hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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--[[
the following is a list of tower specifications, which are declarations of a variety of properties describing what a tower is, and how it functions
this a lua file. a quick run-down of what writing code in lua looks like: https://www.amulet.xyz/doc/#lua-primer
each tower spec is a lua table. lua tables are the thing that you use to represent bundles of data (both arrays and hashtables are represented by tables)
the format of the bundles in our case are described below.
some propreties are optional. required properties are marked with an asterisk (*), and are generally included at the top of the list.
# TOWER SPEC TABLE
| --------------------------| -------- | -------------------------------------------------------------- |
| property name, required* | datatype | general description / details |
| --------------------------| -------- | -------------------------------------------------------------- |
| name* | string | exact one-line display name text of the tower |
| placement_rules_text* | string | one-line description of the placement rules for this tower |
| short_description* | string | one-line description of the nature of this tower |
| texture* | userdata | @TODO |
| icon_texture* | userdata | @TODO |
| cost* | number | the starting cost of placing this tower |
| | | |
| weapons* | table | an array of weapons. |
| | | order matters - two weapons share a 'choke' value, and both |
| | | could acquire a target in a frame, the first one is choosen. |
| | | |
| placement_f | function |
| | | |
| | | |
| | | |
| | | |
| | | |
| visual_range | number | when the tower has multiple weapons, what range represents the |
| | | overall range of the tower. default is calculated on load as |
| | | the largest range among the weapons the tower has. |
| min_visual_range | number | same as above but the largest minimum range among weapons |
| | | |
| update_f | function | default value is complicated @TODO |
| grow_f | function | default value is false/nil. @TODO |
| size | number | default value of 1, which means the tower occupies one hex. |
| height | number | default value of 1. height is relevant for mob pathing and |
| | | projectile collision |
| | | |
| --------------------------| -------- | -------------------------------------------------------------- |
# WEAPON TABLE
| --------------------------| -------- | -------------------------------------------------------------- |
| property name, required* | datatype | general description / details |
| --------------------------| -------- | -------------------------------------------------------------- |
| type | number | sometimes, instead of specifying everything for a weapon, it's |
| | | convenient to refer to a base type. if this is provided all of |
| | | the weapon's other fields will be initialized to preset values |
| | | and any other values you provide with the weapon spec will |
| | | overwrite those preset values. |
| | | if you provide a value here, all other properties become |
| | | optional. |
| | | values you can provide, and what they mean: |
| | | @TODO |
| | | |
| fire_rate* | number | 'shots' per second, if the weapon has a valid target |
| range* | number | max distance (in hexes) at which this weapon acquires targets |
| | | |
| min-range | number | default of 0. min distance (in hexes) at which this weapon acquires targets |
| target_acquisition_f | function | default value is complicated @TODO |
| choke | number | default of false/nil. @TODO |
| | | |
| --------------------------| -------- | -------------------------------------------------------------- |
]]
return {
{
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,
range = 0,
fire_rate = 2,
update = false,
},
{
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,
weapons = {
{
range = 4,
fire_rate = 0.5,
projectile_type = 3,
}
},
update = function(tower, tower_index)
if not tower.target_index then
-- we should try and acquire a target
-- 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
if not game_state.mobs[tower.target_index] then
-- the target we have was invalidated
tower.target_index = false
else
-- the target we have is valid
local mob = game_state.mobs[tower.target_index]
local vector = math.normalize(mob.position - tower.position)
if (game_state.time - tower.last_shot_time) > tower.fire_rate then
local projectile = make_and_register_projectile(
tower.hex,
PROJECTILE_TYPE.BULLET,
vector
)
tower.last_shot_time = game_state.time
play_sfx(SOUNDS.HIT1)
end
-- 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,
weapons = {
{
range = 6,
fire_rate = 4,
projectile_type = 1,
}
},
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 = function(tower, tower_index)
if not tower.target_index then
-- we don't have a target
for index,mob in pairs(game_state.mobs) do
if mob then
local d = math.distance(mob.hex, tower.hex)
if d <= tower.range then
tower.target_index = index
break
end
end
end
-- 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
-- @NOTE don't compare to false, empty indexes appear on game reload
if not game_state.mobs[tower.target_index] then
-- the target we have was invalidated
tower.target_index = false
else
-- the target we have is valid
local mob = game_state.mobs[tower.target_index]
local vector = math.normalize(mob.position - tower.position)
if (game_state.time - tower.last_shot_time) > tower.fire_rate then
local projectile = make_and_register_projectile(
tower.hex,
PROJECTILE_TYPE.SHELL,
vector
)
-- @HACK, the projectile will explode if it encounters something taller than it,
-- but the tower it spawns on quickly becomes taller than it, so we just pad it
-- if it's not enough the shell explodes before it leaves its spawning hex
projectile.props.z = tower.props.z + 0.1
tower.last_shot_time = game_state.time
play_sfx(SOUNDS.EXPLOSION2)
end
-- 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,
weapons = {
{
range = 9,
fire_rate = 3,
projectile_type = 2,
}
},
placement_f = function(blocked, has_water, has_mountain, has_ground, hex)
return not blocked and has_mountain
end,
update = function(tower, tower_index)
if not tower.target_index then
for index,mob in pairs(game_state.mobs) do
if mob then
local d = math.distance(mob.hex, tower.hex)
if d <= tower.range then
tower.target_index = index
break
end
end
end
else
if not game_state.mobs[tower.target_index] then
tower.target_index = false
elseif (game_state.time - tower.last_shot_time) > tower.fire_rate then
local mob = game_state.mobs[tower.target_index]
make_and_register_projectile(
tower.hex,
PROJECTILE_TYPE.LASER,
math.normalize(mob.position - tower.position)
)
tower.last_shot_time = game_state.time
vplay_sfx(SOUNDS.LASER2)
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,
range = 0,
fire_rate = 2,
height = -1,
update = false
},
{
id = "RADAR",
name = "Radar",
placement_rules_text = "n/a",
short_description = "Doesn't do anything right now :(",
texture = TEXTURES.TOWER_RADAR,
icon_texture = TEXTURES.TOWER_RADAR_ICON,
cost = 100,
range = 0,
fire_rate = 1,
update = 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,
fire_rate = 1,
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 = 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
},
}