Changes related to ray-collision, and luprex global variable stuff
This commit is contained in:
21
luprex/lua/old/basics.lua
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21
luprex/lua/old/basics.lua
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@@ -0,0 +1,21 @@
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makeclass('NilIsZero') -- This is intended to be used as a metatable
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makeclass('login')
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function NilIsZero.__index(t,k)
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return 0
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end
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function NilIsZero.__newindex(t,k,v)
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if v~=nil and v~=0 then rawset(t,k,v) end
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end
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function seq(a,b,c) return a<=b and b<=c end
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function bound(a,b,c)
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if b<a then return b elseif b>c then return c else return b end
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end
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function lerp(a,b,c,d,e)
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return d+(e-d)*(a-b)/(c-b)
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end
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349
luprex/lua/old/horps.lua
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349
luprex/lua/old/horps.lua
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@@ -0,0 +1,349 @@
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makeclass('player')
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makeclass('army')
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makeclass('orchard')
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setmetatable(player,army)
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--
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-- HORPS game: Walk around the board collecting armies and buffs
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-- Captured armies eat each turn
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-- Attacking armies select order (random by default)
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-- Defending armies are stronger
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-- Command: Tame Creature Stack
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-- Command: Free Creature Stack
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--
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--
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-- Old Data Structure
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-- Army.Count[kind]=number Where kind is r,p,s
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-- Player.Count[kind]=number Where kind is r,p,s
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--
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-- New Data Structure:
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-- Player.Stack={ 1=kind, 2=qty, 3=kind, 4=qty,... }
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-- Player.Food[kind]=Number
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-- orchard.crop='r'
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-- orchard.size=integer -- Max size it can grow to
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-- orchard.rate=integer -- How many grow per unit time()
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-- orchard.pick=integer -- time() it was last harvested
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--
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function mapable(a)
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if isa(a,login) then return false end
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return not isa(a,player)
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end
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function orchard:available()
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return math.min(self.size,self.rate*(time()-self.pick))
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end
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function bound(a,b,c)
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if b<a then return b elseif b>c then return c else return b end
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end
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function lerp(a,b,c,d,e)
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return d+(e-d)*(a-b)/(c-b)
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end
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function orchard:harvest(n)
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local a=self:available()
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if n>=a then self.pick=time() return a end
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self.pick=lerp(n,0,a,self.pick,time())
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return n
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end
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function player.interface(actor, place)
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gui.menu_item("cb_north" ,"Go North")
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gui.menu_item("cb_south" ,"Go South")
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gui.menu_item("cb_east" ,"Go East")
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gui.menu_item("cb_west" ,"Go West")
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gui.menu_item("cb_map" ,"Show the Map")
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gui.menu_item("cb_conjurerock" ,"Conjure Rock")
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gui.menu_item("cb_conjurepaper" ,"Conjure Paper")
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gui.menu_item("cb_conjurescissor" ,"Conjure Scissor")
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gui.menu_item("cb_droprock" ,"Drop Rock")
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gui.menu_item("cb_droppaper" ,"Drop Paper")
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gui.menu_item("cb_dropscissor" ,"Drop Scissor")
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end
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function player:cb_conjurerock() self:conjure('r',1) end
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function player:cb_conjurepaper() self:conjure('p',1) end
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function player:cb_conjurescissor() self:conjure('s',1) end
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function player:conjure(k,c)
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for i=1,#self.stack,2 do if self.stack[i]==k then self.stack[i+1]=self.stack[i+1]+c self:cb_map() return end end
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self.stack[#self.stack+1]=k
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self.stack[#self.stack+1]=c
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self:cb_map()
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end
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function army.interface(actor,place)
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if place.owner==actor then gui_menu_item("cb_recruit","Recruit");
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else gui.menu_item("cb_fight" ,"Fight");
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end end
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-- Rock dulls Scissors 3
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-- Rock cripples Lizard 2
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-- Paper disproves Spock 3
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-- Paper covers Rock 2
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-- Scissors decapitates Lizard 3
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-- Scissors cuts Paper 2
