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575 lines
18 KiB
575 lines
18 KiB
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TOWER_TYPE = {
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WALL = 1,
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GATTLER = 2,
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HOWITZER = 3,
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REDEYE = 4,
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-- = 5,
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MOAT = 5,
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-- = 7,
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RADAR = 6,
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-- = 9,
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LIGHTHOUSE = 7
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}
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local TOWER_SPECS = {
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[TOWER_TYPE.WALL] = {
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name = "Wall",
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placement_rules_text = "Place on Ground",
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short_description = "Restricts movement, similar to a mountain.",
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texture = TEXTURES.TOWER_WALL,
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icon_texture = TEXTURES.TOWER_WALL_ICON,
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cost = 10,
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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.GATTLER] = {
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name = "Gattler",
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placement_rules_text = "Place on Ground",
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short_description = "Short-range, fast-fire rate single-target tower.",
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texture = TEXTURES.TOWER_GATTLER,
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icon_texture = TEXTURES.TOWER_GATTLER_ICON,
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cost = 20,
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range = 4,
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fire_rate = 0.5,
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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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placement_rules_text = "Place on non-Water, non-Mountain",
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short_description = "Medium-range, medium fire-rate area of effect artillery tower.",
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texture = TEXTURES.TOWER_HOWITZER,
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icon_texture = TEXTURES.TOWER_HOWITZER_ICON,
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cost = 50,
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range = 6,
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fire_rate = 4,
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size = 0,
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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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placement_rules_text = "Place on Mountains",
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short_description = "Long-range, penetrating high-velocity laser tower.",
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texture = TEXTURES.TOWER_REDEYE,
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icon_texture = TEXTURES.TOWER_REDEYE_ICON,
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cost = 140,
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range = 9,
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fire_rate = 3,
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size = 0,
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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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placement_rules_text = "Place on Ground",
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short_description = "Restricts movement, similar to water.",
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texture = TEXTURES.TOWER_MOAT,
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icon_texture = TEXTURES.TOWER_MOAT_ICON,
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cost = 10,
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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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placement_rules_text = "n/a",
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short_description = "Doesn't do anything right now :(",
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texture = TEXTURES.TOWER_RADAR,
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icon_texture = TEXTURES.TOWER_RADAR_ICON,
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cost = 100,
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range = 0,
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fire_rate = 1,
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size = 0,
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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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placement_rules_text = "Place on Ground, adjacent to Water or Moats",
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short_description = "Attracts nearby mobs; temporarily redirects their path",
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texture = TEXTURES.TOWER_LIGHTHOUSE,
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icon_texture = TEXTURES.TOWER_LIGHTHOUSE_ICON,
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cost = 150,
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range = 7,
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fire_rate = 1,
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size = 0,
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height = 1,
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},
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}
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function get_tower_spec(tower_type)
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return TOWER_SPECS[tower_type]
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end
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function get_tower_name(tower_type)
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return TOWER_SPECS[tower_type].name
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end
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function get_tower_placement_rules_text(tower_type)
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return TOWER_SPECS[tower_type].placement_rules_text
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end
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function get_tower_short_description(tower_type)
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return TOWER_SPECS[tower_type].short_description
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end
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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].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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end
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function get_tower_range(tower_type)
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return TOWER_SPECS[tower_type].range
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end
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function get_tower_fire_rate(tower_type)
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return TOWER_SPECS[tower_type].fire_rate
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end
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function get_tower_size(tower_type)
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return TOWER_SPECS[tower_type].size
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end
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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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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.GATTLER then
