do if (closed[i][1] == node[1] and closed[i][2] == node[2]) then inClosed = true; break; end; end; if (not inClosed) then --print(node[1], x2, node[2], y2); if (node[1] == x2 and node[2] == y2) then return item; end; table.insert(closed, node); --print("closed", #closed); --print("open", #open); local pos = 1; while (#open >= pos and open[pos].l <= item.l) do pos = pos + 1; end; if s:isPassable(node[1], node[2] - 1) or (node[1] == x2 and node[2] - 1 == y2) then local p = {}; for i = 1, #item.p do table.insert(p, item.p[i]); end; table.insert(p, {node[1], node[2] - 1}); table.insert(open, pos, { p = p, l = item.l + 1 }); end; if s:isPassable(node[1], node[2] + 1) or (node[1] == x2 and node[2] + 1 == y2) then local p = {}; for i = 1, #item.p do table.insert(p, item.p[i]); end; table.insert(p, {node[1], node[2] + 1}); table.insert(open, pos, { p = p, l = item.l + 1 }); end; if s:isPassable(node[1] - 1, node[2]) or (node[1] - 1 == x2 and node[2] == y2) then local p = {}; for i = 1, #item.p do table.insert(p, item.p[i]); end; table.insert(p, {node[1] - 1, node[2]}); table.insert(open, pos, { p = p, l = item.l + 1 }); end; if s:isPassable(node[1] + 1, node[2]) or (node[1] + 1 == x2 and node[2] == y2) then local p = {}; for i = 1, #item.p do table.insert(p, item.p[i]); end; table.insert(p, {node[1] + 1, node[2]}); table.insert(open, pos, { p = p, l = item.l + 1 }); end; end; end; return nil; end; _kh.bf_calcShootDistance = function(x1, y1, x2, y2) --return math.max(math.abs(x2 - x1), math.abs(y2 - y1)); return math.floor(math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1))); end; _kh.bf_calcDirection = function(x1, y1, x2, y2) -- 0 - close by, 1-8 - north to north-west clockwise, 9 - too far local dist = _kh.bf_calcDistance(x1,y1,x2,y2); if (dist == 0) then return 0; elseif (dist == 1) then if (x1 == x2 and y1 > y2) then return 1; elseif (x1 < x2 and y1 > y2) then return 2; elseif (x1 < x2 and y1 == y2) then return 3; elseif (x1 < x2 and y1 < y2) then return 4; elseif (x1 == x2 and y1 < y2) then return 5; elseif (x1 > x2 and y1 < y2) then return 6; elseif (x1 > x2 and y1 == y2) then return 7; elseif (x1 > x2 and y1 > y2) then return 8; end; else return 9; end; end; battlefield = function(tab) local make_turn = tab.make_turn; tab.nosave = true; tab.noautosave = true; tab.isPassable = function(s, x, y) if (x < 1 or x > 7 or y < 1 or y > 7 or tab.map[y][x] > 0) then return false; end; for i = 1, #s.obj do local obst = EngineUtils.getValue(s.obj[i].obst, s.obj[i]); if (obst and obst > 0) then if (s.obj[i].x == x and s.obj[i].y == y) then return false; end; end; end; return true; end; tab.isShootable = function(s, x, y) if (x < 1 or x > 7 or y < 1 or y > 7 or tab.map[y][x] > 1) then return false; end; for i = 1, #s.obj do local obst = EngineUtils.getValue(s.obj[i].obst, s.obj[i]); if (obst and obst > 1) then if (s.obj[i].x == x and s.obj[i].y == y) then return false; end; end; end; return true; end; tab.canShoot = function(s, x1, y1, x2, y2) local dx = math.abs(x1 - x2); local dy = math.abs(y1 - y2); local invx = x1 > x2; local invy = y1 > y2; local xc = 0; local yc = 0; local error = 0; print(dx, dy); if (dx > dy) then --horizontal line local y = 0; for x = 0, dx do if invx then xc = x1 - x; else xc = x1 + x; end; if invy then yc = y1 - y; else yc = y1 + y; end; if ((xc ~= x1 or yc ~= y1) and not s:isShootable(xc, yc) and (xc ~= x2 or yc ~= y2)) then return false; end; error = error + dy; if (2 * error > dx) then y = y + 1 error = error - dx; end; end; else --vertical line local x = 0; for y = 0, dy do print(x, y); if invx then xc = x1 - x; else xc = x1 + x; end; if invy then yc = y1 - y; else yc = y1 + y; end; print(xc, yc); if ((xc ~= x1 or yc ~= y1) and not s:isShootable(xc, yc) and (xc ~= x2 or yc ~= y2)) then return false; end; error = error + dx; if (2 * error > dy) then x = x + 1; error = error - dy; end; end; end; return true; end; tab.check_walk = function(s) bf_north:enable(); bf_east:enable(); bf_south:enable(); bf_west:enable(); if (not s:isPassable(s.plX, s.plY - 1)) then bf_north:disable(); end; if (not s:isPassable(s.plX, s.plY + 1)) then bf_south:disable(); end; if (not s:isPassable(s.plX - 1, s.plY)) then bf_west:disable(); end; if (not s:isPassable(s.plX + 1, s.plY)) then bf_east:disable(); end; end; local entered = tab.entered; tab.entered = function(s) s:check_walk(); if (type(entered) == 'function') then return entered(s); else return entered; end; end; tab.onreload = function(s) here():make_turn(); end; tab.make_turn = function(s) -- A bit peggish but works pl.x = s.plX; pl.y = s.plY; for i = 1, #s.obj do if (type(s.obj[i].make_turn) == 'function' and s.obj[i].hp > 0) then s.obj[i]:make_turn(); end; end; if (make_turn) then make_turn(s); end; if (pl.hp <= 0) then walk(s.lose); end; s:check_walk(); for i = 1, #s.obj do if (s.obj[i].enemy and s.obj[i].hp > 0) then return; end; end; walk(s.win); end; tab.getWalkDistance = _kh.bf_calcWalkDistance; tab.getShootDistance = _kh.bf_calcShootDistance; tab.getDirection = _kh.bf_calcDirection; if not tab.wall then tab.wall = "images/battle_wall.png"; end; if not tab.obstacle then tab.obstacle = "images/battle_obstacle.png"; end; if (not tab.obj) then tab.obj = {}; end; if (not tab.pic) then tab.pic = function(s) local v = "images/battle_bcg.png;images/player.png@" .. tostring(s.plX * 32 - 32) .. "," .. tostring(s.plY * 32 - 32); for i = 1, #s.obj do if ((s.obj[i].hp) and (s.obj[i].hp > 0) and not(s.obj[i]:disabled()) and s.obj[i].x and s.obj[i].y) then if s.obj[i].pic then local pic = EngineUtils.getValue(s.obj[i].pic, s.obj[i]); v = v .. ";" .. pic .. "@" .. tostring(s.obj[i].x * 32 - 32) .. "," .. tostring(s.obj[i].y * 32 - 32); end; end; end; for i = 1, 7 do for j = 1, 7 do if (tab.map[i][j] == 2) then v = v.. ";" .. tab.wall .. "@" .. tostring(j * 32 - 32) .. "," .. tostring(i * 32 - 32); elseif (tab.map[i][j] == 1) then v = v.. ";" .. tab.obstacle .. "@" .. tostring(j * 32 - 32) .. "," .. tostring(i * 32 - 32); end; end; end; return v; end; end; table.insert(tab.obj, 'bf_north'); --table.insert(tab.obj, 'bf_northeast'); table.insert(tab.obj, 'bf_east'); --table.insert(tab.obj, 'bf_southeast'); table.insert(tab.obj, 'bf_south'); --table.insert(tab.obj, 'bf_southwest'); table.insert(tab.obj, 