Files
cacaus-arcade/data/imp.lua

1055 lines
36 KiB
Lua

cxr2 = arcade_config.character_per_row_base2
imp = {}
local DEBUG_FN_NAME = false
function imp.reset()
imp.hit=imp.hit
imp.update=imp.update
imp.draw=imp.draw
imp.hab=abad.hab
imp.enabled=false
imp.counter=500
end
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,
w=32, h=32,
flip=true,
frame=28,
wait=0,
vides=1,
energia=6,
max_energia=6,
falling=0,
step=0,
hurting=0,
jumpfwd=false,
step_length=1,
vmove_space=1,
max_jump_height=24,
jump_height=0,
jump_in_half_block=0,
jump_in_half_block_used = false,
-- max_shoot_cooldown=24,
shot_power=1,
shot_num_shots=1,
shoot_cooldown=25,
anim={28,29,28,30},
bb={x=8,y=0,w=16,h=32},
-- scene_intro=false,
-- scene_object=false,
enabled=true,
disable_reason="",
can_warp=false,
-- Atributs de jefe
movement_type="", -- Mode de moviment {pattern, free}
action="", -- Acció a realitzar en el "pad"
movement="", -- Cap on es mou independentment de si està "flipat"
fight_modes=_fight_modes, -- mode de lluita (Llevar?)
fight_mode="stop", -- mode de lluita actiu
fight_mode_cooldown=1500, -- cicles fins al canvi de mode
super_cooldown=2000, -- cicles fins a Super actiu
shot_cooldown=500, -- cicles fina a poder disparar
hot_points={}, -- llista de punts del mapa on anar
target={}, -- següent punt on anar
old_target={}, -- target anterior
paths={}, -- Llista de "camins" a fer des d'un hot_point
path={}, -- Cami actiu
path_curr_action=1, -- Index d'acció dins del cami actiu
action_event="", -- Event d'acció que ha passat
analisis={}, -- Resultat de la informació extreta de l'entorn
old_action="-",
invencible=false,
flip_wait=100, -- Temps per a forçar un flip
-- direccio=imp.direccio,
draw=imp.draw,
hit=imp.hit,
do_jump=imp.do_jump,
jump=imp.jump,
state_jumping=imp.state_jumping,
update=imp.state_normal,
land=imp.land,
advance=imp.advance,
-- Funcions de jefe
fight=imp.fight, -- Inicialització per al combat. Crea el punts, carrega els paths, etc.
-- chase=imp.chase,
-- away=imp.away,
move=imp.move, -- Determina el següent moviment a fer (dreta, esq, bot, etc...)
super=imp.state_super, -- Entra en mode super poder
shot=imp.shot, -- Dispara
do_flip=imp.do_flip, -- Orienta a l'imp cap a l'actor
-- mode_controller=imp.mode_controller,
reduce_cooldown=imp.reduce_cooldown, -- Decrementa els cooldown
reset_fight_mode_cooldown=imp.reset_fight_mode_cooldown, -- Asignar un valor a fight_mode_cooldown (per a mantindre una coherència cada volta que es crida)
controller_input=imp.controller_input, -- Traduir l'accio en moviment
actualitzar_comportament=imp.actualitzar_comportament, -- "Pensar" que fer
analyze_env=imp.analyze_env, -- Analitza l'entorn a vore que està pasant
path_reset=imp.path_reset, -- Elimina el path actiu
path_next_action=imp.path_next_action, -- Següent acció del path actiu
path_action=imp.path_action, -- Acció actual del path actiu
pattern_movement=imp.pattern_movement, -- Pasar a mode de moviment per patró
pattern_next_action=imp.pattern_next_action, -- Següent acció en mode pattern
pattern_next_target=imp.pattern_next_target, -- Següent target en mode pattern
pattern_recovery=imp.pattern_recovery, -- Si per algun motiu perd el mode pattern recuperar-lo
-- Al afegir pattern_recovery el moviment lliure no te sentit (ni es gasta en este moment), se queda ara per si de cas
free_movement=imp.free_movement, -- Pasar a mode de moviment lliure
free_next_action=imp.free_next_action, -- Següent acció en mode lliure
free_next_target=imp.free_next_target, -- Següent target en mode free
next_action=imp.next_action, -- Següent acció en qualsevol mode de moviment
next_target=imp.next_target, -- Següent target en qualsevol mode de moviment
