hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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local function default_tower_placement_f(blocked, has_water, has_mountain, has_ground, hex)
return not (blocked or has_water or has_mountain)
end
local function default_weapon_target_acquisition_f(tower, tower_index)
for index,mob in pairs(game_state.mobs) do
if mob then
local d = math.distance(mob.hex, tower.hex)
for _,w in pairs(tower.weapons) do
if d <= w.range then
tower.target_index = index
return
end
end
end
end
end
local function default_handle_target_f(tower, tower_index, mob)
-- the target we have is valid
local vector = math.normalize(mob.position - tower.position)
for _,w in pairs(tower.weapons) do
if (game_state.time - w.last_shot_time) > w.fire_rate then
local projectile = make_and_register_projectile(
tower.hex,
w.projectile_type,
vector
)
w.last_shot_time = game_state.time
play_sfx(w.hit_sound)
end
end
end
local function default_tower_update_f(tower, tower_index)
if not tower.target_index then
-- try and acquire a target
default_weapon_target_acquisition_f(tower, tower_index)
else
-- check if our current target is invalidated
local mob = game_state.mobs[tower.target_index]
if not mob then
tower.target_index = false
else
-- do what we should do with the target
default_handle_target_f(tower, tower_index, mob)
end
end
end
local function default_tower_weapon_target_acquirer_f(tower, tower_index)
end
TOWER_SPECS = {}
TOWER_TYPE = {}
local function make_tower_sprite(t)
return pack_texture_into_sprite(t.texture, HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT)
end
function init_tower_specs()
local base_tower_specs = {
{
id = "WALL",
name = "Wall",
placement_rules_text = "Place on Ground",
short_description = "Restricts movement, similar to a mountain.",
texture = TEXTURES.TOWER_WALL,
icon_texture = TEXTURES.TOWER_WALL_ICON,
cost = 10,
update_f = false,
make_node_f = function(self, hex)
local group = am.group(am.circle(vec2(0), HEX_SIZE, COLORS.VERY_DARK_GRAY, 6))
if not hex then
-- should only happen when making the hex-cursor for the wall
return group
end
local lines = am.rotate(math.rad(-30)) ^ am.group()
for i,n in pairs(hex_neighbours(hex)) do
local no_walls_adjacent = true
for _,t in pairs(towers_on_hex(n)) do
if t.type == TOWER_TYPE.WALL then
no_walls_adjacent = false
break
end
end
if no_walls_adjacent then
local p1 = hex_corner_offset(vec2(0), i)
local j = i == 6 and 1 or i + 1
local p2 = hex_corner_offset(vec2(0), j)
lines:append(
am.line(p1, p2, HEX_SIZE/4, COLORS.VERY_DARK_GRAY/vec4(vec3((i % 2) == 0 and 2 or 4), 1))
)
end
end
group:append(lines)
return group
end
},
{
id = "GATTLER",
name = "Gattler",
placement_rules_text = "Place on Ground",
short_description = "Short-range, fast-fire rate single-target tower.",
texture = TEXTURES.TOWER_GATTLER,
icon_texture = TEXTURES.TOWER_GATTLER_ICON,
cost = 20,
height = 2,
weapons = {
{
projectile_type = PROJECTILE_TYPE.BULLET,
range = 4,
fire_rate = 0.5,
hit_sound = SOUNDS.HIT1,
}
},
make_node_f = function(self)
return am.group(
am.circle(vec2(0), HEX_SIZE - 4, COLORS.VERY_DARK_GRAY, 5),
am.rotate(game_state.time or 0)
^ pack_texture_into_sprite(self.texture, HEX_PIXEL_HEIGHT*1.5, HEX_PIXEL_WIDTH*2, COLORS.GREEN_YELLOW)
)
end,
update_f = function(tower, tower_index)
if not tower.target_index then
-- we should try and acquire a target
default_weapon_target_acquisition_f(tower, tower_index)
-- passive animation
tower.node("rotate").angle = math.wrapf(tower.node("rotate").angle + 0.1 * am.delta_time, math.pi*2)
else
-- should have a target, so we should try and shoot it
local mob = game_state.mobs[tower.target_index]
if not mob then
-- the target we have was invalidated
tower.target_index = false
else
default_handle_target_f(tower, tower_index, mob)
-- point the cannon at the dude
local theta = math.rad(90) - math.atan((tower.position.y - mob.position.y)/(tower.position.x - mob.position.x))
local diff = tower.node("rotate").angle - theta
tower.node("rotate").angle = -theta + math.pi/2
end
end
end
},
{
id = "HOWITZER",
name = "Howitzer",
placement_rules_text = "Place on Ground, with a 1 space gap between other towers and mountains - walls/moats don't count.",
short_description = "Medium-range, medium fire-rate area of effect artillery tower.",
texture = TEXTURES.TOWER_HOWITZER,
icon_texture = TEXTURES.TOWER_HOWITZER_ICON,
cost = 50,
height = 2,
weapons = {
{
projectile_type = PROJECTILE_TYPE.SHELL,
range = 6,
fire_rate = 4,
hit_sound = SOUNDS.EXPLOSION2
}
},
make_node_f = function(self)
return am.group(
am.circle(vec2(0), HEX_SIZE - 4, COLORS.VERY_DARK_GRAY, 6),
am.rotate(game_state.time or 0) ^ am.group(
pack_texture_into_sprite(self.texture, HEX_PIXEL_HEIGHT*1.5, HEX_PIXEL_WIDTH*2) -- CHONK
