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game.lua
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game.lua
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-- add a state to that class using addState, and re-define the method
local Game = ScreenManager:addState('Game')
function Game:enterState()
debug("Game initialized")
local font = love.graphics.newFont("fonts/VeraMono.ttf", 13)
love.graphics.setFont(font);
self.status_messages = {}
self.effects_queue = {}
end
function Game:draw()
if self.sector then
self:draw_map(self)
self:draw_status_messages(self)
self:draw_stats(self)
self:draw_fps(self)
end
end
function Game:keypressed(key, unicode)
if (key == "q") then
self:save_sector()
screen_manager:popState()
elseif (self.sector.data.player_turn) then
local ends_turn = function ()
if (math.random(1,5) == 1) then
self:gain_health(self.sector.player, 1)
end
self:schedule_event(self.sector.player, "AI", 100)
self.sector.data.player_turn = false
end
if (key == "s") then
ends_turn()
elseif (key == "h" or key == "left") then
self:move_entity(self.sector.player, -1, 0)
ends_turn()
elseif (key == "j" or key == "down") then
self:move_entity(self.sector.player, 0, 1)
ends_turn()
elseif (key == "k" or key == "up") then
self:move_entity(self.sector.player, 0, -1)
ends_turn()
elseif (key == "l" or key == "right") then
self:move_entity(self.sector.player, 1, 0)
ends_turn()
elseif (key == "y") then
self:move_entity(self.sector.player, -1, -1)
ends_turn()
elseif (key == "u") then
self:move_entity(self.sector.player, 1, -1)
ends_turn()
elseif (key == "b") then
self:move_entity(self.sector.player, -1, 1)
ends_turn()
elseif (key == "n") then
self:move_entity(self.sector.player, 1, 1)
ends_turn()
elseif (key == "x") then
self:level_up()
elseif (key == "/") then
screen_manager:pushState("HelpScreen")
else
debug("unmapped key:" .. key)
end
end
end
function Game:start_new_game()
self:generate_sector()
self:level_up()
self:level_up()
end
function Game:level_up()
self.sector.player.evolution_credits = self.sector.player.evolution_credits + 1
screen_manager:pushState("LevelUpScreen")
self.sector.player.level = self.sector.player.level + 1
self:gain_health(self.sector.player, self.sector.player.max_health)
self.sector.player.xp = 0
self.sector.player.max_xp = 10 * self.sector.player.level
end
function Game:flavor_message(name, vars)
local flavor_text = flavor_text_db:create(name, vars)
self:message(flavor_text)
end
function Game:message(msg)
table.insert(self.status_messages, msg)
end
function Game:schedule_event(entity, task, ticks)
local scheduled_time = self.sector.data.current_time + ticks
local new_job = {entity=entity, task=task, scheduled_time=scheduled_time}
for i,job in ipairs(self.sector.data.event_queue) do
if job.scheduled_time > scheduled_time then
table.insert(self.sector.data.event_queue, i, new_job)
return
end
end
table.insert(self.sector.data.event_queue, new_job)
end
function Game:process_events()
while #self.sector.data.event_queue > 0 and not self.sector.data.player_turn do
self:process_next_event()
end
end
function Game:process_next_event()
local job = table.shift(self.sector.data.event_queue)
if job then
if job.task == "AI" then
self:ai(job.entity)
else
print("Unknowreturn n task: '" .. job.task .. "'")
end
self.sector.data.current_time = job.scheduled_time
end
end
function Game:ai(entity)
if (entity.ai == "player") then
self.sector.data.player_turn = true
elseif (entity.ai == "hostile") then
if (self:get_entity_target(entity)) then
local target = self:get_entity_target(entity)
local astar_path = self:astar(entity.x, entity.y, target.x, target.y)
if (astar_path and not table.empty(astar_path)) then
local next_move = table.shift(astar_path)
local relative_x = next_move.x - entity.x
local relative_y = next_move.y - entity.y