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-- Lizard eats Paper 3
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-- Lizard poisons Spock 2
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-- Spock vaporizes Rock 3
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-- Spock dismantles Scissors 2
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armytypes={'r','p','s'}
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armynames={r="Rock Golem" ,p="Paper Dragon",s="Scissor Beast",l="Fire Lizzard",v="Mr. Spock"}
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foodtypes={'r','p','s','l','v'}
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foodnames={r="Raspberry" ,p="Pomegranite" ,s="Strawberry" ,l="Lemon" ,v="Mango" }
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--advantage={ r={ r=1, p=1/2, s=3, l=2, v=1/3 },
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-- p={ r=2, p=1, s=1/2, l=1/3, v=3 },
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-- s={ r=1/3, p=2, s=1, l=3, v=1/2 },
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-- l={ r=1/2, p=3, s=1/3, l=1, v=2 },
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-- v={ r=3, p=1/3, s=2, l=1/2, v=1 } }
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advantage={ r={ r=1, p=1/2, s=2 },
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p={ r=2, p=1, s=1/2 },
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s={ r=1/2, p=2, s=1 } }
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function shuffle(t)
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local s={}
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for i=1, #t do s[i]=t[i] end
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for i=#t,2,-1 do
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local j=math.random(i)
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s[i],s[j]=s[j],s[i]
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end
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return s
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end
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function MakeMap()
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local rad=6
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for x=-rad,rad do for y=-rad,rad do
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itemkind=math.random(1,7)
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if itemkind==1 then
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local nt=tangible.build{class='army',x=x,y=y,z=0,plane='main',graphic='army'}
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local stack={}
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local shuf=shuffle(armytypes)
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for i=1,#shuf do if math.random(1,2)==1 then
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stack[1+#stack]=shuf[i]
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stack[1+#stack]=math.random(1,3)
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end end
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nt.stack=stack
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elseif itemkind==2 then
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local nt=tangible.build{class='orchard',x=x,y=y,z=0,plane='main',graphic='orchard'}
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nt.crop=foodtypes[math.random(1,#foodtypes)]
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nt.size=10
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nt.rate=0.1
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nt.pick=time()
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end
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end end
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end
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--
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-- For each creature type, select the optimal target. Select randomly among identical targets.
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--
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function fight0(ak,ac,dk,dc,tweekdefender) -- returns number of attacker casualties, defender casualties
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local adv0=advantage[ak][dk]
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local adv1=advantage[dk][ak]
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if not tweekdefender then tweekdefender=function(adv) return adv end end
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adv1=tweekdefender(adv1)
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local losstotal=(ac+dc)/2
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local power0=ac*adv0
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local power1=dc*adv1
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local powertotal=power0+power1
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local loss0=math.min(ac,math.floor(losstotal*power1/powertotal))
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local loss1=math.min(dc,math.floor(losstotal*power0/powertotal))
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if loss0+loss1==0 then loss0=loss0+1 end
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return loss0,loss1
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end
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function player:near_iter(rad,kind)
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local lis=tangible.near(self,rad,true,true)
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local i=1
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return function()
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while i<=#lis do
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i=i+1
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if not kind or isa(lis[i-1],kind) then return lis[i-1] end end end
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end
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function stack_iter(t1)
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local i=0
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return function()
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if i+2>#t1 then return end
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i=i+2
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return t1[i-1],t1[i]
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end end
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function fight_iter(t1,t2) -- Returns quads: AttackerKind,AttackerCount,DefenderKind,DefenderCount
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local i=0
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return function()
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if i+2>#t1 or i+2>#t2 then return end
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i=i+2
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return t1[i-1],t1[i],t2[i-1],t2[i]
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end end
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function compactstack(s)
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local index=1
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while index<=#s do
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if s[index+1]==0 then table.remove(s,index) table.remove(s,index)
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else index=index+2 end
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end
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end
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function army:counttroops()
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local rval=0
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for k,c in stack_iter(self.stack) do rval=rval+c end
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return rval
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end
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function army:die()
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print("You defeat the enemy!")
