Merge branch 'main' of https://github.com/jyelon/luprex into main

This commit is contained in:
2022-03-11 19:11:39 -05:00

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@@ -1,9 +1,18 @@
makeclass('player') makeclass('player')
makeclass('army')
--
-- HORPS game: Walk around the board collecting armies and buffs
-- Captured armies eat each turn
-- Attacking armies select order (random by default)
-- Defending armies are stronger
-- Command: Tame Creature Stack
-- Command: Free Creature Stack
--
-- --
-- Data Structure -- Data Structure
-- Army.Count -- Army.Count[kind]=number Where kind is r,p,s
-- Army.Kind 'r','p','s'
-- --
function player.interface(actor, place) function player.interface(actor, place)
@@ -12,8 +21,106 @@ function player.interface(actor, place)
gui.menu_item("cb_east" ,"Go East") gui.menu_item("cb_east" ,"Go East")
gui.menu_item("cb_west" ,"Go West") gui.menu_item("cb_west" ,"Go West")
gui.menu_item("cb_map" ,"Show the Map") gui.menu_item("cb_map" ,"Show the Map")
gui.menu_item("cb_emit_army","Emit an Army") gui.menu_item("cb_conjurerock" ,"Conjure Rock")
gui.menu_item("cb_emit_buff","Emit a Buff") gui.menu_item("cb_conjurepaper" ,"Conjure Paper")
gui.menu_item("cb_conjurescissor" ,"Conjure Scissor")
gui.menu_item("cb_droprock" ,"Drop Rock")
gui.menu_item("cb_droppaper" ,"Drop Paper")
gui.menu_item("cb_dropscissor" ,"Drop Scissor")
end
function player:cb_conjurerock() self.Count['r']=self.Count['r']+1 end
function player:cb_conjurepaper() self.Count['p']=self.Count['p']+1 end
function player:cb_conjurescissor() self.Count['s']=self.Count['s']+1 end
function army.interface(actor,place)
if place.owner==actor then gui_menu_item("cb_recruit","Recruit");
else gui.menu_item("cb_capture","Capture");
end end
-- Rock dulls Scissors 3
-- Rock cripples Lizard 2
-- Paper disproves Spock 3
-- Paper covers Rock 2
-- Scissors decapitates Lizard 3
-- Scissors cuts Paper 2
-- Lizard eats Paper 3
-- Lizard poisons Spock 2
-- Spock vaporizes Rock 3
-- Spock dismantles Scissors 2
armytypes={'r','p','s'}
armynames={r="Rock Golem",p="Paper Dragon",s="Scissor Beast",l="Fire Lizzard",v="Mr. Spock"}
--advantage={ r={ r=1, p=1/2, s=3, l=2, v=1/3 },
-- p={ r=2, p=1, s=1/2, l=1/3, v=3 },
-- s={ r=1/3, p=2, s=1, l=3, v=1/2 },
-- l={ r=1/2, p=3, s=1/3, l=1, v=2 },
-- v={ r=3, p=1/3, s=2, l=1/2, v=1 } }
advantage={ r={ r=1, p=1/2, s=2 },
p={ r=2, p=1, s=1/2 },
s={ r=1/2, p=2, s=1 } }
function shuffle(t)
local s={}
for i=1, #t do s[i]=t[i] end
for i=#t,2,-1 do
local j=math.random(i)
s[i],s[j]=s[j],s[i]
end
return s
end
--
-- For each creature type, select the optimal target. Select randomly among identical targets.
--
function army.fight0(ak,ac,dk,dc) -- returns number of attacker casualties, defender casualties
local adv0=advantage[ak][dk]
local adv1=advantage[dk][ak]
local rval0=(ac*adv0-dc)/adv0
if rval0<0 then rval0=0 end
local rval1=(dc*adv1-rval0)/adv1
return rval0,rval1
end
function army.cb_fight(actor,place,dialog)
for ak,ac in pairs(actor.Count) do -- Should randomize the order
local enemy
local acas
local maxcas=-1
for dk,dc in pairs(place.Count) do
local rem0,rem1=army.fight0(ak,ac,dk,dc)
local Loss0=ac-rem0
local Loss1=dk-rem1
if Loss1>maxcas then
enemy=dk
maxcas=Loss1
acas=Loss1
end end
if enemy then
print("Army "..ak.." kills "..maxcas.." "..dk.." and suffers "..Loss0)
end
end
end
function player:cb_droprock(actor) player:droparmy(actor,'r') end
function player:cb_droppaper(actor) player:droparmy(actor,'p') end
function player:cb_dropscissor(actor) player:droparmy(actor,'s') end
function player:droparmy(actor,kind)
if actor.Count[kind]<=0 then print("No armies of typem "..kind.." available") return end
local lis=tangible.near(actor,0,true,true)
if #lis>1 then print("Multiple Tangibles Nearby") return end
local t=lis[1]
if t==nil then t=player:buildarmy(actor) end
t.Count[kind]=t.Count[kind]+1
pprint(t)
end
function player:newlocation()
local lis=tangible.near(self,0,false,false)
print("New Location")
pprint(lis)
end end
function player:printanimstate() function player:printanimstate()
@@ -21,33 +128,45 @@ function player:printanimstate()
print("Resulting state: ", graphic, plane, x, y, z, facing) print("Resulting state: ", graphic, plane, x, y, z, facing)
end end
function player.cb_north(actor, place, dialog) function player:cb_north()
tangible.animate(place, {action="walk", dy=1}) tangible.animate(self, {action="walk", dy=1})