self:move_entity(entity, relative_x, relative_y)
else
--debug("couldn't find a path")
end
else
--debug("couldn't find a target")
end
self:schedule_event(entity, "AI", 100)
elseif (entity.ai == "random-walk") then
self:move_entity(entity, math.random(-1, 1), math.random(-1, 1))
self:schedule_event(entity, "AI", 100)
else
debug("unknown ai for entity: " .. entity.name)
end
end
function Game:get_entity_target(entity)
local nearby_entities = self:entities_nearby(entity, 10)
if table.present(nearby_entities) then
local hostiles = table.reject(nearby_entities, function(target)
return target.allegiance == entity.allegiance
end)
if #hostiles > 0 then
return hostiles[1]
else
return nil
end
else
return nil
end
end
function Game:entities_nearby(entity, range)
local results = table.select(self.sector.entities, function(target)
return (math.dist(entity.x, entity.y, target.x, target.y) <= range) and (target ~= entity)
end)
return results
end
function Game:astar(sx, sy, dx, dy)
local visited_map = self:create_empty_boolean_map()
local cells_examined = 0
local open_list={{x=sx, y=sy, parent=nil, f=math.dist(sx,sy,dx,dy), g=0, h=math.dist(sx,sy,dx,dy)}}
while table.present(open_list) do
local candidate = table.shift(open_list)
cells_examined = cells_examined + 1
if cells_examined > 100 then
debug("astar: examined " .. cells_examined .. " cells, bailing!")
return nil
end
if candidate.x == dx and candidate.y == dy then
debug("astar found. cells_examined: " .. cells_examined)
return self:reconstruct_astar_path(candidate)
end
visited_map[candidate.x][candidate.y] = true
local neighbors = table.select(self:neighboring_coordinates(candidate.x, candidate.y), function (coordinate)
-- only keep those which are passable and not already visited
local terrain = self.sector.data.map[coordinate.x][coordinate.y]
return(
self:terrain_is_passable(terrain) and
not visited_map[coordinate.x][coordinate.y] and
not (terrain.entity and not(dx == coordinate.x and dy == coordinate.y)))
end)
table.each(neighbors, function(coord)
local b = {x=coord.x, y=coord.y, g=candidate.g + 1, h=math.dist(coord.x,coord.y,dx,dy), parent=candidate}
b.f = b.g + b.h
local inserted = false
for i, other in ipairs(open_list) do
if other.f > b.f then
table.insert(open_list, i, b)
inserted = true
break
end
end
if not inserted then
table.push(open_list, b)
end
end)
end
-- unreachable from here
debug("astar gave up after " .. cells_examined .. " cells examined")
return nil
end
function Game:create_empty_boolean_map()
local map = {}
for x,row in ipairs(self.sector.data.map) do
map[x] = {}
for y,terrain in ipairs(row) do
map[x][y] = false
end
end
return map
end
function Game:reconstruct_astar_path(candidate)
local cell=candidate
local path={{x=cell.x, y=cell.y}}
while (cell.parent) do
table.unshift(path, {x=cell.parent.x, y=cell.parent.y})
cell = cell.parent
end
-- that first entry contains the starting square
table.shift(path)
return path
end
function Game:nearest_walkable_empty_coordinate(x,y)
local candidates = {{x=x,y=y}}
local visited_map = self:create_empty_boolean_map()
local candidates_examined = 0
while (table.present(candidates)) do
candidates_examined = candidates_examined + 1
local candidate = table.pop(candidates)
local terrain = self.sector.data.map[candidate.x][candidate.y]
if (self:terrain_is_passable(terrain)) then
return candidate
else
for i,neighboring_coord in ipairs(self:neighboring_coordinates(candidate.x, candidate.y)) do
if (not(visited_map[candidate.x][candidate.y] or table.detect(candidates, function(coord) return coord.x == neighboring_coord.x and coord.y == neighboring_coord.y end))) then
table.unshift(candidates, neighboring_coord)
end
end
visited_map[candidate.x][candidate.y] = true
end
end
return nil
end
function Game:terrain_is_passable(terrain)
return terrain.passable
end
