Changes related to ray-collision, and luprex global variable stuff

This commit is contained in:
2025-01-14 18:37:31 -05:00
parent cd3e78a206
commit a01f6f4e7b
24 changed files with 180 additions and 317 deletions

349
luprex/lua/old/horps.lua Normal file
View File

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makeclass('player')
makeclass('army')
makeclass('orchard')
setmetatable(player,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
--
--
-- Old Data Structure
-- Army.Count[kind]=number Where kind is r,p,s
-- Player.Count[kind]=number Where kind is r,p,s
--
-- New Data Structure:
-- Player.Stack={ 1=kind, 2=qty, 3=kind, 4=qty,... }
-- Player.Food[kind]=Number
-- orchard.crop='r'
-- orchard.size=integer -- Max size it can grow to
-- orchard.rate=integer -- How many grow per unit time()
-- orchard.pick=integer -- time() it was last harvested
--
function mapable(a)
if isa(a,login) then return false end
return not isa(a,player)
end
function orchard:available()
return math.min(self.size,self.rate*(time()-self.pick))
end
function bound(a,b,c)
if b<a then return b elseif b>c then return c else return b end
end
function lerp(a,b,c,d,e)
return d+(e-d)*(a-b)/(c-b)
end
function orchard:harvest(n)
local a=self:available()
if n>=a then self.pick=time() return a end
self.pick=lerp(n,0,a,self.pick,time())
return n
end
function player.interface(actor, place)
gui.menu_item("cb_north" ,"Go North")
gui.menu_item("cb_south" ,"Go South")
gui.menu_item("cb_east" ,"Go East")
gui.menu_item("cb_west" ,"Go West")
gui.menu_item("cb_map" ,"Show the Map")
gui.menu_item("cb_conjurerock" ,"Conjure Rock")
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:conjure('r',1) end
function player:cb_conjurepaper() self:conjure('p',1) end
function player:cb_conjurescissor() self:conjure('s',1) end
function player:conjure(k,c)
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
self.stack[#self.stack+1]=k
self.stack[#self.stack+1]=c
self:cb_map()
end
function army.interface(actor,place)
if place.owner==actor then gui_menu_item("cb_recruit","Recruit");
else gui.menu_item("cb_fight" ,"Fight");
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"}
foodtypes={'r','p','s','l','v'}
foodnames={r="Raspberry" ,p="Pomegranite" ,s="Strawberry" ,l="Lemon" ,v="Mango" }
--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
function MakeMap()
local rad=6
for x=-rad,rad do for y=-rad,rad do
itemkind=math.random(1,7)
if itemkind==1 then
local nt=tangible.build{class='army',x=x,y=y,z=0,plane='main',graphic='army'}
local stack={}
local shuf=shuffle(armytypes)
for i=1,#shuf do if math.random(1,2)==1 then
stack[1+#stack]=shuf[i]
stack[1+#stack]=math.random(1,3)
end end
nt.stack=stack
elseif itemkind==2 then
local nt=tangible.build{class='orchard',x=x,y=y,z=0,plane='main',graphic='orchard'}
nt.crop=foodtypes[math.random(1,#foodtypes)]
nt.size=10
nt.rate=0.1
nt.pick=time()
end
end end
end
--
-- For each creature type, select the optimal target. Select randomly among identical targets.
--
function fight0(ak,ac,dk,dc,tweekdefender) -- returns number of attacker casualties, defender casualties
local adv0=advantage[ak][dk]
local adv1=advantage[dk][ak]
if not tweekdefender then tweekdefender=function(adv) return adv end end
adv1=tweekdefender(adv1)
local losstotal=(ac+dc)/2
local power0=ac*adv0
local power1=dc*adv1
local powertotal=power0+power1
local loss0=math.min(ac,math.floor(losstotal*power1/powertotal))
local loss1=math.min(dc,math.floor(losstotal*power0/powertotal))
if loss0+loss1==0 then loss0=loss0+1 end
return loss0,loss1
end
function player:near_iter(rad,kind)
local lis=tangible.near(self,rad,true,true)
local i=1
return function()
while i<=#lis do
i=i+1
if not kind or isa(lis[i-1],kind) then return lis[i-1] end end end
end
function stack_iter(t1)
local i=0