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tangible.delete(self)
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end
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function army:fight(enemy)
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for i=1,math.min(#self.stack,#enemy.stack),2 do
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loss1,loss2=fight0(self.stack[i],self.stack[i+1],enemy.stack[i],enemy.stack[i+1])
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print("When "..self.stack[i+1].." "..self.stack[i].." fight "..enemy.stack[i+1].." "..enemy.stack[i].." they kill "..loss2.." and suffer "..loss1)
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self.stack[i+1]=self.stack[i+1]-loss1
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enemy.stack[i+1]=enemy.stack[i+1]-loss2
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end
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compactstack(self.stack)
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compactstack(enemy.stack)
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if enemy:counttroops()==0 then enemy:die() return false
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else return true end
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end
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function player:cb_droprock(actor) player:droparmy(actor,'r') end
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function player:cb_droppaper(actor) player:droparmy(actor,'p') end
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function player:cb_dropscissor(actor) player:droparmy(actor,'s') end
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function player:droparmy(actor,kind)
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if actor.Count[kind]<=0 then print("No armies of type "..kind.." available") return end
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local lis=tangible.near(actor,0,true,true)
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if #lis>1 then print("Multiple Tangibles Nearby") return end
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local t=lis[1]
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if t==nil then t=player:buildarmy(actor) end
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t.Count[kind]=t.Count[kind]+1
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end
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function player:pickfruit(ft)
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local kind=ft.crop
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local qty=ft:harvest(ft:available())
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self.food[kind]=self.food[kind]+qty
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print("You harvest "..qty.." "..foodnames[kind])
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end
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function player:newlocation() -- return false if the player should bounce back, else return true
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local lis=tangible.near(self,0,true,true)
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local count={} setmetatable(count,NilIsZero)
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local count0=0
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local bounce=false
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for _,t in ipairs(lis) do
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if isa(t,army) then bounce=bounce or self:fight(t)
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elseif isa(t,orchard) then self:pickfruit(t) end
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end
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return bounce
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end
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function player:printanimstate()
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local graphic,plane,x,y,z,facing = tangible.animstate(self)
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print("Resulting state: ", graphic, plane, x, y, z, facing)
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end
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function player:walk(dx,dy)
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tangible.animate(self,{action='walk',dx=dx,dy=dy})
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if self:newlocation() then tangible.animate(self,{action='walk',dx=-dx,dy=-dy}) end
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self:cb_map()
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end
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function player:cb_north()
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self:walk(0,1)
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end
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function player:cb_south()
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self:walk(0,-1)
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end
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function player:cb_east()
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self:walk(1,0)
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end
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function player:cb_west()
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self:walk(-1,0)
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end
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function player:buildarmy(actor)
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local _,pl,ax,ay=tangible.animstate(actor)
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t={class='army',x=ax,y=ay,z=0,plane=pl,graphic='army'}
