Files
@ f81e14d2c9d5
Branch filter:
Location: games/Awakening/london_dice.lua - annotation
f81e14d2c9d5
6.2 KiB
text/x-lua
Multitude of fixes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 | 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 f6cc850e1c82 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 ca177d960f8a 08bed57892a3 08bed57892a3 08bed57892a3 2b0b0271ccb0 2b0b0271ccb0 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 20d589100a56 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 2b0b0271ccb0 2b0b0271ccb0 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 20d589100a56 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 ca3c0c1459c1 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 ca177d960f8a ca177d960f8a ea5fe5c0d7d5 ca177d960f8a ca177d960f8a ca177d960f8a ca177d960f8a ca177d960f8a ca177d960f8a ca177d960f8a 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 2b0b0271ccb0 08bed57892a3 08bed57892a3 | dice_game = room {
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);
|