actor:printanimstate() self:newlocation()
end end
function player.cb_south(actor, place, dialog) function player:cb_south(place, dialog)
tangible.animate(place, {action="walk", dy=-1}) tangible.animate(place, {action="walk", dy=-1})
actor:printanimstate() self:newlocation()
end end
function player.cb_east(actor, place, dialog) function player.cb_east(actor, place, dialog)
tangible.animate(place, {action="walk", dx=1}) tangible.animate(actor, {action="walk", dx=1})
actor:printanimstate() self:newlocation()
end end
function player.cb_west(actor, place, dialog) function player:cb_west(actor, place, dialog)
tangible.animate(place, {action="walk", dx=-1}) tangible.animate(actor, {action="walk", dx=-1})
actor:printanimstate() self:newlocation()
end end
function player:buildarmy(actor)
local _,pl,ax,ay=tangible.animstate(actor)
t={class='army',x=ax,y=ay,z=0,plane=pl,graphic='army'}
local nt=tangible.build(t)
nt.Count={}
setmetatable(nt.Count,{__index=function(t,k) return 0 end,__newindex=function(t,k,v) if v~=nil and v~=0 then rawset(t,k,v) end end})
return nt
end
function player.cb_emit_army(actor,place,dialog) function player.cb_emit_army(actor,place,dialog)
local _,pl,ax,ay=tangible.animstate(actor) local _,pl,ax,ay=tangible.animstate(actor)
t={class='army',x=ax,y=ay,z=0,plane=pl,graphic='army'} t={class='army',x=ax,y=ay,z=0,plane=pl,graphic='army'}
pprint("building ",t) pprint("building ",t)
tangible.build(t) local nt=tangible.build(t)
t.kind='r' setmetatable(nt,{r=0,p=0,s=0})
t.count=5 nt.kind='r'
nt.count=1
end end
function player.cb_emit_buff(actor,place,dialog) function player.cb_emit_buff(actor,place,dialog)
@@ -61,10 +180,11 @@ makeclass('army')
makeclass('buff') makeclass('buff')
function seq(a,b,c) return a<=b and b<=c or false end function seq(a,b,c) return a<=b and b<=c or false end
function num2(a) if a<=9 then return " "..a else return a end end
function player.cb_map(actor,place,dialog) function player.cb_map(actor,place,dialog)
local rad=2 local rad=2
local scratch={} scratch={}
local lis=tangible.near(actor,rad,true,false) local lis=tangible.near(actor,rad,true,false)
pprint("cb_map ",lis) pprint("cb_map ",lis)
for _,t in pairs(lis) do for _,t in pairs(lis) do
@@ -73,36 +193,43 @@ function player.cb_map(actor,place,dialog)
local dx,dy=tangible.xyz(t) local dx,dy=tangible.xyz(t)
local offset=(dy+rad)*(rad*2+1)+dx+rad local offset=(dy+rad)*(rad*2+1)+dx+rad
local cl=tangible.getclass(t) local cl=tangible.getclass(t)
print("Offset of "..cl.." is "..offset) local kind=t.kind or 'Nil'
pprint(t)
print("Offset of "..cl.." is "..offset.." kind is "..kind)
if not scratch[offset] then scratch[offset]={} end if not scratch[offset] then scratch[offset]={} end
if not scratch[offset].armies then scratch[offset].armies={} end if not scratch[offset].count then scratch[offset].count={} end
if cl=='player' then table.insert(scratch[offset].armies,t) end if not scratch[offset].count[kind] then scratch[offset].count[kind]=0 end
if not scratch[offset].count then scratch[offset].count={} if t.count then scratch[offset].count[kind]=scratch[offset].count[kind]+t.count end
if not scratch[offset].count[cl] then scratch[offset].count[cl]=0 end
if t.count then scratch[offset].count[cl]=scratch[offset].count[cl]+t.count end
end end
for dy=-rad,rad do for line=0,1 do for dy=-rad,rad do for line=0,1 do
local lbuf="" local lbuf=""
for dx=-rad,rad do for dx=-rad,rad do
if line==0 then lbuf=lbuf.."---" local offset=(dy+rad)*(rad*2+1)+dx+rad
if line==0 then lbuf=lbuf.."----"
elseif line==1 then elseif line==1 then
local kc=0 local kc=0
local tc=0 local tc=0
local kstr=' ' local kstr=' '
for k,c in pairs(scratch[offset].count) do if c>0 then if scratch[offset] then for k,c in pairs(scratch[offset].count) do if c>0 then
kc=kc+1 kc=kc+1
tc=tc+c tc=tc+c
if kc>1 then kstr='M' else kstr=k end if kc>1 then kstr='M' else kstr=k end
end end end end end
lbuf=lbuf.."-"..kstr..(tc>0 and tc or " ") lbuf=lbuf.."-"..kstr..(tc>0 and num2(tc) or " ")
end end end end
lbuf=lbuf.."-" lbuf=lbuf.."-"
print(lbuf) print(lbuf)
end end end end
lbuf="" lbuf=""
for dx=-rad,rad do lbuf=lbuf.."---" end for dx=-rad,rad do lbuf=lbuf.."----" end
lbuf=lbuf.."-" lbuf=lbuf.."-"
print(lbuf) print(lbuf)
print("In Player:")
for k,v in pairs(actor.Count) do print(" "..k.." "..v) end
local lis=tangible.near(actor,0,true,true)
for k,v in pairs(lis) do
print("Army:")
for k2,v2 in pairs(v.Count) do print(" "..k2.." "..v2) end
end end
end end