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local nt=tangible.build(t)
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nt.Count={}
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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})
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return nt
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end
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makeclass('army')
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function seq(a,b,c) return a<=b and b<=c or false end
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function num2(a) if a<=9 then return " "..a else return a end end
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function where()
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local x,y,z=tangible.xyz(tangible.actor())
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print("You are at "..x.." "..y)
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end
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function mapcelltext(lis)
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if lis==nil then return ' ' end
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if #lis>1 then return '++++++' end
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local rval=""
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local prefix=""
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local suffix=""
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if isa(lis[1],player) then prefix="\27[91;7m" suffix="\27[0m" end
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if isa(lis[1],army) then
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for k,c in stack_iter(lis[1].stack) do rval=rval..k..(c>9 and '+' or tostring(c)) end
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rval=rval..string.sub(' ',1,6-string.len(rval))
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elseif isa(lis[1],orchard) then
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prefix="\27[32;1m" suffix="\27[0m"
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rval=rval..lis[1].crop..string.format("%-5d",lis[1]:available())
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end
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return prefix..rval..suffix
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end
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function player.cb_map(actor,place,dialog)
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print("\27[s\27[0;0f")
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local rad=4
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local ax,ay=tangible.xyz(actor)
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scratch={}
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local lis=tangible.near(actor,1.5*rad,true,false)
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for _,t in pairs(lis) do
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local c=tangible.getclass(t)
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local dx,dy=tangible.xyz(t)
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local offset=(-dy+ay+rad)*(rad*2+1)+dx-ax+rad
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local cl=tangible.getclass(t)
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if seq(ax-rad,dx,ax+rad) and seq(ay-rad,dy,ay+rad) and (cl=='player' or cl=='army' or cl=='orchard') then
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if not scratch[offset] then scratch[offset]={} end
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scratch[offset][1+#scratch[offset]]=t
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end end
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for dy=-rad,rad do
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local lbuf=""
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for dx=-rad,rad do
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local offset=(dy+rad)*(rad*2+1)+dx+rad
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lbuf=lbuf..'|'..mapcelltext(scratch[offset])
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end
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lbuf=lbuf..'|'
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print(lbuf)
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end
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print("\27[u")
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end
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162
luprex/lua/old/spectra.lua
Normal file
162
luprex/lua/old/spectra.lua
Normal file
@@ -0,0 +1,162 @@
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makeclass('player')
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makeclass('light')
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freqcolor={ azure=152, black=35200, blue=59300, brown=20000, chocolate=1840, cream=8610,
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crimson=575, fawn=272, gold=17300, green=34200, grey=17300, lemon=445,
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lilac=1020, mauve=719, ochre=132, olive=1910, orange=22500, peach=3860,
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pink=27200, purple=13700, red=52200, rose=4310, ruby=994, russet=68,
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scarlet=315, silver=13200, violet=3590, white=45100, yellow=24400 }
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function player:near_iter(rad,kind1,kind2,kind3)
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local lis=tangible.near(self,rad,true,true)
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local i=1
