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Commit c4214930 authored by Grayswandir's avatar Grayswandir
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Added hooks and such for extending the targeting system.

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......@@ -24,6 +24,8 @@ local Shader = require "engine.Shader"
--- handles targetting
module(..., package.seeall, class.make)
_M.defaults = {}
function _M:init(map, source_actor)
self.display_x, self.display_y = map.display_x, map.display_y
self.w, self.h = map.viewport.width, map.viewport.height
......@@ -69,7 +71,7 @@ function _M:createTextures()
end
function _M:enableFBORenderer(texture, shader)
if not shader or not core.display.fboSupportsTransparency then
if not shader or not core.display.fboSupportsTransparency then
self.fbo = nil
self:createTextures()
return
......@@ -112,7 +114,7 @@ function _M:display(dispx, dispy, prevfbo, rotate_keyframes)
sx = sx + game.level.map.display_x
sy = sy + game.level.map.display_y
self.display_x, self.display_y = dispx or sx or self.display_x, dispy or sy or self.display_y
if self.active then
if not self.fbo then
self:realDisplay(self.display_x, self.display_y)
......@@ -149,11 +151,95 @@ function _M:display(dispx, dispy, prevfbo, rotate_keyframes)
self.display_x, self.display_y = ox, oy
end
-- Being completely blocked by the corner of an adjacent tile is annoying, so let's make it a special case and hit it instead.
_M.defaults.display_blocked_by_adjacent = function(self, d)
if d.blocked_corner_x then
d.block = true
d.hit = true
d.hit_radius = false
stopped = true
if self.target_type.min_range and core.fov.distance(self.target_type.start_x, self.target_type.start_y, d.lx, d.ly) < self.target_type.min_range then
d.s = self.sr
end
if game.level.map:isBound(d.blocked_corner_x, d.blocked_corner_y) then
d.display_highlight(d.s, d.blocked_corner_x, d.blocked_corner_y)
end
d.s = self.sr
end
end
_M.defaults.display_check_block_path = function(self, d)
d.block, d.hit, d.hit_radius = false, true, true
d.block, d.hit, d.hit_radius = self.target_type:block_path(d.lx, d.ly, true)
end
-- Update coordinates and set color
_M.defaults.display_update_hit = function(self, d)
if d.hit then
d.stop_x, d.stop_y = d.lx, d.ly
if not d.block and d.hit == "unknown" then d.s = self.sy end
else
d.s = self.sr
end
end
_M.defaults.display_update_radius = function(self, d)
if d.hit_radius then
d.stop_radius_x, d.stop_radius_y = d.lx, d.ly
end
end
_M.defaults.display_update_min_range = function(self, d)
if self.target_type.min_range then
-- Check if we should be "red"
if core.fov.distance(self.target_type.start_x, self.target_type.start_y, d.lx, d.ly) < self.target_type.min_range then
d.s = self.sr
-- Check if we were only "red" because of minimum distance
elseif d.s == self.sr then
d.s = self.sb
end
end
end
_M.defaults.display_line_step = function(self, d)
d.display_highlight(d.s, d.lx, d.ly)
end
_M.defaults.display_on_block = function(self, d)
d.s = self.sr
d.stopped = true
end
_M.defaults.display_on_block_corner = function(self, d)
d.block = true
d.stopped = true
d.hit_radius = false
d.s = self.sr
-- double the fun :-P
if game.level.map:isBound(d.blocked_corner_x, d.blocked_corner_y) then
if self.target_type.display_corner_block then
self.target_type.display_corner_block(self, d)
else
d.display_highlight(d.s, d.blocked_corner_x, d.blocked_corner_y, 2)
end
end
end
_M.defaults.display_default_target = function(self, d)
-- Entity tracking, if possible and if visible
if self.target.entity and self.target.entity.x and self.target.entity.y and game.level.map.seens(self.target.entity.x, self.target.entity.y) then
self.target.x, self.target.y = self.target.entity.x, self.target.entity.y
end
self.target.x = self.target.x or self.source_actor.x
self.target.y = self.target.y or self.source_actor.y
end
function _M:realDisplay(dispx, dispy, display_highlight)
if not display_highlight then
if util.isHex() then
display_highlight = function(texture, tx, ty, count)
count = count or 1
if self.target_type.filter and not self.target_type.no_filter_highlight and self.target_type.filter(tx, ty) then count = count + 1 end
