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@ -26,6 +26,7 @@ TOWER_SPECS = { |
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range = 0, |
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fire_rate = 2, |
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size = 0, |
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height = 1, |
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}, |
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[TOWER_TYPE.HOWITZER] = { |
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name = "Howitzer", |
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@ -37,6 +38,7 @@ TOWER_SPECS = { |
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range = 10, |
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fire_rate = 4, |
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size = 1, |
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height = 1, |
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}, |
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[TOWER_TYPE.REDEYE] = { |
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name = "Redeye", |
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@ -48,6 +50,7 @@ TOWER_SPECS = { |
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range = 12, |
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fire_rate = 1, |
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size = 1, |
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height = 1, |
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}, |
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[TOWER_TYPE.MOAT] = { |
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name = "Moat", |
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@ -59,6 +62,7 @@ TOWER_SPECS = { |
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range = 0, |
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fire_rate = 2, |
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size = 0, |
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height = -1, |
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}, |
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[TOWER_TYPE.RADAR] = { |
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name = "Radar", |
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@ -70,6 +74,7 @@ TOWER_SPECS = { |
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range = 0, |
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fire_rate = 1, |
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size = 1, |
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height = 1, |
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}, |
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[TOWER_TYPE.LIGHTHOUSE] = { |
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name = "Lighthouse", |
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@ -81,6 +86,7 @@ TOWER_SPECS = { |
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range = 8, |
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fire_rate = 1, |
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size = 1, |
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height = 1, |
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}, |
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} |
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@ -100,7 +106,7 @@ function get_tower_texture(tower_type) |
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return TOWER_SPECS[tower_type].texture |
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end |
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function get_tower_icon_texture(tower_type) |
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return TOWER_SPECS[tower_type] and TOWER_SPECS[tower_type].icon_texture |
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return TOWER_SPECS[tower_type].icon_texture |
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end |
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function get_tower_cost(tower_type) |
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return TOWER_SPECS[tower_type].cost |
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@ -119,14 +125,15 @@ local function make_tower_sprite(tower_type) |
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return pack_texture_into_sprite(get_tower_texture(tower_type), HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT) |
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end |
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local HEX_FLOWER_DIMENSIONS = vec2(115, 125) |
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local function make_tower_node(tower_type) |
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if tower_type == TOWER_TYPE.REDEYE then |
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return make_tower_sprite(tower_type) |
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elseif tower_type == TOWER_TYPE.HOWITZER then |
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return am.group{ |
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make_tower_sprite(tower_type), |
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am.rotate(0) ^ am.sprite("res/cannon1.png") |
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pack_texture_into_sprite(TEXTURES.HEX_FLOWER, HEX_FLOWER_DIMENSIONS.x, HEX_FLOWER_DIMENSIONS.y), |
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am.rotate(0) ^ pack_texture_into_sprite(TEXTURES.CANNON1, 100, 100) |
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} |
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elseif tower_type == TOWER_TYPE.LIGHTHOUSE then |
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return am.group{ |
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@ -168,7 +175,7 @@ end |
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do |
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local tower_cursors = {} |
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for _,i in pairs(TOWER_TYPE) do |
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local tower_sprite = make_tower_sprite(i) |
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local tower_sprite = make_tower_node(i) |
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tower_sprite.color = COLORS.TRANSPARENT |
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local coroutine_ = coroutine.create(function(node) |
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@ -240,23 +247,37 @@ function tower_type_is_buildable_on(hex, tile, tower_type) |
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local blocking_towers = {} |
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local blocking_mobs = {} |
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local has_water = false |
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local has_mountain = false |
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local has_ground = false |
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for _,h in pairs(spiral_map(hex, get_tower_size(tower_type))) do |
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table.append(blocking_towers, towers_on_hex(hex)) |
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table.append(blocking_mobs, mobs_on_hex(hex)) |
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end |
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table.merge(blocking_towers, towers_on_hex(h)) |
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table.merge(blocking_mobs, mobs_on_hex(h)) |
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local tile = state.map.get(h.x, h.y) |
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-- this should always be true, unless it is possible to place a tower |
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-- where part of the tower overflows the edge of the map |
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if tile then |
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if is_water_elevation(tile.elevation) then |
