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 -- Army.Count[kind]=number Where kind is r,p,s -- Player.Count[kind]=number Where kind is r,p,s -- 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.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_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"} --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'} print("Building an army:") -- pprint(t) local nt=tangible.build(t) nt.Count={} setmetatable(nt.Count,NilIsZero) for i=1,#armytypes do if math.random(1,2)==1 then 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:") -- pprint(nt) end end end end -- -- 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 local adv0=advantage[ak][dk] local adv1=advantage[dk][ak] if rules.counterattack=='one' then adv1=1 elseif rules.counterattack=='best' then adv1=adv1<1 and 1 or 1 end 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 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 print("When "..ac.." "..ak.." fight "..dc.." "..dk.." they kill "..Loss1.." and suffer "..Loss0) if Loss1>maxcas then enemyk=dk enemyc=dc maxcas=Loss1 acas=Loss1 end end if enemyk then print("Army of "..ac.." "..ak.." fights "..enemyc.." "..enemyk..", killing "..Loss1.." and suffering "..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 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 pprint(t) end function player:newlocation() local lis=tangible.near(self,0,false,false) -- print("New Location") -- pprint(lis) 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:cb_north() tangible.animate(self, {action="walk", dy=1}) self:newlocation() end function player:cb_south(place, dialog) tangible.animate(place, {action="walk", dy=-1}) self:newlocation() end function player.cb_east(actor, place, dialog) tangible.animate(actor, {action="walk", dx=1}) self:newlocation() end function player:cb_west(actor, place, dialog) tangible.animate(actor, {action="walk", dx=-1}) self:newlocation() 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) local _,pl,ax,ay=tangible.animstate(actor) t={class='army',x=ax,y=ay,z=0,plane=pl,graphic='army'} pprint("building ",t) local nt=tangible.build(t) setmetatable(nt,{r=0,p=0,s=0}) nt.kind='r' nt.Count=1 end function player.cb_emit_buff(actor,place,dialog) local _,pl,ax,ay=tangible.animstate(actor) t={class='army',x=ax,y=ay,z=0,plane=pl,graphic='buff'} pprint("building ",t) tangible.build(t) end makeclass('army') makeclass('buff') 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) local rad=4 scratch={} local lis=tangible.near(actor,1.5*rad,true,false) print("\27[38;5;9mMap:\27[0m") for _,t in pairs(lis) do 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 cl=tangible.getclass(t) if 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