function Game:neighboring_coordinates(x1,y1)
local relative_neighbors = {
{-1,-1}, {0, -1}, {1, -1},
{-1, 0}, {1, 0},
{-1, 1}, {0, 1} ,{1, 1}}
local absolute_neighbors = table.collect(relative_neighbors, function (pair)
return {x=x1 + pair[1], y=y1 + pair[2]}
end)
return table.select(absolute_neighbors, function (coordinate)
return self:coordinate_inside_map(coordinate)
end)
end
function Game:neighboring_terrain(x,y)
return table.collect(self:neighboring_coordinates(x, y), function (coordinate)
return self.sector.data.map[coordinate.x][coordinate.y]
end)
end
function Game:coordinate_inside_map(coordinate)
if (between(coordinate.x, 1, #self.sector.data.map)) then
return between(coordinate.y, 1, #self.sector.data.map[coordinate.x])
else
return false
end
end
function Game:update(dt)
self:expire_effects(dt)
if self.sector.data.event_queue and not self.sector.data.player_turn then
local status, err = pcall(function()
self:process_events()
end)
if not status then debug(err) end
end
end
function Game:expire_effects(dt)
table.each(self.effects_queue, function (effect) effect.time = effect.time - dt end)
local expired_effects, live_effects = table.partition(self.effects_queue, function (x) return x.time < 0 end)
self.effects_queue = live_effects
table.each(expired_effects, function (effect) effect.entity.effect = nil end)
end
function Game:destroy_saves()
debug("removing saves... oh please don't delete anything important")
love.filesystem.remove(sector_filename(0,0))
end
function Game:save_sector()
love.filesystem.mkdir("saves")
local path = sector_filename(self.sector.data.x, self.sector.data.y)
love.filesystem.write(path, json.encode(self.sector.data))
end
function Game:load_sector()
self.sector = {}
local data = love.filesystem.read(sector_filename(0,0))
self.sector.data = json.decode(data)
sector_index(self.sector)
end
function Game:generate_sector()
-- add monsters, the player and the map
local monster1 = create_entity("raider")
local monster2 = create_entity("raider")
local monster3 = create_entity("bruiser")
local monster4 = create_entity("bruiser")
local monster5 = create_entity("bruiser")
local monster6 = create_entity("bruiser")
local monster7 = create_entity("bruiser")
local player = create_entity("player")
local entities = {player, monster1, monster2, monster3, monster4, monster5, monster6, monster7}
self.sector = {
player=player,
entities={},
data={
current_time=0,
event_queue={},
player_turn=false,
x=0,
y=0,
map=generate_map()
}
}
table.each(entities,
function(entity)
self:place_entity(entity, math.random(1, app.config.MAP_NUM_CELLS_X), math.random(1, app.config.MAP_NUM_CELLS_Y))
end)
end
function Game:place_entity(entity, x, y)
local coordinate = self:nearest_walkable_empty_coordinate(x,y)
entity.x = coordinate.x
entity.y = coordinate.y
table.push(self.sector.entities, entity)
self:move_entity(entity, 0, 0)
self:schedule_event(entity, "AI", 100)
end
function sector_filename(x, y)
return "saves/sector-" .. x .. "-" .. y .. ".json"
end
function sector_index(sector)
sector.entities = {}
for x,row in ipairs(sector.data.map) do
for y,terrain in ipairs(row) do
if terrain.entity then
table.insert(sector.entities, terrain.entity)
if terrain.entity.name == "player" then
sector.player = terrain.entity
end
end
end
end
end
function Game:draw_map()
for x,row in ipairs(self.sector.data.map) do
for y,terrain in ipairs(row) do
local forecolor = terrain_top_forecolor(terrain)
if (math.dist(x,y,self.sector.player.x,self.sector.player.y) < 10) then
terrain.seen = true
love.graphics.setColor(forecolor[1], forecolor[2], forecolor[3])
love.graphics.print(terrain_top_character(terrain), self:map_to_pix_x(x), self:map_to_pix_y(y))
elseif (terrain.seen) then
local monochrome = (forecolor[1] + forecolor[2] + forecolor[3]) / 3 - 20
love.graphics.setColor(monochrome, monochrome, monochrome)
