[WIP] Treballant en el jefe. Recuperar informació de l'entorn

This commit is contained in:
2026-04-09 23:12:17 +02:00
parent 0a682b2440
commit 87e2a134a8
3 changed files with 158 additions and 47 deletions

View File

@@ -36,6 +36,7 @@ function imp.new(_hab, _x, _y)
local world_x, world_y = coords.room_to_world(_hab,_x,_y)
_fight_modes={"chase","away","super","shot"}
for i,v in ipairs(_fight_modes) do _fight_modes[v] = i end
return { name="imp",
hab=_hab,
x=world_x, y=world_y,
@@ -100,6 +101,8 @@ function imp.new(_hab, _x, _y)
set_fight_mode=imp.set_fight_mode,
think=imp.think,
controller_input=imp.controller_input,
ia=imp.ia,
analyze_env=imp.analyze_env,
-- imp.enabled=false
-- imp.counter=500
}
@@ -107,15 +110,23 @@ end
function imp:fight()
print("FIGHTING MODE")
table.insert(self.hot_points, point.new(54,5,4,12,8,"P1"))
table.insert(self.hot_points, point.new(44,5,3,12,8,"P2"))
table.insert(self.hot_points, point.new(55,7,4,12,8,"P3"))
table.insert(self.hot_points, point.new(45,7,3,12,8,"P4"))
table.insert(self.hot_points, point.new(44,12,5,12,8,"P5"))
table.insert(self.hot_points, point.new(54,12,4,12,8,"P6"))
-- table.insert(self.hot_points, point.new(54,5,4,12,8,"P1"))
-- table.insert(self.hot_points, point.new(44,5,3,12,8,"P2"))
-- table.insert(self.hot_points, point.new(55,7,4,12,8,"P3"))
-- table.insert(self.hot_points, point.new(45,7,3,12,8,"P4"))
-- table.insert(self.hot_points, point.new(44,12,5,12,8,"P5"))
-- table.insert(self.hot_points, point.new(54,12,4,12,8,"P6"))
table.insert(self.hot_points, point.new(54, 5, 4, 0, 0,"P1"))
table.insert(self.hot_points, point.new(44, 5, 3, 0, 0,"P2"))
table.insert(self.hot_points, point.new(55, 8, 4, 0, 0,"P3"))
table.insert(self.hot_points, point.new(45, 8, 3, 0, 0,"P4"))
table.insert(self.hot_points, point.new(44,12, 5, 0, 0,"P5"))
table.insert(self.hot_points, point.new(54,12, 4, 0, 0,"P6"))
table.insert(self.hot_points, abad);
self.mode="chase"
self.target = self.hot_points[3]
self.mode="chase"
end
function imp:draw()
@@ -149,9 +160,108 @@ function imp:do_jump ( jumpfwd )
self.action=""
end
function imp:analyze_env()
-- Distancia fins els punts
local scr_x, scr_y = viewp:screen_coords(self.x, self.y)
-- for _, p in pairs(self.hot_points) do
-- local scr_x1, scr_y1 = viewp:screen_coords(p.x, p.y)
-- local color = 2
-- if self.target == p then color = 4 end
-- draw.line(scr_x, scr_y, scr_x1, scr_y1, color)
--
-- dx = (self.x-p.x)
-- dy = (self.y-p.y)
-- d = math.sqrt(dx*dx+dy*dy)
-- end
-- Distancia fins a l'abad
dx = (self.x-abad.x)
dy = (self.y-abad.y)
r = math.sqrt(dx*dx+dy*dy)
-- msg_print(10,20,r,true)
local can_chase_abad = false
if r<=100 then
-- draw.circ(scr_x+self.bb.w/2,scr_y+self.bb.h/2,r,2)
can_chase_abad=true
end
-- Els dos punts de cintura per a saber si es pot escalar
local x1_check = self.x+self.bb.x
local x2_check = self.x+self.bb.x+self.bb.w
local y_check = self.y+self.bb.h-4
local tile_type1, tile_code1= arc_check_tile(x1_check,y_check)
local tile_type2, tile_code2= arc_check_tile(x2_check,y_check)
local can_climb = false
if tile_type1~=tiletype.void or tile_type2~=tiletype.void then
can_climb = true
end
-- Abad a tir
local can_shot = false
if h_collision(self,abad) then can_shot=true end
-- Super preparat
local can_super = false
if self.super_cooldown<=0 then can_super=true end
-- Acces a la zona central
x1_check = self.x+self.bb.x
x2_check = self.x+self.bb.x+self.bb.w
y_check = self.y+self.bb.h
local can_go_altar = false
local hab1, tx1, ty1 = coords.world_to_tile(x1_check, y_check)
local hab2, tx2, ty2 = coords.world_to_tile(x2_check, y_check)
if (hab1==44 and tx1==6 and ty1==4) or (hab2==44 and tx2==7 and ty2==4)
or (hab1==45 and tx1==7 and ty1==3) or (hab2==45 and tx2==8 and ty2==3)then
can_go_altar = true
end
-- Cau al següent moviment
local going_to_fall = false
local tile_type1, tile_code1= arc_check_tile(x1_check,y_check)
local tile_type2, tile_code2= arc_check_tile(x2_check,y_check)
if tile_type1==tiletype.void and tile_type2==tiletype.void then
going_to_fall = true
end
local target_reached = false
local target_aligned = false
if #self.target>0 then
-- Target reached
if collision(self, self.target) then target_reached=true end
-- Target aligned
if half_collision(self, self.target) then target_aligned=true end
end
-- if can_climb then print("Climb!") end
-- if can_shot then print("Shot!") end
-- if can_super then print("Super!") end