for i = 1, count do
texture:toScreenHighlightHex(
dispx + (tx - game.level.map.mx) * self.tile_w * Map.zoom,
......@@ -165,6 +251,7 @@ function _M:realDisplay(dispx, dispy, display_highlight)
else
display_highlight = function(texture, tx, ty, count)
count = count or 1
if self.target_type.filter and not self.target_type.no_filter_highlight and self.target_type.filter(tx, ty) then count = count + 1 end
for i = 1, count do
texture:toScreen(
dispx + (tx - game.level.map.mx) * self.tile_w * Map.zoom,
......@@ -206,113 +293,70 @@ function _M:realDisplay(dispx, dispy, display_highlight)
return
end
local d = {}
d.display_highlight = display_highlight
-- Make sure we have a source
if not self.target_type.source_actor then
self.target_type.source_actor = self.source_actor
end
-- Entity tracking, if possible and if visible
if self.target.entity and self.target.entity.x and self.target.entity.y and game.level.map.seens(self.target.entity.x, self.target.entity.y) then
self.target.x, self.target.y = self.target.entity.x, self.target.entity.y
end
self.target.x = self.target.x or self.source_actor.x
self.target.y = self.target.y or self.source_actor.y
-- Pick default target
self.target_type.display_default_target(self, d)
self.target_type.start_x = self.target_type.start_x or self.target_type.x or self.target_type.source_actor and self.target_type.source_actor.x or self.x
self.target_type.start_y = self.target_type.start_y or self.target_type.y or self.target_type.source_actor and self.target_type.source_actor.y or self.y
-- self.cursor:toScreen(dispx + (self.target.x - game.level.map.mx) * self.tile_w * Map.zoom, dispy + (self.target.y - game.level.map.my) * self.tile_h * Map.zoom, self.tile_w * Map.zoom, self.tile_h * Map.zoom)
-- Do not display if not requested
if not self.active then return end
local s = self.sb
local l
d.s = self.sb
if self.target_type.source_actor.lineFOV then
l = self.target_type.source_actor:lineFOV(self.target.x, self.target.y, nil, nil, self.target_type.start_x, self.target_type.start_y)
d.l = self.target_type.source_actor:lineFOV(self.target.x, self.target.y, nil, nil, self.target_type.start_x, self.target_type.start_y)
else
l = core.fov.line(self.target_type.start_x, self.target_type.start_y, self.target.x, self.target.y)
d.l = core.fov.line(self.target_type.start_x, self.target_type.start_y, self.target.x, self.target.y)
end
local block_corner = self.target_type.block_path and function(_, bx, by) local b, h, hr = self.target_type:block_path(bx, by, true) ; return b and h and not hr end
or function(_, bx, by) return false end
l:set_corner_block(block_corner)
local lx, ly, blocked_corner_x, blocked_corner_y = l:step()
d.l:set_corner_block(block_corner)
d.lx, d.ly, d.blocked_corner_x, d.blocked_corner_y = d.l:step()
local stop_x, stop_y = self.target_type.start_x, self.target_type.start_y
local stop_radius_x, stop_radius_y = self.target_type.start_x, self.target_type.start_y
local stopped = false
local block, hit, hit_radius
d.stop_x, d.stop_y = self.target_type.start_x, self.target_type.start_y
d.stop_radius_x, d.stop_radius_y = self.target_type.start_x, self.target_type.start_y
d.stopped = false
local firstx, firsty = lx, ly
d.firstx, d.firsty = d.lx, d.ly
-- Being completely blocked by the corner of an adjacent tile is annoying, so let's make it a special case and hit it instead
if blocked_corner_x then
block = true
hit = true
hit_radius = false
stopped = true
if self.target_type.min_range and core.fov.distance(self.target_type.start_x, self.target_type.start_y, lx, ly) < self.target_type.min_range then
s = self.sr
end
if game.level.map:isBound(blocked_corner_x, blocked_corner_y) then
display_highlight(s, blocked_corner_x, blocked_corner_y)
end
s = self.sr
end
while lx and ly do
if not stopped then
block, hit, hit_radius = false, true, true
if self.target_type.block_path then
block, hit, hit_radius = self.target_type:block_path(lx, ly, true)
end
self.target_type.display_blocked_by_adjacent(self, d)
while d.lx and d.ly do
if not d.stopped then
self.target_type.display_check_block_path(self, d)
-- Update coordinates and set color
if hit then
stop_x, stop_y = lx, ly