love.graphics.print(terrain.character, self:map_to_pix_x(x), self:map_to_pix_y(y))
end
end
end
end
function Game:map_to_pix_x(x)
return (x - 1) * app.config.CELL_WIDTH + app.config.MAP_MARGIN_LEFT
end
function Game:map_to_pix_y(y)
return (y - 1) * app.config.CELL_HEIGHT + app.config.MAP_MARGIN_TOP
end
function Game:draw_status_messages()
love.graphics.setColor(255,255,255);
local text = ''
local start_index = clip(#self.status_messages - 8, 1, #self.status_messages)
for index = start_index, #self.status_messages do
text = text .. self.status_messages[index] .. "\n"
end
love.graphics.printf(text, app.config.STREAM_MARGIN_LEFT, app.config.STREAM_MARGIN_TOP, app.config.STREAM_WIDTH, "left");
end
function Game:draw_stats()
love.graphics.setColor(255,255,255)
local stats = {
text_indicator("Health", self.sector.player.health, self.sector.player.max_health),
text_indicator(" Water", 10, 20),
text_indicator(" XP", self.sector.player.xp, self.sector.player.max_xp),
}
table.push(stats, "Current Time: " .. self.sector.data.current_time)
table.push(stats, " Level: " .. self.sector.player.level)
for i,text in ipairs(stats) do
love.graphics.print(text, app.config.STATS_MARGIN_LEFT, app.config.STATS_MARGIN_TOP + (20 * (i - 1)))
end
end
function text_indicator(label, current, max)
local calc_stars = function ()
local result = ''
local num_stars = math.floor(current / max * 10)
local num_spaces = 10 - num_stars
for i = 1, num_stars do
result = result .. "*"
end
for i = 1, num_spaces do
result = result .. " "
end
return result
end
return label ..": [" .. calc_stars() .. "] " .. current .. "/" .. max
end
function Game:draw_fps()
love.graphics.setColor(150,150,255)
love.graphics.print("FPS: " .. love.timer.getFPS(), 2, 2)
end
function Game:move_entity(entity, x_offset, y_offset)
local x = clip(entity.x + x_offset, 1, app.config.MAP_NUM_CELLS_X)
local y = clip(entity.y + y_offset, 1, app.config.MAP_NUM_CELLS_Y)
local map = self.sector.data.map
if self:terrain_is_passable(map[x][y]) then
local enemy = map[x][y].entity
if enemy then
self:attack(entity, enemy)
else
map[entity.x][entity.y].entity = nil
entity.x = x
entity.y = y
map[x][y].entity = entity
if entity == self.sector.player and map[x][y].item then
self:flavor_message("see_item", {item_name=map[x][y].item.name})
end
end
else
debug("goddamn, this terrain isn't passable")
end
end
function Game:attack(entity, enemy)
if self:accuracy_check(entity, enemy) then
self:flavor_message("unarmed_hit", {entity_name=entity.name, enemy_name=enemy.name})
local armor_absorption = math.random(enemy.armor / 2, enemy.armor)
debug("entity.muscle = " .. entity.muscle)
debug("armor_absorption = " .. armor_absorption)
if entity.muscle > armor_absorption then
self:damage_entity(entity, enemy, entity.muscle - armor_absorption)
else
self:flavor_message("unarmed_absorbed", {entity_name=entity.name, enemy_name=enemy.name})
end
else
self:flavor_message("unarmed_miss", {entity_name=entity.name, enemy_name=enemy.name})
end
end
function Game:gain_health(entity, health)
if entity.health + health > entity.max_health then
entity.health = entity.max_health
else
entity.health = entity.health + health
end
end
function Game:accuracy_check(entity, enemy)
return math.random(1,100) > 100 - 70
end
function Game:damage_entity(entity, enemy, points)
enemy.health = enemy.health - points
local pct = enemy.health / enemy.max_health
enemy.effect = {character="*"}
if pct <= 0.20 then
enemy.effect.forecolor = {232, 87, 76}
elseif pct > 0.20 and pct <= 0.40 then
enemy.effect.forecolor = {242, 123, 41}
elseif pct > 0.40 and pct <= 0.60 then
enemy.effect.forecolor = {229, 165, 27}
elseif pct > 0.60 and pct <= 0.80 then
enemy.effect.forecolor = {217, 204, 60}
elseif pct > 0.80 and pct <= 0.95 then
enemy.effect.forecolor = {57, 153, 119}