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return am.group{
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am.circle(vec2(0), HEX_SIZE - 4, COLORS.VERY_DARK_GRAY, 5),
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am.rotate(state.time or 0)
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^ pack_texture_into_sprite(TEXTURES.TOWER_HOWITZER, HEX_PIXEL_HEIGHT*1.5, HEX_PIXEL_WIDTH*2, COLORS.GREEN_YELLOW)
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}
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elseif tower_type == TOWER_TYPE.HOWITZER then
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return am.group{
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am.circle(vec2(0), HEX_SIZE - 4, COLORS.VERY_DARK_GRAY, 6),
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am.rotate(state.time or 0) ^ am.group{
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pack_texture_into_sprite(TEXTURES.TOWER_HOWITZER, HEX_PIXEL_HEIGHT*1.5, HEX_PIXEL_WIDTH*2) -- CHONK
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}
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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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make_tower_sprite(tower_type),
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am.particles2d{
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source_pos = vec2(0, 12),
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source_pos_var = vec2(2),
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start_size = 1,
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start_size_var = 1,
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end_size = 1,
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end_size_var = 1,
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angle = 0,
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angle_var = math.pi,
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speed = 1,
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speed_var = 2,
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life = 10,
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life_var = 1,
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start_color = COLORS.WHITE,
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start_color_var = vec4(0.1, 0.1, 0.1, 1),
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end_color = COLORS.SUNRAY,
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end_color_var = vec4(0.1),
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emission_rate = 4,
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start_particles = 4,
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max_particles = 200,
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warmup_time = 5
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}
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}
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elseif tower_type == TOWER_TYPE.WALL then
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return am.circle(vec2(0), HEX_SIZE, COLORS.VERY_DARK_GRAY{a=0.75}, 6)
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elseif tower_type == TOWER_TYPE.MOAT then
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return am.circle(vec2(0), HEX_SIZE, COLORS.WATER{a=1}, 6)
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elseif tower_type == TOWER_TYPE.RADAR then
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return make_tower_sprite(tower_type)
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end
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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_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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local flash_on = {}
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local flash_off = {}
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while true do
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for _,n in node:child_pairs() do
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table.insert(flash_on, am.tween(n, 1, { color = vec4(0.4) }))
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table.insert(flash_off, am.tween(n, 1, { color = vec4(0) }))
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end
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am.wait(am.parallel(flash_on))
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am.wait(am.parallel(flash_off))
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flash_on = {}
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flash_off = {}
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end
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end)
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tower_cursors[i] = am.group{
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make_hex_cursor(get_tower_range(i), vec4(0), coroutine_),
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tower_sprite
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}
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end
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function get_tower_cursor(tower_type)
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return tower_cursors[tower_type]
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end
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end
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local function update_tower_redeye(tower, tower_index)
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if not tower.target_index then
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for index,mob in pairs(state.mobs) do
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if mob then
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local d = math.distance(mob.hex, tower.hex)
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if d <= tower.range then
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tower.target_index = index
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break
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end
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end
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end
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else
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if not state.mobs[tower.target_index] then
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tower.target_index = false
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elseif (state.time - tower.last_shot_time) > tower.fire_rate then
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local mob = state.mobs[tower.target_index]
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make_and_register_projectile(
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tower.hex,
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PROJECTILE_TYPE.LASER,
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math.normalize(mob.position - tower.position)
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)
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tower.last_shot_time = state.time
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vplay_sfx(SOUNDS.LASER2)
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end
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end
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end
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local function update_tower_gattler(tower, tower_index)
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if not tower.target_index then
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-- we should try and acquire a target
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for index,mob in pairs(state.mobs) do
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if mob then
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local d = math.distance(mob.hex, tower.hex)
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if d <= tower.range then
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tower.target_index = index
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break
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end
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end