if not block and hit == "unknown" then s = self.sy end
else
s = self.sr
end
if hit_radius then
stop_radius_x, stop_radius_y = lx, ly
end
if self.target_type.min_range then
-- Check if we should be "red"
if core.fov.distance(self.target_type.start_x, self.target_type.start_y, lx, ly) < self.target_type.min_range then
s = self.sr
-- Check if we were only "red" because of minimum distance
elseif s == self.sr then
s = self.sb
end
end
end
display_highlight(s, lx, ly)
if block then
s = self.sr
stopped = true
self.target_type.display_update_hit(self, d)
self.target_type.display_update_radius(self, d)
self.target_type.display_update_min_range(self, d)
end
lx, ly, blocked_corner_x, blocked_corner_y = l:step()
self.target_type.display_line_step(self, d)
if blocked_corner_x and not stopped then
block = true
stopped = true
hit_radius = false
s = self.sr
-- double the fun :-P
if game.level.map:isBound(blocked_corner_x, blocked_corner_y) then
display_highlight(s, blocked_corner_x, blocked_corner_y, 2)
end
end
if d.block then self.target_type.display_on_block(self, d) end
d.lx, d.ly, d.blocked_corner_x, d.blocked_corner_y = d.l:step()
if d.blocked_corner_x and not d.stopped then
self.target_type.display_on_block_corner(self, d)
end
end
if self.target_type.ball and self.target_type.ball > 0 then
core.fov.calc_circle(
stop_radius_x,
stop_radius_y,
d.stop_radius_x,
d.stop_radius_y,
game.level.map.w,
game.level.map.h,
self.target_type.ball,
......@@ -321,17 +365,19 @@ function _M:realDisplay(dispx, dispy, display_highlight)
end,
function(_, px, py)
if not self.target_type.no_restrict and not game.level.map.remembers(px, py) and not game.level.map.seens(px, py) then
display_highlight(self.syg, px, py)
d.display_highlight(self.syg, px, py)
else
display_highlight(self.sg, px, py)
d.display_highlight(self.sg, px, py)
end
end,
nil)
elseif self.target_type.cone and self.target_type.cone > 0 then
nil)
end
if self.target_type.cone and self.target_type.cone > 0 then
--local dir_angle = math.deg(math.atan2(self.target.y - self.source_actor.y, self.target.x - self.source_actor.x))
core.fov.calc_beam_any_angle(
stop_radius_x,
stop_radius_y,
d.stop_radius_x,
d.stop_radius_y,
game.level.map.w,
game.level.map.h,
self.target_type.cone,
......@@ -345,16 +391,18 @@ function _M:realDisplay(dispx, dispy, display_highlight)
end,
function(_, px, py)
if not self.target_type.no_restrict and not game.level.map.remembers(px, py) and not game.level.map.seens(px, py) then
display_highlight(self.syg, px, py)
d.display_highlight(self.syg, px, py)
else
display_highlight(self.sg, px, py)
d.display_highlight(self.sg, px, py)
end
end,
nil)
elseif self.target_type.wall and self.target_type.wall > 0 then
end
if self.target_type.wall and self.target_type.wall > 0 then
core.fov.calc_wall(
stop_radius_x,
stop_radius_y,
d.stop_radius_x,
d.stop_radius_y,
game.level.map.w,
game.level.map.h,
self.target_type.wall,
......@@ -368,15 +416,100 @@ function _M:realDisplay(dispx, dispy, display_highlight)
end,
function(_, px, py)
if not self.target_type.no_restrict and not game.level.map.remembers(px, py) and not game.level.map.seens(px, py) then
display_highlight(self.syg, px, py)
d.display_highlight(self.syg, px, py)
else
display_highlight(self.sg, px, py)
d.display_highlight(self.sg, px, py)
end
end,
nil)
end
d[1] = "Target:realDisplay"
self:triggerHook(d)
end
_M.defaults.block_path = function(typ, lx, ly, for_highlights)
if not game.level.map:isBound(lx, ly) then
return true, false, false
elseif not typ.no_restrict then
if typ.range and typ.start_x then
local dist = core.fov.distance(typ.start_x, typ.start_y, lx, ly)
if dist > typ.range then return true, false, false end
elseif typ.range and typ.source_actor and typ.source_actor.x then
local dist = core.fov.distance(typ.source_actor.x, typ.source_actor.y, lx, ly)
if dist > typ.range then return true, false, false end
end
local is_known = game.level.map.remembers(lx, ly) or game.level.map.seens(lx, ly)
if typ.requires_knowledge and not is_known then
return true, false, false
end
if not typ.pass_terrain and game.level.map:checkEntity(lx, ly, engine.Map.TERRAIN, "block_move") and not game.level.map:checkEntity(lx, ly, engine.Map.TERRAIN, "pass_projectile") then