return function()
if i+2>#t1 then return end
i=i+2
return t1[i-1],t1[i]
end end
function fight_iter(t1,t2) -- Returns quads: AttackerKind,AttackerCount,DefenderKind,DefenderCount
local i=0
return function()
if i+2>#t1 or i+2>#t2 then return end
i=i+2
return t1[i-1],t1[i],t2[i-1],t2[i]
end end
function compactstack(s)
local index=1
while index<=#s do
if s[index+1]==0 then table.remove(s,index) table.remove(s,index)
else index=index+2 end
end
end
function army:counttroops()
local rval=0
for k,c in stack_iter(self.stack) do rval=rval+c end
return rval
end
function army:die()
print("You defeat the enemy!")
tangible.delete(self)
end
function army:fight(enemy)
for i=1,math.min(#self.stack,#enemy.stack),2 do
loss1,loss2=fight0(self.stack[i],self.stack[i+1],enemy.stack[i],enemy.stack[i+1])
print("When "..self.stack[i+1].." "..self.stack[i].." fight "..enemy.stack[i+1].." "..enemy.stack[i].." they kill "..loss2.." and suffer "..loss1)
self.stack[i+1]=self.stack[i+1]-loss1
enemy.stack[i+1]=enemy.stack[i+1]-loss2
end
compactstack(self.stack)
compactstack(enemy.stack)
if enemy:counttroops()==0 then enemy:die() return false
else return true 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 type "..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
end
function player:pickfruit(ft)
local kind=ft.crop
local qty=ft:harvest(ft:available())
self.food[kind]=self.food[kind]+qty
print("You harvest "..qty.." "..foodnames[kind])
end
function player:newlocation() -- return false if the player should bounce back, else return true
local lis=tangible.near(self,0,true,true)
local count={} setmetatable(count,NilIsZero)
local count0=0
local bounce=false
for _,t in ipairs(lis) do
if isa(t,army) then bounce=bounce or self:fight(t)
elseif isa(t,orchard) then self:pickfruit(t) end
end
return bounce
end
function player:printanimstate()
local graphic,plane,x,y,z,facing = tangible.animstate(self)
print("Resulting state: ", graphic, plane, x, y, z, facing)
end
function player:walk(dx,dy)
tangible.animate(self,{action='walk',dx=dx,dy=dy})
if self:newlocation() then tangible.animate(self,{action='walk',dx=-dx,dy=-dy}) end
self:cb_map()
end
function player:cb_north()
self:walk(0,1)
end
function player:cb_south()
self:walk(0,-1)
end
function player:cb_east()
self:walk(1,0)
end
function player:cb_west()
self:walk(-1,0)
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
makeclass('army')
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 where()
local x,y,z=tangible.xyz(tangible.actor())
print("You are at "..x.." "..y)
end
function mapcelltext(lis)
if lis==nil then return ' ' end
if #lis>1 then return '++++++' end
local rval=""
local prefix=""
local suffix=""
if isa(lis[1],player) then prefix="\27[91;7m" suffix="\27[0m" end
if isa(lis[1],army) then
for k,c in stack_iter(lis[1].stack) do rval=rval..k..(c>9 and '+' or tostring(c)) end
rval=rval..string.sub(' ',1,6-string.len(rval))
elseif isa(lis[1],orchard) then
prefix="\27[32;1m" suffix="\27[0m"
rval=rval..lis[1].crop..string.format("%-5d",lis[1]:available())
end
return prefix..rval..suffix
end
function player.cb_map(actor,place,dialog)
print("\27[s\27[0;0f")
local rad=4
local ax,ay=tangible.xyz(actor)
scratch={}
local lis=tangible.near(actor,1.5*rad,true,false)
for _,t in pairs(lis) do
local c=tangible.getclass(t)
local dx,dy=tangible.xyz(t)
local offset=(-dy+ay+rad)*(rad*2+1)+dx-ax+rad
local cl=tangible.getclass(t)
if seq(ax-rad,dx,ax+rad) and seq(ay-rad,dy,ay+rad) and (cl=='player' or cl=='army' or cl=='orchard') then
if not scratch[offset] then scratch[offset]={} end
scratch[offset][1+#scratch[offset]]=t
end end
for dy=-rad,rad do
local lbuf=""
for dx=-rad,rad do
local offset=(dy+rad)*(rad*2+1)+dx+rad
lbuf=lbuf..'|'..mapcelltext(scratch[offset])
end
lbuf=lbuf..'|'
print(lbuf)
end
print("\27[u")
end