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end
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-- passive animation
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tower.node("rotate").angle = math.wrapf(tower.node("rotate").angle + 0.1 * am.delta_time, math.pi*2)
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else
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-- should have a target, so we should try and shoot it
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if not state.mobs[tower.target_index] then
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-- the target we have was invalidated
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tower.target_index = false
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else
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-- the target we have is valid
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local mob = state.mobs[tower.target_index]
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local vector = math.normalize(mob.position - tower.position)
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if (state.time - tower.last_shot_time) > tower.fire_rate then
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local projectile = make_and_register_projectile(
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tower.hex,
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PROJECTILE_TYPE.BULLET,
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vector
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)
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tower.last_shot_time = state.time
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play_sfx(SOUNDS.HIT1)
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end
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-- point the cannon at the dude
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local theta = math.rad(90) - math.atan((tower.position.y - mob.position.y)/(tower.position.x - mob.position.x))
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local diff = tower.node("rotate").angle - theta
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tower.node("rotate").angle = -theta + math.pi/2
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end
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end
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end
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local function update_tower_howitzer(tower, tower_index)
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if not tower.target_index then
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-- we don't have a target
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for index,mob in pairs(state.mobs) do
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if mob then
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local d = math.distance(mob.hex, tower.hex)
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if d <= tower.range then
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tower.target_index = index
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break
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end
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end
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end
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-- passive animation
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tower.node("rotate").angle = math.wrapf(tower.node("rotate").angle + 0.1 * am.delta_time, math.pi*2)
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else
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-- we should have a target
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-- @NOTE don't compare to false, empty indexes appear on game reload
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if not state.mobs[tower.target_index] then
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-- the target we have was invalidated
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tower.target_index = false
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else
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-- the target we have is valid
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local mob = state.mobs[tower.target_index]
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local vector = math.normalize(mob.position - tower.position)
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if (state.time - tower.last_shot_time) > tower.fire_rate then
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local projectile = make_and_register_projectile(
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tower.hex,
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PROJECTILE_TYPE.SHELL,
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vector
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)
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-- @HACK, the projectile will explode if it encounters something taller than it,
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-- but the tower it spawns on quickly becomes taller than it, so we just pad it
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-- if it's not enough the shell explodes before it leaves its spawning hex
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projectile.props.z = tower.props.z + 0.1
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tower.last_shot_time = state.time
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play_sfx(SOUNDS.EXPLOSION2)
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end
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-- point the cannon at the dude
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local theta = math.rad(90) - math.atan((tower.position.y - mob.position.y)/(tower.position.x - mob.position.x))
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local diff = tower.node("rotate").angle - theta
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tower.node("rotate").angle = -theta + math.pi/2
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end
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end
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end
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local function update_tower_lighthouse(tower, tower_index)
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-- check if there's a mob on a hex in our perimeter
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for _,h in pairs(tower.perimeter) do
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local mobs = mobs_on_hex(h)
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for _,m in pairs(mobs) do
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if not m.path and not m.seen_lighthouse then
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-- @TODO only attract the mob if its frame target (direction vector)
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-- is within some angle range...? if the mob is heading directly away from the tower, then
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-- the lighthouse shouldn't do much
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local path, made_it = hex_Astar(state.map, tower.hex, m.hex, grid_neighbours, grid_cost, grid_heuristic)
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if made_it then
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m.path = path
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m.seen_lighthouse = true -- right now mobs don't care about lighthouses if they've already seen one.
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--[[
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local area = spiral_map(tower.hex, tower.range)
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for _,h in pairs(area) do
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local node = state.map[h.x][h.y].node"circle"
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local initial_color = node.color
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local d = math.distance(h, tower.hex)
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local target_color = COLORS.SUNRAY{ a = 1/(d/tower.range) + 0.9 }
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node:late_action(am.series{