if for_highlights and not is_known then
return false, "unknown", true
else
return true, true, false
end
-- If we explode due to something other than terrain, then we should explode ON the tile, not before it
elseif typ.stop_block then
local nb = game.level.map:checkAllEntitiesCount(lx, ly, "block_move")
-- Reduce for pass_projectile or pass_terrain, which was handled above
if game.level.map:checkEntity(lx, ly, engine.Map.TERRAIN, "block_move") and (typ.pass_terrain or game.level.map:checkEntity(lx, ly, engine.Map.TERRAIN, "pass_projectile")) then
nb = nb - 1
end
-- Reduce the nb blocking for friendlies
if not typ.friendlyblock and typ.source_actor and typ.source_actor.reactionToward then
local a = game.level.map(lx, ly, engine.Map.ACTOR)
if a and typ.source_actor:reactionToward(a) > 0 then
nb = nb - 1
end
end
if nb > 0 then
if for_highlights then
-- Targeting highlight should be yellow if we don't know what we're firing through
if not is_known then
return false, "unknown", true
-- Don't show the path as blocked if it's blocked by an actor we can't see
elseif nb == 1 and typ.source_actor and typ.source_actor.canSee and not typ.source_actor:canSee(game.level.map(lx, ly, engine.Map.ACTOR)) then
return false, true, true
end
end
return true, true, true
end
end
if for_highlights and not is_known then
return false, "unknown", true
end
end
-- If we don't block the path, then the explode point should be here
return false, true, true
end
_M.defaults.block_radius = function(typ, lx, ly, for_highlights)
return not typ.no_restrict and
game.level.map:checkEntity(lx, ly, engine.Map.TERRAIN, "block_move") and
not game.level.map:checkEntity(lx, ly, engine.Map.TERRAIN, "pass_projectile") and
not (for_highlights and not (game.level.map.remembers(lx, ly) or game.level.map.seens(lx, ly)))
end
--- targeting type strings -> modification function.
_M.types_def = {
ball = function(dest, src) dest.ball = src.radius end,
cone = function(dest, src)
dest.cone = src.radius
dest.cone_angle = src.cone_angle or 55
dest.selffire = false
end,
wall = function(dest, src)
if util.isHex() then
--with a hex grid, a wall should only be defined by the number of spots
src.halfmax_spots = src.halflength
src.halflength = 2 * src.halflength
end
dest.wall = src.halflength
end,
bolt = function(dest, src) dest.stop_block = true end,
beam = function(dest, scr) dest.line = true end,}
-- @return t The target table used by ActorProject, Projectile, GameTargeting, etc.
-- @param t Target table used to generate the
-- @param t.type The engine-defined type, populates other more complex variables (see below)
......@@ -416,92 +549,16 @@ function _M:getType(t)
selffire = true,
friendlyfire = true,
friendlyblock = true,
--- Determines how a path is blocked for a target type
--@param typ The target type table
block_path = function(typ, lx, ly, for_highlights)
if not game.level.map:isBound(lx, ly) then
return true, false, false
elseif not typ.no_restrict then
if typ.range and typ.start_x then
local dist = core.fov.distance(typ.start_x, typ.start_y, lx, ly)
if dist > typ.range then return true, false, false end
elseif typ.range and typ.source_actor and typ.source_actor.x then
local dist = core.fov.distance(typ.source_actor.x, typ.source_actor.y, lx, ly)
if dist > typ.range then return true, false, false end
end
local is_known = game.level.map.remembers(lx, ly) or game.level.map.seens(lx, ly)
if typ.requires_knowledge and not is_known then
return true, false, false
end
if not typ.pass_terrain and game.level.map:checkEntity(lx, ly, engine.Map.TERRAIN, "block_move") and not game.level.map:checkEntity(lx, ly, engine.Map.TERRAIN, "pass_projectile") then
if for_highlights and not is_known then
return false, "unknown", true
else
return true, true, false
end
-- If we explode due to something other than terrain, then we should explode ON the tile, not before it
elseif typ.stop_block then
local nb = game.level.map:checkAllEntitiesCount(lx, ly, "block_move")
-- Reduce for pass_projectile or pass_terrain, which was handled above
