288 lines
8.5 KiB
Lua
288 lines
8.5 KiB
Lua
makeclass('player')
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makeclass('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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-- 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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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.Count['r']=self.Count['r']+1 end
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function player:cb_conjurepaper() self.Count['p']=self.Count['p']+1 end
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function player:cb_conjurescissor() self.Count['s']=self.Count['s']+1 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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--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 qbuildarmy(x,y)
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t={class='army',x=x,y=y,z=0,plane='main',graphic='army'}
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local nt=tangible.build(t)
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nt.Count={}
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setmetatable(nt.Count,NilIsZero)
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nt.Count['r']=1
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return nt
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end
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function MakeMap2()
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for i=-2,2 do
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qbuildarmy( i, 3)
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qbuildarmy( i,-3)
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qbuildarmy(-3, i)
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qbuildarmy( 3, i)
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end
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qbuildarmy(-3, 3)
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qbuildarmy( 3,-3)
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qbuildarmy(-3,-3)
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qbuildarmy( 3, 3)
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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 if math.random(1,5)==1 then
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t={class='army',x=x,y=y,z=0,plane='main',graphic='army'}
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-- print("Building an army:")
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-- pprint(t)
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local nt=tangible.build(t)
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nt.Count={}
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setmetatable(nt.Count,NilIsZero)
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for i=1,#armytypes do if math.random(1,2)==1 then
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local type=armytypes[math.random(1,#armytypes)]
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nt.Count[type]=nt.Count[type]+math.random(1,3)
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end end
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-- print("Here's what was built:")
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-- pprint(nt)
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end 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 army.fight0(ak,ac,dk,dc,rules) -- returns number of attacker casualties, defender casualties
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if not rules then rules={} end
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local adv0=advantage[ak][dk]
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local adv1=advantage[dk][ak]
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if rules.counterattack=='one' then adv1=1
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elseif rules.counterattack=='best' then adv1=adv1<1 and 1 or 1
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end
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local rval0=(ac*adv0-dc)/adv0
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if rval0<0 then rval0=0 end
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local rval1=(dc*adv1-rval0)/adv1
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return rval0,rval1
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end
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function player:fight(enemy)
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for ak,ac in pairs(self.Count) do -- Should randomize the order
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local enemyk, enemyc
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local acas
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local maxcas=-1
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local Loss0,Loss1
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local whichdk, whichdc
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for dk,dc in pairs(enemy.Count) do
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Loss0,Loss1=army.fight0(ak,ac,dk,dc)
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print("When "..ac.." "..ak.." fight "..dc.." "..dk.." they kill "..Loss1.." and suffer "..Loss0)
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if Loss1>maxcas then
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enemyk=dk
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enemyc=dc
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maxcas=Loss1
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acas=Loss1
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end end
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if enemyk then
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print("Army of "..ac.." "..ak.." fights "..enemyc.." "..enemyk..", killing "..Loss1.." and suffering "..Loss0)
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end
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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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pprint(t)
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end
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function player:newlocation()
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local lis=tangible.near(self,0,true,true)
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for _,t in ipairs(lis) do self:fight(t) end
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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:cb_north()
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tangible.animate(self, {action="walk", dy=1})
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self:cb_map()
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self:newlocation()
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end
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function player:cb_south()
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tangible.animate(self, {action="walk", dy=-1})
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self:cb_map()
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self:newlocation()
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end
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function player:cb_east()
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tangible.animate(self, {action="walk", dx=1})
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self:cb_map()
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self:newlocation()
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end
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function player:cb_west()
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tangible.animate(self, {action="walk", dx=-1})
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self:cb_map()
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self:newlocation()
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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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function player.cb_emit_army(actor,place,dialog)
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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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pprint("building ",t)
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local nt=tangible.build(t)
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setmetatable(nt,{r=0,p=0,s=0})
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nt.kind='r'
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nt.Count=1
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end
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function player.cb_emit_buff(actor,place,dialog)
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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='buff'}
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pprint("building ",t)
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tangible.build(t)
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end
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makeclass('army')
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makeclass('buff')
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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 player.cb_map(actor,place,dialog)
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local rad=4
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local ax,ay=tangible.xyz(actor)
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local scratch={}
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local lis=tangible.near(actor,1.5*rad,true,false)
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print("\27c\27[38;5;9mMap:\27[0m")
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for _,t in pairs(lis) do
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-- local graphic,plane,x,y,z,facing = tangible.animstate(t)
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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') then
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if not scratch[offset] then scratch[offset]={} scratch[offset].Count={} setmetatable(scratch[offset].Count,NilIsZero) end
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if t.Count then
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for i,k in ipairs(armytypes) do
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local a0=scratch[offset]
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local a1=a0.Count
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local a2=a1[i]
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local a3=t.Count
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local a4=a3[k]
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if not a4 then print("a4 is nil") pprint(t) end
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scratch[offset].Count[i]=a2+a4
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end end
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end
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end
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-- pprint(scratch)
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for dy=-rad,rad do for line=0,1 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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if line==0 then lbuf=lbuf.."----"
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elseif line==1 then
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if scratch[offset] then for i,k in ipairs(armytypes) do lbuf=lbuf..scratch[offset].Count[i] end
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else for i=1,#armytypes do lbuf=lbuf..' ' end end
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lbuf=lbuf.."-"
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end end
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print(lbuf)
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end end
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lbuf=""
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for dx=-rad,rad do lbuf=lbuf.."----" end
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lbuf=lbuf.."-"
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print(lbuf)
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-- print("In Player "..tangible.id(actor)..":")
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-- for k,v in pairs(actor.Count) do print(" "..k.." "..v) end
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-- local lis=tangible.near(actor,0,true,true)
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-- for k,v in pairs(lis) do
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-- print("In Army "..tangible.id(v)..":")
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-- for k2,v2 in pairs(v.Count) do print(" "..k2.." "..v2) end
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-- end
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end
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