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am.tween(node, 0.3, { color = target_color }),
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am.tween(node, 0.3, { color = initial_color })
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})
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end
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]]
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end
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end
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end
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end
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end
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local function get_tower_update_function(tower_type)
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if tower_type == TOWER_TYPE.REDEYE then
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return update_tower_redeye
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elseif tower_type == TOWER_TYPE.GATTLER then
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return update_tower_gattler
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elseif tower_type == TOWER_TYPE.HOWITZER then
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return update_tower_howitzer
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elseif tower_type == TOWER_TYPE.LIGHTHOUSE then
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return update_tower_lighthouse
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end
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end
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function tower_serialize(tower)
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local serialized = entity_basic_devectored_copy(tower)
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for i,h in pairs(tower.hexes) do
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serialized.hexes[i] = { h.x, h.y }
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end
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return am.to_json(serialized)
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end
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function tower_deserialize(json_string)
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local tower = entity_basic_json_parse(json_string)
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for i,h in pairs(tower.hexes) do
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tower.hexes[i] = vec2(tower.hexes[i][1], tower.hexes[i][2])
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end
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tower.update = get_tower_update_function(tower.type)
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tower.node = am.translate(tower.position) ^ make_tower_node(tower.type)
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return tower
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end
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function towers_on_hex(hex)
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local t = {}
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for tower_index,tower in pairs(state.towers) do
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if tower then
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for _,h in pairs(tower.hexes) do
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if h == hex then
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table.insert(t, tower_index, tower)
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break
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end
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end
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end
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end
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return t
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end
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function tower_on_hex(hex)
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return table.find(state.towers, function(tower)
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for _,h in pairs(tower.hexes) do
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if h == hex then return true end
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end
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end)
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end
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function tower_type_is_buildable_on(hex, tile, tower_type)
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-- this function gets polled a lot, and sometimes with nil/false tower types
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if not tower_type then return false end
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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(hex_spiral_map(hex, get_tower_size(tower_type))) do
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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 = hex_map_get(state.map, h)
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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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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.GATTLER then
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return not (blocked or has_water or has_mountain)
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elseif tower_type == TOWER_TYPE.HOWITZER then
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return not (blocked or has_water or has_mountain)
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elseif tower_type == TOWER_TYPE.REDEYE then
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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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for _,h in pairs(hex_neighbours(hex)) do
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local tile = hex_map_get(state.map, h)
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if tile and tile.elevation < -0.5 then
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has_water_neighbour = true
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break
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end
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end
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return not blocked
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|
and not has_mountain
|
|
and not has_water
|
|
and has_water_neighbour
|
|
|
|
elseif tower_type == TOWER_TYPE.WALL then
|
|
return not blocked and tile_is_medium_elevation(tile)
|
|
|
|
elseif tower_type == TOWER_TYPE.MOAT then
|
|
return not blocked and tile_is_medium_elevation(tile)
|
|
end
|
|
end
|
|
|
|
|
|
function make_and_register_tower(hex, tower_type)
|
|
local tower = make_basic_entity(
|
|
hex,
|
|
get_tower_update_function(tower_type)
|
|
)
|
|
|
|
tower.type = tower_type
|
|
tower.node = am.translate(tower.position) ^ make_tower_node(tower_type)
|
|
|
|
local spec = get_tower_spec(tower_type)
|
|
tower.cost = spec.cost
|
|
tower.range = spec.range
|
|
tower.fire_rate = spec.fire_rate
|
|
tower.last_shot_time = -spec.fire_rate -- lets the tower fire immediately upon being placed
|
|
tower.size = spec.size
|
|
if tower.size == 0 then
|
|
tower.hexes = { tower.hex }
|
|
else
|
|
tower.hexes = hex_spiral_map(tower.hex, tower.size)
|
|
end
|
|
tower.height = spec.height
|
|
|
|
for _,h in pairs(tower.hexes) do
|
|
local tile = hex_map_get(state.map, h.x, h.y)
|
|
tile.elevation = tile.elevation + tower.height
|
|
end
|
|
|
|
if tower.type == TOWER_TYPE.HOWITZER then
|
|
tower.props.z = tower.height
|
|
|
|
elseif tower.type == TOWER_TYPE.GATTLER then
|
|
tower.props.z = tower.height
|
|
|
|
elseif tower.type == TOWER_TYPE.LIGHTHOUSE then
|
|
tower.perimeter = hex_ring_map(tower.hex, tower.range)
|
|
end
|
|
|
|
register_entity(state.towers, tower)
|
|
return tower
|
|
end
|
|
|
|
function build_tower(hex, tower_type)
|
|
local tower = make_and_register_tower(hex, tower_type)
|
|
vplay_sfx(SOUNDS.EXPLOSION4)
|
|
|
|
return tower
|
|
end
|
|
|
|
function do_tower_updates()
|
|
for tower_index,tower in pairs(state.towers) do
|
|
if tower and tower.update then
|
|
tower.update(tower, tower_index)
|
|
end
|
|
end
|
|
end
|
|
|