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has_water = true |
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if WIN:key_down"space" then |
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log(table.tostring(blocking_towers)) |
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elseif is_mountain_elevation(tile.elevation) then |
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has_mountain = true |
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else |
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has_ground = true |
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end |
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end |
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end |
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local towers_blocking = table.count(blocking_towers) ~= 0 |
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local mobs_blocking = table.count(blocking_mobs) ~= 0 |
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local blocked = mobs_blocking or towers_blocking |
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if tower_type == TOWER_TYPE.HOWITZER then |
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if not mobs_blocking and towers_blocking then |
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-- you can build howitzers on top of walls. |
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blocked = false |
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for _,tower in pairs(blocking_towers) do |
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if tower.type ~= TOWER_TYPE.WALL then |
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@ -265,10 +286,11 @@ function tower_type_is_buildable_on(hex, tile, tower_type) |
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end |
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end |
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end |
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return not blocked and tile.elevation >= -0.5 |
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return not (blocked or has_water) |
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elseif tower_type == TOWER_TYPE.REDEYE then |
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if not mobs_blocking and towers_blocking then |
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-- you can build redeyes on top of walls |
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blocked = false |
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for _,tower in pairs(blocking_towers) do |
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if tower.type ~= TOWER_TYPE.WALL then |
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@ -277,7 +299,10 @@ function tower_type_is_buildable_on(hex, tile, tower_type) |
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end |
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end |
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end |
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return not blocked and tile.elevation > 0.5 |
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return not blocked |
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and not has_water |
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and not has_ground |
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and has_mountain |
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elseif tower_type == TOWER_TYPE.LIGHTHOUSE then |
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local has_water_neighbour = false |
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@ -289,7 +314,10 @@ function tower_type_is_buildable_on(hex, tile, tower_type) |
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break |
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end |
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end |
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return not blocked and tile_is_medium_elevation(tile) and has_water_neighbour |
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return not blocked |
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and not has_mountain |
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and not has_water |
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and has_water_neighbour |
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elseif tower_type == TOWER_TYPE.WALL then |
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return not blocked and tile_is_medium_elevation(tile) |
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@ -406,7 +434,6 @@ function update_tower_lighthouse(tower, tower_index) |
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end |
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end |
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local TOWER_HEIGHT = 1 |
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function make_and_register_tower(hex, tower_type) |
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local tower = make_basic_entity( |
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hex, |
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@ -423,30 +450,15 @@ function make_and_register_tower(hex, tower_type) |
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tower.last_shot_time = -spec.fire_rate |
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tower.size = spec.size |
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tower.hexes = spiral_map(tower.hex, tower.size) |
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tower.height = spec.height |
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if tower_type == TOWER_TYPE.REDEYE then |
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local tile = state.map.get(hex.x, hex.y) |
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tile.elevation = tile.elevation + TOWER_HEIGHT |
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elseif tower_type == TOWER_TYPE.HOWITZER then |
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local tile = state.map.get(hex.x, hex.y) |
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tile.elevation = tile.elevation + TOWER_HEIGHT |
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tower.props.z = tile.elevation |
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elseif tower_type == TOWER_TYPE.LIGHTHOUSE then |
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tower.perimeter = ring_map(tower.hex, tower.range) |
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local tile = state.map.get(hex.x, hex.y) |
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tile.elevation = tile.elevation + TOWER_HEIGHT |
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elseif tower_type == TOWER_TYPE.WALL then |
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state.map.get(hex.x, hex.y).elevation = TOWER_HEIGHT |
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elseif tower_type == TOWER_TYPE.MOAT then |
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state.map.get(hex.x, hex.y).elevation = -TOWER_HEIGHT |
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for _,h in pairs(tower.hexes) do |
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local tile = state.map.get(h.x, h.y) |
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tile.elevation = tile.elevation + tower.height |
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end |
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elseif tower_type == TOWER_TYPE.RADAR then |
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local tile = state.map.get(hex.x, hex.y) |
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tile.elevation = tile.elevation + TOWER_HEIGHT |
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if tower.type == TOWER_TYPE.HOWITZER then |
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tower.props.z = tower.height |
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end |
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register_entity(TOWERS, tower) |
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