)
)
end,
placement_f = function(blocked, has_water, has_mountain, has_ground, hex)
local has_mountain_neighbour = false
local has_non_wall_non_moat_tower_neighbour = false
for _,h in pairs(hex_neighbours(hex)) do
local towers = towers_on_hex(h)
local wall_on_hex = false
has_non_wall_non_moat_tower_neighbour = table.find(towers, function(tower)
if tower.type == TOWER_TYPE.WALL then
wall_on_hex = true
return false
elseif tower.type == TOWER_TYPE.MOAT then
return false
end
return true
end)
if has_non_wall_non_moat_tower_neighbour then
break
end
local tile = hex_map_get(game_state.map, h)
if not wall_on_hex and tile and tile.elevation >= 0.5 then
has_mountain_neighbour = true
break
end
end
return not (blocked or has_water or has_mountain or has_mountain_neighbour or has_non_wall_non_moat_tower_neighbour)
end,
update_f = function(tower, tower_index)
if not tower.target_index then
default_weapon_target_acquisition_f(tower, tower_index)
-- passive animation
tower.node("rotate").angle = math.wrapf(tower.node("rotate").angle + 0.1 * am.delta_time, math.pi*2)
else
-- we should have a target
local mob = game_state.mobs[tower.target_index]
if not mob then
-- the target we have was invalidated
tower.target_index = false
else
default_handle_target_f(tower, tower_index, mob)
-- point the cannon at the dude
local theta = math.rad(90) - math.atan((tower.position.y - mob.position.y)/(tower.position.x - mob.position.x))
local diff = tower.node("rotate").angle - theta
tower.node("rotate").angle = -theta + math.pi/2
end
end
end
},
{
id = "REDEYE",
name = "Redeye",
placement_rules_text = "Place on Mountains.",
short_description = "Long-range, penetrating high-velocity laser tower.",
texture = TEXTURES.TOWER_REDEYE,
icon_texture = TEXTURES.TOWER_REDEYE_ICON,
cost = 75,
height = 2,
weapons = {
{
projectile_type = PROJECTILE_TYPE.LASER,
range = 9,
fire_rate = 3,
hit_sound = SOUNDS.LASER2
}
},
make_node_f = function(self)
return make_tower_sprite(self)
end,
placement_f = function(blocked, has_water, has_mountain, has_ground, hex)
return not blocked and has_mountain
end,
update_f = function(tower, tower_index)
if not tower.target_index then
-- try and acquire a target
default_weapon_target_acquisition_f(tower, tower_index)
else
-- check if our current target is invalidated
local mob = game_state.mobs[tower.target_index]
if not mob then
tower.target_index = false
else
-- do what we should do with the target
default_handle_target_f(tower, tower_index, mob)
end
end
end
},
{
id = "MOAT",
name = "Moat",
placement_rules_text = "Place on Ground",
short_description = "Restricts movement, similar to water.",
texture = TEXTURES.TOWER_MOAT,
icon_texture = TEXTURES.TOWER_MOAT_ICON,
cost = 10,
height = -1,
make_node_f = function(self)
return am.circle(vec2(0), HEX_SIZE, COLORS.WATER{a=1}, 6)
end,
update_f = false
},
{
id = "LIGHTHOUSE",
name = "Lighthouse",
placement_rules_text = "Place on Ground, adjacent to Water or Moats",
short_description = "Attracts nearby mobs; temporarily redirects their path",
texture = TEXTURES.TOWER_LIGHTHOUSE,
icon_texture = TEXTURES.TOWER_LIGHTHOUSE_ICON,
cost = 150,
range = 7,
height = 2,
make_node_f = function(self, hex)
if hex then
self.perimeter = hex_spiral_map(hex, 6)
end
return am.group(
make_tower_sprite(self),
am.particles2d{
source_pos = vec2(0, 12),
source_pos_var = vec2(2),
start_size = 1,
start_size_var = 1,
end_size = 1,
end_size_var = 1,
angle = 0,
angle_var = math.pi,
speed = 1,
speed_var = 2,
life = 10,
life_var = 1,
start_color = COLORS.WHITE,
start_color_var = vec4(0.1, 0.1, 0.1, 1),
end_color = COLORS.SUNRAY,
end_color_var = vec4(0.1),
emission_rate = 4,
start_particles = 4,
max_particles = 200,
warmup_time = 5
}
)
end,
placement_f = function(blocked, has_water, has_mountain, has_ground, hex)
local has_water_neighbour = false
for _,h in pairs(hex_neighbours(hex)) do
local tile = hex_map_get(game_state.map, h)
if tile and tile.elevation < -0.5 then
has_water_neighbour = true
break
end
end
return not blocked
and not has_mountain
and not has_water
and has_water_neighbour
end,
update_f = function(tower, tower_index)
-- check if there's a mob on a hex in our perimeter
for _,h in pairs(tower.perimeter) do
local mobs = mobs_on_hex(h)
for _,m in pairs(mobs) do
if not m.path and not m.seen_lighthouse then
-- @TODO only attract the mob if its frame target (direction vector)
-- is within some angle range...? if the mob is heading directly away from the tower, then
-- the lighthouse shouldn't do much
local path, made_it = hex_Astar(game_state.map, tower.hex, m.hex, grid_neighbours, grid_cost, grid_heuristic)
if made_it then
m.path = path
m.seen_lighthouse = true -- right now mobs don't care about lighthouses if they've already seen one.