-- if can_go_altar then
-- -- msg_print(10,20,"Altar READY!", true)
-- print("Altar!")
-- end
-- msg_print(10,40,hab1..", "..tx1..", "..ty1, true)
-- msg_print(10,60,hab2..", "..tx2..", "..ty2, true)
end
function imp:ia()
self:reduce_cooldown()
-- if self.update==imp.state_jumping or self.update==imp.state_falling then
-- -- self:set_fight_mode()
-- -- self:think()
-- end
self:analyze_env()
if self.update==imp.state_walking or self.update==imp.state_normal then
self:set_fight_mode()
self:think()
end
self:controller_input()
end
function imp:state_jumping()
-- msg_print(0,0,"state_jumping",true)
self:reduce_cooldown()
-- ??
self.wait=self.wait+1
self.wait=0
@@ -169,9 +279,7 @@ function imp:state_jumping()
-- cap endavant?
if self.jumpfwd then self:advance() end
-- self:set_fight_mode()
-- self:think()
self:controller_input()
self:ia()
end
function imp:jump()
@@ -221,8 +329,7 @@ function imp:jump()
end
function imp:state_walking()
msg_print(16,48,"state_walking",true)
self:reduce_cooldown()
-- msg_print(16,48,"state_walking",true)
-- Limitar la velocitat de moviment
self.wait=self.wait+1
@@ -248,22 +355,17 @@ msg_print(16,48,"state_walking",true)
end
self:advance()
self:set_fight_mode()
self:think()
self:controller_input()
self:ia()
end
function imp:state_falling()
msg_print(16,16,"state_falling",true)
self:reduce_cooldown()
-- msg_print(16,16,"state_falling",true)
self.frame=30
self.wait=self.wait+1
-- Si toca terra canviar el mode
if self:land() then
print("landing")
self.update=imp.state_normal
return
end
@@ -275,14 +377,11 @@ msg_print(16,16,"state_falling",true)
-- Caiguent cap endavant?
if self.jumpfwd then self:advance() end
-- self:set_fight_mode()
-- self:think()
self:controller_input()
self:ia()
end
function imp:land ()
msg_print(16,32,"land",true)
-- msg_print(16,32,"land",true)
-- Els dos punts de baix de l'abad
local x1_check = self.x+self.bb.x
local x2_check = self.x+self.bb.x+self.bb.w
@@ -341,27 +440,23 @@ end
-- Controlador principal del personatge
function imp:state_normal()
-- msg_print(0,0,"state_normal",true)
self:reduce_cooldown()
self.frame=28
self.wait=0
self.step=0
self.jumpfwd=false
self.jump_height = 0
self:set_fight_mode()
self:think()
self:controller_input()
self:ia()
end
function imp:chase()
self.mode = self.fight_modes["chase"]
self.mode_cooldown = 150+math.random(50)-1
end
-- function imp:chase()
-- self.mode = self.fight_modes["chase"]
-- self.mode_cooldown = 150+math.random(50)-1
-- end
function imp:away()
self.mode = self.fight_modes["away"]
self.mode_cooldown = 150+math.random(50)-1
end
-- function imp:away()
-- self.mode = self.fight_modes["away"]
-- self.mode_cooldown = 150+math.random(50)-1
-- end
function imp:state_super()
self.mode = self.fight_modes["super"]
@@ -416,7 +511,6 @@ end
-- traduir a acció de pad
-------------------------------
function imp:think( )
local scr_x, scr_y = viewp:screen_coords( self.x+self.bb.x, self.y )
-- local check_x =
-- local check_y =
local action = "stay"
@@ -432,19 +526,23 @@ function imp:think( )
-- Els dos punts de baix de l'abad
local x1_check = self.x+self.bb.x
local x2_check = self.x+self.bb.x+self.bb.w
local y_check = self.y+self.bb.h-2
local y_check = self.y+self.bb.h-4
local tile_type1, tile_code1= arc_check_tile(x1_check,y_check)
local tile_type2, tile_code2= arc_check_tile(x2_check,y_check)
draw.rect(scr_x+self.bb.x,scr_y+self.bb.h-1,16,16,2)
local scr_x1, scr_y = viewp:screen_coords( x1_check, y_check )
local scr_x2, scr_y = viewp:screen_coords( x2_check, y_check )
draw.rect(scr_x1,scr_y,scr_x2-scr_x1,8,2)
if collision(self, self.target) then
print("Next target "..tile_type1.." "..tile_code1)
print("Next target "..tile_type2.." "..tile_code2)
self.mode_cooldown = 0
elseif half_collision(self, self.target) and tile_type1==tiletype.void and tile_type2==tiletype.void then -- and (self.y>self.target.y or self.y<self.target.y) ) then -- afegir que no hi haja tile per a escalar
print("Next Target 2 "..tile_type1.." "..tile_code1)
self.mode_cooldown = 0
-- self.mode_cooldown = 0
-- self:set_fight_mode()
elseif tile_type1~=tiletype.void or tile_type2~=tiletype.void then
print("jump "..tile_type1..", "..tile_type2)
-- print("jump "..tile_type1..", "..tile_type2)
action="jump"
end
-- local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
@@ -497,7 +595,7 @@ function imp:think( )
-- end
self.action = action
print(self.action)
return action
end