if game.level.map:checkEntity(lx, ly, engine.Map.TERRAIN, "block_move") and (typ.pass_terrain or game.level.map:checkEntity(lx, ly, engine.Map.TERRAIN, "pass_projectile")) then
nb = nb - 1
end
-- Reduce the nb blocking for friendlies
if not typ.friendlyblock and typ.source_actor and typ.source_actor.reactionToward then
local a = game.level.map(lx, ly, engine.Map.ACTOR)
if a and typ.source_actor:reactionToward(a) > 0 then
nb = nb - 1
end
end
if nb > 0 then
if for_highlights then
-- Targeting highlight should be yellow if we don't know what we're firing through
if not is_known then
return false, "unknown", true
-- Don't show the path as blocked if it's blocked by an actor we can't see
elseif nb == 1 and typ.source_actor and typ.source_actor.canSee and not typ.source_actor:canSee(game.level.map(lx, ly, engine.Map.ACTOR)) then
return false, true, true
end
end
return true, true, true
end
end
if for_highlights and not is_known then
return false, "unknown", true
end
end
-- If we don't block the path, then the explode point should be here
return false, true, true
end,
block_radius = function(typ, lx, ly, for_highlights)
return not typ.no_restrict and game.level.map:checkEntity(lx, ly, engine.Map.TERRAIN, "block_move") and not game.level.map:checkEntity(lx, ly, engine.Map.TERRAIN, "pass_projectile") and not (for_highlights and not (game.level.map.remembers(lx, ly) or game.level.map.seens(lx, ly)))
end
}
for k, v in pairs(self.defaults) do target_type[k] = v end
-- And now modify for the default types
if t.type then
if t.type:find("ball") then
target_type.ball = t.radius
end
if t.type:find("cone") then
target_type.cone = t.radius
target_type.cone_angle = t.cone_angle or 55
target_type.selffire = false
end
if t.type:find("wall") then
if util.isHex() then
--with a hex grid, a wall should only be defined by the number of spots
t.halfmax_spots = t.halflength
t.halflength = 2*t.halflength
end
target_type.wall = t.halflength
end
if t.type:find("bolt") then
target_type.stop_block = true
elseif t.type:find("beam") then
target_type.line = true
for type_name, fun in pairs(self.types_def) do
if t.type:find(type_name) then fun(target_type, t) end
end
end
table.update(t, target_type)
return t
end
......@@ -551,7 +608,7 @@ function _M:scan(dir, radius, sx, sy, filter, kind)
sx = sx or self.target.x
sy = sy or self.target.y
if not sx or not sy then return end
kind = kind or engine.Map.ACTOR
radius = radius or 20
local actors = {}
......@@ -602,4 +659,3 @@ function _M:pointAtRange(srcx, srcy, destx, desty, dist)
return lx, ly
end
end
......@@ -56,6 +56,7 @@ function _M:project(t, x, y, damtype, dam, particles)
local grids = {}
local function addGrid(x, y)
if typ.filter and not typ.filter(x, y) then return end
if not grids[x] then grids[x] = {} end
grids[x][y] = true
end
......@@ -112,7 +113,9 @@ function _M:project(t, x, y, damtype, dam, particles)
end
end
local single_target = true
if typ.ball and typ.ball > 0 then
single_target = false
core.fov.calc_circle(
stop_radius_x,
stop_radius_y,
......@@ -128,7 +131,10 @@ function _M:project(t, x, y, damtype, dam, particles)
end,
nil)
addGrid(stop_x, stop_y)
elseif typ.cone and typ.cone > 0 then
end
if typ.cone and typ.cone > 0 then
single_target = false
--local dir_angle = math.deg(math.atan2(y - self.y, x - self.x))
core.fov.calc_beam_any_angle(
stop_radius_x,
......@@ -149,7 +155,10 @@ function _M:project(t, x, y, damtype, dam, particles)
end,
nil)
addGrid(stop_x, stop_y)
elseif typ.wall and typ.wall > 0 then
end
if typ.wall and typ.wall > 0 then
single_target = false
core.fov.calc_wall(
stop_radius_x,
stop_radius_y,
......@@ -168,11 +177,11 @@ function _M:project(t, x, y, damtype, dam, particles)
addGrid(px, py)
end,
nil)
else
-- Deal damage: single
addGrid(stop_x, stop_y)
end
-- Deal damage: single
if single_target then addGrid(stop_x, stop_y) end
-- Check for minimum range
if typ.min_range and core.fov.distance(typ.start_x, typ.start_y, stop_x, stop_y) < typ.min_range then
return
......@@ -188,7 +197,7 @@ function _M:project(t, x, y, damtype, dam, particles)
end
end
end
self:check("on_project_grids", grids)
-- Now project on each grid, one type
......
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