end
end
end
end
end
},
{
id = "FARM",
name = "Farm",
placement_rules_text = "Place on Ground",
short_description = "Increases income gained over time. Mobs can trample farms, reducing their income (never completely nullifying it).",
texture = TEXTURES.TOWER_FARM,
icon_texture = TEXTURES.TOWER_FARM_ICON,
cost = 50,
size = 2,
height = 0,
props = {
income = 1
},
make_node_f = function(self)
local quads = am.quads(2*7, {"vert", "vec2", "uv", "vec2", "color", "vec4"})
local map = hex_spiral_map(vec2(0), 1)
for _,h in pairs(map) do
make_hex_quads_node(quads, hex_to_pixel(h))
end
return am.blend("alpha") ^ am.use_program(make_hex_shader_program_node()) ^ am.bind{ texture = TEXTURES.TOWER_FARM } ^ quads
end,
update_f = function(tower, tower_index)
for _,h in pairs(tower.hexes) do
for _,m in pairs(mobs_on_hex(h)) do
if m then
tower.props.income = tower.props.income * 0.7
end
end
end
game_state.money = game_state.money + tower.props.income * am.delta_time
end
}
}
-- initialize the tower cursors (what you see when you select a tower and hover over buildable hexes)
local tower_cursors = {}
for i,t in pairs(base_tower_specs) do
TOWER_TYPE[t.id] = i
if not t.size then t.size = 1 end
if not t.height then t.height = 1 end
if not t.update_f then
-- is this good?
t.update_f = default_tower_update_f
end
if not t.placement_f then
t.placement_f = default_tower_placement_f
end
if not t.weapons then
t.weapons = {}
end
-- resolve missing fields among weapons the tower has, as well as
-- the tower's visual range - if not provided we should use the largest range among weapons it has
local largest_range = 0
local largest_minimum_range = 0
for i,w in pairs(t.weapons) do
if not w.min_range then
w.min_range = 0
end
if not w.target_acquisition_f then
w.target_acquisition_f = default_weapon_target_acquisition_f
end
if w.range > largest_range then
largest_range = w.range
end
if w.min_range > largest_minimum_range then
largest_minimum_range = w.min_range
end
end
if not t.min_visual_range then
t.min_visual_range = largest_minimum_range
end
if not t.visual_range then
t.visual_range = largest_range
end
-- build tower cursors
local coroutine_ = coroutine.create(function(node)
local flash_on = {}
local flash_off = {}
while true do
for _,n in node:child_pairs() do
table.insert(flash_on, am.tween(n, 1, { color = vec4(0.4) }))
table.insert(flash_off, am.tween(n, 1, { color = vec4(0) }))
end
am.wait(am.parallel(flash_on))
am.wait(am.parallel(flash_off))
flash_on = {}
flash_off = {}
end
end)
local tower_sprite = t.make_node_f(t)
tower_sprite.color = COLORS.TRANSPARENT3
tower_cursors[i] = am.group(
make_hex_cursor_node(t.visual_range - 1, vec4(0), coroutine_, t.min_visual_range - 1),
tower_sprite
):tag"cursor"
function get_tower_cursor(tower_type)
return tower_cursors[tower_type]
end
end
TOWER_SPECS = base_tower_specs
end
function get_tower_spec(tower_type) return TOWER_SPECS[tower_type] end
function get_tower_name(tower_type) return TOWER_SPECS[tower_type].name end
function get_tower_cost(tower_type) return TOWER_SPECS[tower_type].cost end
function get_tower_size(tower_type) return TOWER_SPECS[tower_type].size end
function get_tower_icon_texture(tower_type) return TOWER_SPECS[tower_type].icon_texture end
function get_tower_placement_rules_text(tower_type) return TOWER_SPECS[tower_type].placement_rules_text end
function get_tower_short_description(tower_type) return TOWER_SPECS[tower_type].short_description end
function get_tower_update_function(tower_type) return TOWER_SPECS[tower_type].update_f end
function tower_serialize(tower)
local serialized = entity_basic_devectored_copy(tower)
for i,h in pairs(tower.hexes) do
serialized.hexes[i] = { h.x, h.y }
end
return am.to_json(serialized)
end
function tower_deserialize(json_string)
local tower = entity_basic_json_parse(json_string)
