This commit is contained in:
2022-03-31 14:41:19 -04:00
parent 7fc6263e37
commit a6213917e7
3 changed files with 81 additions and 30 deletions

View File

@@ -1,6 +1,7 @@
makeclass('player')
makeclass('army')
--
-- HORPS game: Walk around the board collecting armies and buffs
-- Captured armies eat each turn
@@ -71,11 +72,33 @@ function shuffle(t)
return s
end
function qbuildarmy(x,y)
t={class='army',x=x,y=y,z=0,plane='main',graphic='army'}
local nt=tangible.build(t)
nt.Count={}
setmetatable(nt.Count,NilIsZero)
nt.Count['r']=1
return nt
end
function MakeMap2()
for i=-2,2 do
qbuildarmy( i, 3)
qbuildarmy( i,-3)
qbuildarmy(-3, i)
qbuildarmy( 3, i)
end
qbuildarmy(-3, 3)
qbuildarmy( 3,-3)
qbuildarmy(-3,-3)
qbuildarmy( 3, 3)
end
function MakeMap()
local rad=6
for x=-rad,rad do for y=-rad,rad do if math.random(1,5)==1 then
t={class='army',x=x,y=y,z=0,plane='main',graphic='army'}
print("Building an army:")
-- print("Building an army:")
-- pprint(t)
local nt=tangible.build(t)
nt.Count={}
@@ -84,7 +107,7 @@ function MakeMap()
local type=armytypes[math.random(1,#armytypes)]
nt.Count[type]=nt.Count[type]+math.random(1,3)
end end
print("Here's what was built:")
-- print("Here's what was built:")
-- pprint(nt)
end end end
end
@@ -93,6 +116,7 @@ function MakeMap()
-- For each creature type, select the optimal target. Select randomly among identical targets.
--
function army.fight0(ak,ac,dk,dc,rules) -- returns number of attacker casualties, defender casualties
if not rules then rules={} end
local adv0=advantage[ak][dk]
local adv1=advantage[dk][ak]
if rules.counterattack=='one' then adv1=1
@@ -104,17 +128,15 @@ function army.fight0(ak,ac,dk,dc,rules) -- returns number of attacker casualties
return rval0,rval1
end
function army.cb_fight(actor,place,dialog)
for ak,ac in pairs(actor.Count) do -- Should randomize the order
function player:fight(enemy)
for ak,ac in pairs(self.Count) do -- Should randomize the order
local enemyk, enemyc
local acas
local maxcas=-1
local Loss0,Loss1
local whichdk, whichdc
for dk,dc in pairs(place.Count) do
local rem0,rem1=army.fight0(ak,ac,dk,dc)
Loss0=ac-rem0
Loss1=dc-rem1
for dk,dc in pairs(enemy.Count) do
Loss0,Loss1=army.fight0(ak,ac,dk,dc)
print("When "..ac.." "..ak.." fight "..dc.." "..dk.." they kill "..Loss1.." and suffer "..Loss0)
if Loss1>maxcas then
enemyk=dk
@@ -144,9 +166,8 @@ function player:droparmy(actor,kind)
end
function player:newlocation()
local lis=tangible.near(self,0,false,false)
-- print("New Location")
-- pprint(lis)
local lis=tangible.near(self,0,true,true)
for _,t in ipairs(lis) do self:fight(t) end
end
function player:printanimstate()
@@ -156,21 +177,25 @@ function player:printanimstate()
function player:cb_north()
tangible.animate(self, {action="walk", dy=1})
self:cb_map()
self:newlocation()
end
function player:cb_south(place, dialog)
tangible.animate(place, {action="walk", dy=-1})
function player:cb_south()
tangible.animate(self, {action="walk", dy=-1})
self:cb_map()
self:newlocation()
end
function player.cb_east(actor, place, dialog)
tangible.animate(actor, {action="walk", dx=1})
function player:cb_east()
tangible.animate(self, {action="walk", dx=1})
self:cb_map()
self:newlocation()
end
function player:cb_west(actor, place, dialog)
tangible.animate(actor, {action="walk", dx=-1})
function player:cb_west()
tangible.animate(self, {action="walk", dx=-1})
self:cb_map()
self:newlocation()
end
@@ -210,16 +235,17 @@ function num2(a) if a<=9 then return " "..a else return a end end
function player.cb_map(actor,place,dialog)
local rad=4
scratch={}
local ax,ay=tangible.xyz(actor)
local scratch={}
local lis=tangible.near(actor,1.5*rad,true,false)
print("\27[38;5;9mMap:\27[0m")
print("\27c\27[38;5;9mMap:\27[0m")
for _,t in pairs(lis) do
local graphic,plane,x,y,z,facing = tangible.animstate(t)
-- local graphic,plane,x,y,z,facing = tangible.animstate(t)
local c=tangible.getclass(t)
local dx,dy=tangible.xyz(t)
local offset=(dy+rad)*(rad*2+1)+dx+rad
local offset=(-dy+ay+rad)*(rad*2+1)+dx-ax+rad
local cl=tangible.getclass(t)
if cl=='player' or cl=='army' then
if seq(ax-rad,dx,ax+rad) and seq(ay-rad,dy,ay+rad) and (cl=='player' or cl=='army') then
if not scratch[offset] then scratch[offset]={} scratch[offset].Count={} setmetatable(scratch[offset].Count,NilIsZero) end
if t.Count then
for i,k in ipairs(armytypes) do
@@ -235,7 +261,7 @@ function player.cb_map(actor,place,dialog)
end
-- pprint(scratch)
for dy=-rad,rad do for line=0,1 do
local lbuf=""
local lbuf="|"
for dx=-rad,rad do
local offset=(dy+rad)*(rad*2+1)+dx+rad
if line==0 then lbuf=lbuf.."----"
@@ -251,13 +277,11 @@ function player.cb_map(actor,place,dialog)
lbuf=lbuf.."-"
print(lbuf)
-- print("In Player "..tangible.id(actor)..":")
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
-- 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("In Army "..tangible.id(v)..":")
for k2,v2 in pairs(v.Count) do print(" "..k2.." "..v2) end
end
-- for k2,v2 in pairs(v.Count) do print(" "..k2.." "..v2) end
-- end
end