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return function()
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while i<=#lis do
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i=i+1
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if not kind1 or isa(lis[i-1],kind1,kind2,kind3) then return lis[i-1] end end end
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end
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function tandist(t1,t2)
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local _,t1p,t1x,t1y=tangible.animstate(t1)
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local _,t2p,t2x,t2y=tangible.animstate(t2)
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return math.sqrt((t1x-t2x)*(t1x-t2x)+(t1y-t2y)*(t1y-t2y))
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end
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function player:radius_iter(rad,kind)
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local lis=tangible.near(self,rad,true,true)
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local i=1
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return function()
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while i<=#lis do
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i=i+1
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if (not kind or isa(lis[i-1],kind)) and tandist(self,lis[i-1])<=rad then return lis[i-1] end end end
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end
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function player:interface(place)
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gui.menu_item("cb_dir0" ,"Go North")
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gui.menu_item("cb_dir180" ,"Go South")
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gui.menu_item("cb_dir270" ,"Go West")
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gui.menu_item("cb_dir90" ,"Go East")
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gui.menu_item("cb_map" ,"Map")
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gui.menu_item("cb_spectra" ,"Show Spectra")
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end
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function player:cb_spectra()
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for k,v in pairs(self.spectra) do print(string.format("%-6.6s:%s",k,string.sub('+++++++++++++++++++++++++',1,v))) end
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end
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function player:cb_dir0() self:move(0) end
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function player:cb_dir45() self:move(45) end
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function player:cb_dir90() self:move(90) end
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function player:cb_dir135() self:move(135) end
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function player:cb_dir180() self:move(180) end
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function player:cb_dir215() self:move(215) end
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function player:cb_dir270() self:move(270) end
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function player:cb_dir315() self:move(315) end
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function player:power()
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local rval=0
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for k,v in pairs(self.spectra) do if v>0 then rval=rval+1 end end
|
||||
return rval
|
||||
end
|
||||
|
||||
function player:respawn()
|
||||
tangible.animate(self,{action='warp',plane='main',x=math.random(-40,40),y=math.random(-40,40),z=0})
|
||||
self:cb_map()
|
||||
print("You just died!") --
|
||||
end
|
||||
|
||||
function player:fight(enemy)
|
||||
local common={}
|
||||
for k,v in pairs(self.spectra) do if enemy.spectra[k]>0 then common[k]=1 end end
|
||||
local p0=self:power()
|
||||
local p1=enemy:power()
|
||||
local winner
|
||||
if p0==p1 then
|
||||
for k,v in pairs(common) self.spectra[k]=nil enemy.spectra[k]=nil end
|
||||
else if p0>p1 then
|
||||
for k,v in pairs(common) enemy.spectra[k]=nil end
|
||||
else
|
||||
for k,v in pairs(common) self.spectra[k]=nil end
|
||||
end
|
||||
p0=self:power()
|
||||
p1=enemy:power()
|
||||
if p1==0 then self.kills =self.kills+1 enemy.deaths=enemy.deaths+1 enemy:respawn() end
|
||||
if p0==0 then self.deaths=self.deaths+1 enemy.kills =enemy.kills+1 self:respawn() end
|
||||
end
|
||||
|
||||
|
||||
function player:newlocation()
|
||||
for lt in self:radius_iter(3.1,light) do self.spectra[lt.color]=25 end
|
||||
for lt in self:radius_iter(3.1,player) do if self.team==lt.team then
|
||||
local nspec={} setmetatable(nspec,NilIsZero)
|
||||
for k,v in pairs(self.spectra) do nspec[k]=v end
|
||||
for k,v in pairs(lt.spectra) do nspec[k]=math.max(v,nspec[k]) end
|
||||
for k,v in pairs(nspec) do self.spectra[k]=v lt.spectra[k]=v end
|
||||
end end
|
||||
for lt in self:radius_iter(3.1,player) do if self.team~=lt.team then p1:fight(p2) end end
|
||||
for k,v in pairs(self.spectra) do self.spectra[k]=self.spectra[k]-1 if self.spectra[k]<=0 then self.spectra[k]=nil end end
|
||||
end
|
||||
|
||||
|
||||
function player:move(degrees)
|
||||
dx= math.cos((90-degrees)*math.pi/180)
|
||||
dy=-math.sin((90-degrees)*math.pi/180)
|
||||
tangible.animate(self,{action='walk',dx=dx,dy=dy})
|
||||
self:newlocation()
|
||||
self:map(12)
|
||||
end
|
||||
|
||||
function wrcolor()
|
||||
local acc=0
|
||||
local rval
|
||||
for k,v in pairs(freqcolor) do acc=acc+v if math.random(1,acc)<=v then rval=k end end
|
||||
return rval
|
||||
end
|
||||
|
||||
function makemap()
|
||||
for i=1,100 do