-- @HACK weapons.last_shot_time field gets overrided with this merge, which we don't want
local weapons = tower.weapons
table.merge(tower, get_tower_spec(tower.type))
tower.weapons = weapons
for i,h in pairs(tower.hexes) do
tower.hexes[i] = vec2(tower.hexes[i][1], tower.hexes[i][2])
end
tower.update = get_tower_update_function(tower.type)
tower.node = am.translate(tower.position) ^ tower.make_node_f(tower)
return tower
end
-- note that the table returned has towers at their index into the global towers table,
-- so #t will often not work correctly (the table will often be sparse)
function towers_on_hex(hex)
local t = {}
for tower_index,tower in pairs(game_state.towers) do
if tower then
for _,h in pairs(tower.hexes) do
if h == hex then
table.insert(t, tower_index, tower)
break
end
end
end
end
return t
end
function tower_on_hex(hex)
return table.find(game_state.towers, function(tower)
for _,h in pairs(tower.hexes) do
if h == hex then return true end
end
end)
end
function tower_type_is_buildable_on(hex, tile, tower_type)
-- this function gets polled a lot, and sometimes with nil/false tower types
if not tower_type then return false end
-- you can't build anything in the center, probably ever?
if hex == HEX_GRID_CENTER then return false end
local blocking_towers = {}
local blocking_mobs = {}
local has_water = false
local has_mountain = false
local has_ground = false
local tower_spec = get_tower_spec(tower_type)
for _,h in pairs(hex_spiral_map(hex, get_tower_size(tower_type) - 1)) do
if h == HEX_GRID_CENTER then return false end
table.merge(blocking_towers, towers_on_hex(h))
table.merge(blocking_mobs, mobs_on_hex(h))
local tile = hex_map_get(game_state.map, h)
-- this should always be true, unless it is possible to place a tower
-- where part of the tower overflows the edge of the map
if tile then
if is_water_elevation(tile.elevation) then
has_water = true
elseif is_mountain_elevation(tile.elevation) then
has_mountain = true
else
has_ground = true
end
end
end
local towers_blocking = table.count(blocking_towers) ~= 0
local mobs_blocking = table.count(blocking_mobs) ~= 0
local blocked = mobs_blocking or towers_blocking
return tower_spec.placement_f(blocked, has_water, has_mountain, has_ground, hex)
end
function make_and_register_tower(hex, tower_type)
local spec = get_tower_spec(tower_type)
local tower = make_basic_entity(
hex,
spec.update_f,
false,
math.clamp(spec.height, 0, 10)
)
table.merge(tower, spec)
tower.type = tower_type
tower.node = am.translate(tower.position) ^ tower.make_node_f(tower, hex)
-- initialize each weapons' last shot time to the negation of the fire rate -
-- this lets the tower fire immediately upon being placed
for _,w in pairs(tower.weapons) do
w.last_shot_time = -w.fire_rate
end
-- set the tower's hexes - a list of hexes which the tower sits atop
if tower.size == 1 then
tower.hexes = { tower.hex }
else
tower.hexes = hex_spiral_map(tower.hex, tower.size - 1)
end
register_entity(game_state.towers, tower)
return tower
end
function build_tower(hex, tower_type)
local tower = make_and_register_tower(hex, tower_type)
-- building a wall can change the adjancencies between towers, which affects what we should render
-- check for that now
for _,t in pairs(game_state.towers) do
if t ~= tower and t.type == TOWER_TYPE.WALL then
t.node:replace("group", t.make_node_f(t, t.hex))
end
end
-- modify the hexes the tower sits atop to be impassable (actually just taller by the tower's height value)
for _,h in pairs(tower.hexes) do
local tile = hex_map_get(game_state.map, h.x, h.y)
tile.elevation = tile.elevation + tower.height
end
vplay_sfx(SOUNDS.EXPLOSION4)
return tower
end
function do_tower_updates()
for tower_index,tower in pairs(game_state.towers) do
if tower and tower.update then
tower.update_f(tower, tower_index)
end
end
end