'bf_west'); --table.insert(tab.obj, 'bf_northwest'); table.insert(tab.obj, 'bf_wait'); return room(tab); end; bf_north = obj { nam = "north", dsc = "{На север}", act = function(s) here().plY = here().plY - 1; p("Вы идете на север"); here():make_turn(); end; }; bf_east = obj { nam = "east", dsc = "{На восток}", act = function(s) here().plX = here().plX + 1; p("Вы идете на восток."); here():make_turn(); end; }; bf_south = obj { nam = "south", dsc = "{На юг}", act = function(s) here().plY = here().plY + 1; p("Вы идете на юг."); here():make_turn(); end; }; bf_west = obj { nam = "west", dsc = "{На запад}", act = function(s) here().plX = here().plX - 1; p("Вы идете на запад."); here():make_turn(); end; }; bf_wait = obj { nam = "wait", dsc = "{Ждать}", act = function(s) p("Вы ждете"); here():make_turn(); end; }; combatant = function(tab) if (tab.canshoot == nil) then tab.canshoot = function(s) local dist = math.sqrt((s.x - here().plX) * (s.x - here().plX) + (s.y - here().plY) * (s.y - here().plY)); return dist < 6 and not tab.ally; end; end; if (tab.onthrust == nil) then tab.onthrust = function(s) local dist = math.sqrt((s.x - here().plX) * (s.x - here().plX) + (s.y - here().plY) * (s.y - here().plY)); if (rnd(4) > dist - 2) then tab.hp = tab.hp - 2; if (tab.hp > 0) then p(tab.thrustHit); else if (tab.onkill) then tab:onkill(); end; p(tab.thrustKill); end; else p(tab.thrustMiss); end; here():make_turn(); end; end; if (tab.onshoot == nil) then tab.onshoot = function(s) local dist = math.sqrt((s.x - here().plX) * (s.x - here().plX) + (s.y - here().plY) * (s.y - here().plY)); if (rnd(4) > dist - 2) then if (dist == 0) then tab.hp = tab.hp - 2; end; tab.hp = tab.hp - 1; if (tab.hp > 0) then p(tab.shootHit); else if (tab.onkill) then tab:onkill(); end; p(tab.shootKill); end; else p(tab.shootMiss); end; here():make_turn(); end; end; if (tab.canthrust == nil) then tab.canthrust = function(s) return math.abs(s.x - here().plX) + math.abs(s.y - here().plY) <= 2 and not s.ally; end; end; if (tab.canhit == nil) then tab.canhit = function(s) return (math.abs(s.x - here().plX) == 1 and s.y == here().plY or s.x == here().plX and math.abs(s.y - here().plY) == 1) and not tab.ally; end; end; if (tab.onhit == nil) then tab.onhit = function(s) if (math.abs(s.x - here().plX) == 1 and s.y == here().plY or s.x == here().plX and math.abs(s.y - here().plY) == 1) then tab.hp = tab.hp - 2; if (tab.hp > 0) then p(tab.wpnHit); else if (tab.onkill) then tab:onkill(); end; p(tab.wpnKill); end; here():make_turn(); else p(tab.wpnFar); end; end; end; if (not tab.act) then tab.act = function(s) if tab.ally then return tab.nohit; end; if (math.abs(s.x - here().plX) == 1 and s.y == here().plY or s.x == here().plX and math.abs(s.y - here().plY) == 1) then tab.hp = tab.hp - 1; if (tab.hp > 0) then p(tab.handHit); else if (tab.onkill) then tab:onkill(); end; p(tab.handKill); end; here():make_turn(); else p(tab.handFar); end; end; end; if (not tab.make_turn) then tab.make_turn = function(s) end; end; if (not tab.obst) then tab.obst = function(s) if (s.hp > 0) then return 2; else return 0; end; end; end; return obj(tab); end; |