|
||||
local x=math.random(-50,50)
|
||||
local y=math.random(-50,50)
|
||||
local nt=tangible.build{class='light',x=x,y=y,z=0,plane='main',graphic='light'}
|
||||
nt.color=wrcolor()
|
||||
end
|
||||
end
|
||||
|
||||
function setcell(array,x,y,val)
|
||||
if not array[y] then array[y]={} end
|
||||
array[y][x]=val
|
||||
return array
|
||||
end
|
||||
|
||||
function player:cb_map(place,dialog)
|
||||
self:map(10)
|
||||
end
|
||||
|
||||
teamcolor={ red='\27[91m', green='\27[92m', yellow='\27[93m', blue='\27[94m', magenta='\27[95m', cyan='\27[96m' }
|
||||
|
||||
function player:map(radius)
|
||||
local radius=10
|
||||
radius=radius or 10
|
||||
local cells={}
|
||||
local px,py=tangible.xyz(tangible.actor())
|
||||
for lt in self:near_iter(1.5*radius,light,player) do
|
||||
local lx,ly=tangible.xyz(lt)
|
||||
lx=lx-px+radius
|
||||
ly=ly-py+radius
|
||||
if seq(0,ly,1+2*radius) and seq(0,lx,1+2*radius) then
|
||||
local celltext
|
||||
if isa(lt,light) then celltext=string.format("%-6.6s",lt.color)
|
||||
elseif isa(lt,player) then celltext=teamcolor[lt.team].."Pl:"..string.format("%-3.0f",lt:power()).."\27[0m"
|
||||
end
|
||||
setcell(cells,math.floor(0.5+lx),math.floor(0.5+ly),celltext) end
|
||||
end
|
||||
setcell(cells,radius,radius,teamcolor[self.team]..string.format("Me:%-3.0f",self:power()).."\27[0m")
|
||||
for ly=0,1+2*radius do
|
||||
local line='|'
|
||||
for lx=0,1+2*radius do
|
||||
if cells[ly] and cells[ly][lx] then line=line..cells[ly][lx]..'|' else line=line..' |' end
|
||||
end
|
||||
print(line)
|
||||
end
|
||||
end
|
||||
|
||||
41
luprex/lua/old/teppygame.lua
Normal file
41
luprex/lua/old/teppygame.lua
Normal file
@@ -0,0 +1,41 @@
|
||||
makeclass('grass')
|
||||
|
||||
if global.once("build grass") then
|
||||
for y=0,4 do for x=0,y%2==1 and 3 or 4 do
|
||||
tangible.build{class="grass",x=y%2==1 and 2*x+1 or 2*x+1,y=2*y+1,z=0,plane="main",graphic="grass"}
|
||||
end end
|
||||
end
|
||||
|
||||
if global.once("walkable") then global.walkable={} end
|
||||
if global.once("walkable main") then global.walkable["main"]={} end
|
||||
|
||||
|
||||
function walkable(pl,x,y)
|
||||
if not global.walkable then return false end
|
||||
if not global.walkable[pl] then return false end
|
||||
if not global.walkable[pl][y] then return false end
|
||||
return global.walkable[pl][y][x] or false
|
||||
end
|
||||
|
||||
function setwalkable(pl,x,y,val)
|
||||
if not global.walkable[pl][y] then global.walkable[pl][y]={} end
|
||||
global.walkable[pl][y][x]=val
|
||||
end
|
||||
|
||||
if global.once("walkablexy") then for y=0,4 do for x=0,4 do setwalkable("main",x,y,true) end end end
|
||||
|
||||
function player.move(actor,place,dx,dy)
|
||||
local _,pl,x,y,_,_=tangible.animstate(actor)
|
||||
print("Checking walkable "..pl.." "..x.." "..y.." is "..(walkable(pl,x+dx,y+dy) and "true" or "false"))
|
||||
if not walkable(pl,x+dx,y+dy) then print("Not walkable") else
|
||||
tangible.animate(place, {action="walk", dx=dx,dy=dy})
|
||||
local lis=tangible.near(actor,1,false,true)
|
||||
if #lis==0 then print("The area is empty")
|
||||
else for _,t in pairs(lis) do
|
||||
print("There is a "..tangible.getclass(t).." here")
|
||||
end end
|
||||
end
|
||||
_,pl,x,y,_,_=tangible.animstate(actor)
|
||||
print("Your location is "..x.." "..y)
|
||||
end
|
||||
|
||||
52
luprex/lua/old/uglyglobals.lua
Normal file
52
luprex/lua/old/uglyglobals.lua
Normal file
@@ -0,0 +1,52 @@
|
||||
makeclass('ug')
|
||||
|
||||
function ug.the()
|
||||
return tangible.find{plane="globals", center={0,0,0}, radius=1}[1]
|
||||
end
|
||||
|
||||
lis=tangible.find{plane="globals", center={0,0,0}, radius=1}
|
||||
if #lis==0 then
|
||||
local ugid=tangible.build{class='ug', animstate={xyz={0,0,0}, plane='globals'}}
|
||||
print("The global table is "..tangible.id(ugid))
|
||||
end
|
||||
|
||||
function ug.set(var,val)
|
||||
ug.the()[var]=val
|
||||
end
|
||||
|
||||
function ug.get(var)
|
||||
return ug.the()[var]
|
||||
end
|
||||
|
||||
function login.cb_uglytimedaemon()
|
||||
if not ug.get('time') then ug.set('time',0) end
|
||||
while true do
|
||||
wait(1)
|
||||
ug.set('time',ug.get('time')+1)
|
||||
end
|
||||
end
|
||||
|
||||
function time() return ug.get('time') end
|
||||
|
||||
function isa(k1,k2,k3,k4)
|
||||
if k1==k2 or k1==k3 or k1==k4 then return true end
|
||||
if k1==nil then return false end
|
||||
local mt=getmetatable(k1)
|
||||
if not mt then return false end
|
||||
return isa(mt.__index,k2,k3,k4)
|
||||
end
|
||||
|
||||
function tabcat(t1,t2)
|
||||
for i=1,#t2 do t1[#t1+1]=t2[i] end
|
||||
end
|
||||
|
||||
-- Example: multistart(function(t) return tangible.id(t)%3==0 end,function() print("Tangible "..tangible.id(tangible.place()).." here") end)
|
||||
function multistart(fil,closure)
|
||||
local lis=tangible.find{plane="nowhere", center={0,0,100}, radius=1}
|
||||
tabcat(lis,tangible.find{plane="main", center={0,0,100}, radius=1})
|
||||
local filter=type(fil)=='function' and fil or function(t) return isa(t,fil) end
|
||||
for _,t in ipairs(lis) do if filter(t) then tangible.start(t,closure) end end
|
||||
end
|
||||
|
||||
|
||||
|
||||
13
luprex/lua/old/ut-globaldb.lua
Normal file
13
luprex/lua/old/ut-globaldb.lua
Normal file
@@ -0,0 +1,13 @@
|
||||
makeclass("unittests")
|
||||
|
||||
function unittests.globaldb()
|
||||
local g1a = global.table("unittest-g1")
|
||||
local g2a = global.table("unittest-g2")
|
||||
local g1b = global.table("unittest-g1")
|
||||
local g2b = global.table("unittest-g2")
|
||||
assert(g1a == g1b)
|
||||
assert(g2a == g2b)
|
||||
assert(g1a.__global == "unittest-g1")
|
||||
assert(g2a.__global == "unittest-g2")
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user