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,... } -- 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 return end end self.stack[#self.stack+1]=k self.stack[#self.stack+1]=c 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"} 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 if math.random(1,5)==1 then t={class='army',x=x,y=y,z=0,plane='main',graphic='army'} local nt=tangible.build(t) 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 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 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("This enemy is dying!!!") tangible.delete(self) print("And now it is dead, so sad") end function army:fight(enemy) print("Fight!!!") local rval={} 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) rval[1+#rval]={'fight',self.stack[i],self.stack[i+1],loss1,enemy.stack[i],enemy.stack[i+1],loss2} 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() end return rval end -- for ak,ac,dk,dc in fight_iter(self.stack,enemy.stack) do -- loss1,loss2=fight0(ak,ac,dk,dc) -- print("When "..ac.." "..ak.." fight "..dc.." "..dk.." they kill "..loss2.." and suffer "..loss1) -- rval[1+#rval]={'fight',ak,ac,loss1,dk,dc,loss2} -- end function player:xfight(enemy) local rval={} for ak,ac in pairs(self.Count) do -- Should randomize the order local enemyk, enemyc local useloss0 local useloss1=-1 local loss0,loss1 local whichdk, whichdc 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>useloss1 then enemyk=dk enemyc=dc useloss1=loss1 useloss0=loss0 end end if enemyk then print("Army of "..ac.." "..ak.." fights "..enemyc.." "..enemyk..", killing "..useloss1.." and suffering "..useloss0) rval[1+#rval]={'fight',ak,ac,useloss0,enemyk,enemyc,useloss1} enemy.Count[enemyk]=enemy.Count[enemyk]-useloss1 self.Count[ak]=self.Count[ak]-useloss0 end end local enemyleft=0 local playerleft=0 for dk,dc in pairs(enemy.Count) do enemyleft=enemyleft+dc end for ak,ac in pairs(self.Count) do playerleft=playerleft+ac end rval.enemyleft=enemyleft return rval 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 orchard:gather(actor) actor.food[self.kind]=actor.inventory[self.kind]+self.count end function player:newlocation() local lis=tangible.near(self,0,true,true) local count={} setmetatable(count,NilIsZero) local count0=0 local result={} for _,t in ipairs(lis) do if isa(t,army) then result[1+#result]=self:fight(t) end end pprint(result) return result 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}) local result=self:newlocation() if #result>1 then print("Error: multiple armies at one location") elseif #result==1 then tangible.animate(self,{action='walk',dx=-dx,dy=-dy}) end self:cb_map() if #result==1 then for i,v in ipairs(result[1]) do if v[1]=='fight' then print(v[3]..v[2].." attacks "..v[6]..v[5]..", killing "..v[7].." while losing "..v[4]) end end end 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 acc={} setmetatable(acc,NilIsZero) local rval="" local prefix="" local suffix="" if isa(lis[1],player) then prefix="\27[91;7m" suffix="\27[0m" end 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)) return prefix..rval..suffix end function player.cb_map(actor,place,dialog) print("\27c\27[38;5;9mMap:\27[0m") 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') 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 end function player.xcb_map(actor,place,dialog) local rad=4 local ax,ay=tangible.xyz(actor) local scratch={} local lis=tangible.near(actor,1.5*rad,true,false) print("\27c\27[38;5;9mMap:\27[0m") 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') 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 local a0=scratch[offset] local a1=a0.Count local a2=a1[i] local a3=t.Count local a4=a3[k] if not a4 then print("a4 is nil") pprint(t) end scratch[offset].Count[i]=a2+a4 end end end end -- pprint(scratch) for dy=-rad,rad do for line=0,1 do local lbuf="|" for dx=-rad,rad do local offset=(dy+rad)*(rad*2+1)+dx+rad if line==0 then lbuf=lbuf.."----" elseif line==1 then if scratch[offset] then for i,k in ipairs(armytypes) do lbuf=lbuf..scratch[offset].Count[i] end else for i=1,#armytypes do lbuf=lbuf..' ' end end lbuf=lbuf.."-" end end print(lbuf) end end lbuf="" for dx=-rad,rad do lbuf=lbuf.."----" end 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 -- print("In Army "..tangible.id(v)..":") -- for k2,v2 in pairs(v.Count) do print(" "..k2.." "..v2) end -- end end function counttoten(p1,p2,p3) for i=1,10 do print(i) end end