elseif pct > 0.95 then
enemy.effect.forecolor = {255, 255, 255}
end
self:add_effect(enemy, 0.5)
if self:is_entity_dead(enemy) then
if self.sector.player == enemy then
debug("player died")
self:destroy_saves()
screen_manager:popState()
screen_manager:pushState("DeadScreen")
-- throw the mother of all exceptions
error("player has died")
else
debug("enemy died")
self:message(enemy.name .. " was killed")
self:remove_entity(enemy)
if (entity == self.sector.player) then
self:award_xp(enemy.level * 2)
end
end
end
end
function Game:award_xp(xp)
self.sector.player.xp = self.sector.player.xp + xp
if self.sector.player.xp >= self.sector.player.max_xp then
self:level_up()
end
end
function Game:add_effect(entity, time)
table.insert(self.effects_queue, {entity=entity, time=time})
end
function Game:is_entity_dead(entity)
return entity.health < 1
end
function Game:remove_entity(entity)
self.sector.data.map[entity.x][entity.y].entity = nil
self.sector.entities = table.reject(self.sector.entities, function(x) return entity == x end)
self.sector.data.event_queue = table.reject(self.sector.data.event_queue, function(job)
return job.entity == entity
end)
end
-- returns a random map
function generate_map()
return add_random_crypt(generate_biome())
end
function generate_biome()
local map = {}
for x = 1, app.config.MAP_NUM_CELLS_X do
local row = {}
for y = 1, app.config.MAP_NUM_CELLS_Y do
if math.random(1,10) == 1 then
table.insert(row, create_terrain("rubble"))
elseif math.random(1,30) == 1 then
table.insert(row, create_terrain("rock"))
else
table.insert(row, create_terrain("dirt"))
end
end
table.insert(map, row)
end
return map
end
function add_random_crypt(map)
local random_crypt_name = table.random(table.keys(crypts_db.db))
debug("adding " .. random_crypt_name .. " crypt")
local crypt = create_crypt(random_crypt_name)
local crypt_width = #crypt.map[1]
local crypt_height = #crypt.map
local map_width = app.config.MAP_NUM_CELLS_X
local map_height = app.config.MAP_NUM_CELLS_Y
local offset_x = math.random(1, map_width - crypt_width)
local offset_y = math.random(1, map_height - crypt_height)
for x = 1, crypt_width do
for y = 1, crypt_height do
local char = string.sub(crypt.map[y], x, x)
local definition = crypt.definitions[char]
if definition then
map[x + offset_x][y + offset_y] = create_terrain(crypt.definitions[char])
end
end
end
return map
end
function clip(i, min, max)
if (i < min) then
return min
elseif (i > max) then
return max
else
return i
end
end
function cache_attributes(entity)
table.each({'armor', 'muscle', 'speed', 'mind'}, function (attribute)
entity[attribute] = sum_descent(entity.base_part, attribute)
debug(attribute .. " is now " .. entity[attribute])
end)
end
function sum_descent(part, attribute)
local sum = part[attribute]
table.each(part.contains, function(other) sum = sum + sum_descent(other, attribute) end)
return sum
end
function create_terrain(type)
local base={seen=false}
local template = terrain_db:create(type)
return table.merge(base, template)
end
function create_entity(type)
local base = {x=0, y=0, level=1, base_part=create_monster_part("torso")}
local template = entities_db:create(type)
local entity = table.merge(base, template)
cache_attributes(entity)
return entity
end
function create_monster_part(type)
local base = {name=type,armor=0,muscle=0,speed=0,mind=0,health=0,unlocks={},contains={}}
local template = monster_parts_db:create(type)
return table.merge(base, template)
end
function create_crypt(type)
return crypts_db:create(type)
end
function terrain_top_character(terrain)
return terrain_top_entity(terrain).character
end
function terrain_top_forecolor(terrain)
return terrain_top_entity(terrain).forecolor
end
function terrain_top_entity(terrain)
return (terrain.entity and terrain.entity.effect) or terrain.entity or terrain
end