-- imp.enabled=false
-- imp.counter=500
}
end
function imp:fight()
if DEBUG_FN_NAME then print("fight") end
self.hot_points[1] = point.new(44, 5, 1, 0, 8,"P1")
self.hot_points[2] = point.new(45, 8, 1, 0, 8,"P2")
self.hot_points[3] = point.new(44,12, 5, 8, 0,"P3")
self.hot_points[4] = point.new(54, 5, 4, -8, 0,"P4")
self.hot_points[5] = point.new(54,12, 4, 8, 0,"P5")
self.hot_points[6] = point.new(55, 8, 4, 8, 0,"P6")
self.hot_points[7] = point.new(55, 8, 0, 0, 0,"P7")
self.hot_points[8] = point.new(54, 5, 0, 0, 0,"P8")
self.hot_points[9] = point.new(54, 9, 1, 0, 0,"P9")
self.hot_points[10] = point.new(55,4, 1, 0, 0,"P10")
self.hot_points[11] = abad
self.target = self.hot_points[6]
self.path = {next=6, actions={{action="right",event="target"}}}
self.paths[1] = {
{next=3, actions= {{action="right" , event="prefall"},
{action="jumpfwd", event="land"},
{action="right" , event="target"}}},
{next=4, actions= {{action="right" , event="land"},
{action="left" , event="target"}}},
{next=4, actions= {{action="right" , event="prefall"},
{action="jumpfwd", event="land"},
{action="left" , event="target"}}},
{next=10, actions= {{action="right" , event="prefall"},
{action="jumpfwd", event="land"},
{action="right" , event="target"}}},
{next=6, actions= {{action="right" , event="prefall"},
{action="jumpfwd", event="land"},
{action="right" , event="target"}}},
{next=5, actions= {{action="right" , event="prefall"},
{action="jumpfwd", event="land"},
{action="right" , event="land"},
{action="left" , event="target"}}},
{next=5, actions= {{action="right" , event="target"}}}
}
self.paths[2] = {
{next=3, actions= {{action="left" , event="prefall"},
{action="jumpfwd", event="land"},
{action="left" , event="target"}}},
{next=6, actions= {{action="left" , event="land"},
{action="right" , event="target"}}},
{next=6, actions= {{action="left" , event="prefall"},
{action="jumpfwd", event="land"},
{action="right" , event="target"}}},
{next=9, actions= {{action="left" , event="prefall"},
{action="jumpfwd", event="land"},
{action="left" , event="target"}}},
{next=4, actions= {{action="left" , event="prefall"},
{action="jumpfwd", event="land"},
{action="left" , event="target"}}},
{next=5, actions= {{action="left" , event="prefall"},
{action="jumpfwd", event="land"},
{action="left" , event="land"},
{action="right" , event="target"}}},
{next=5, actions= {{action="left" , event="target"}}}
}
self.paths[3] = {
{next=1, actions={{action="left" , event="prefall"},
{action="jumpfwd", event="land"},
{action="left" , event="prefall"},
{action="jump" , event="target"}}},
{next=2, actions={{action="right" , event="prefall"},
{action="jumpfwd", event="land"},
{action="right" , event="prefall"},
{action="jump" , event="target"}}},
{next=4, actions={{action="left" , event="prefall"},
{action="jumpfwd", event="land"},
{action="right" , event="land"},
{action="left" , event="target"}}},
{next=5, actions={{action="left" , event="land"},
{action="right" , event="target"}}},
{next=6, actions={{action="left" , event="land"},
{action="right" , event="target"}}}
}
self.paths[4] = {
{next=1, actions={{action="jump" , event="target"}}},
{next=5, actions={{action="right", event="target"}}},
{next=6, actions={{action="right", event="target"}}},
{next=8, actions={{action="jump" , event="target"}}},
}
self.paths[5] = {
{next=4, actions={{action="left" , event="target"}}},
{next=6, actions={{action="right", event="target"}}}
}
self.paths[6] = {
{next=2, actions={{action="jump", event="target"}}},
--{next=5, actions={{action="left", event="target"}}},
--{next=7, actions={{action="jump", event="target"}}},
--{next=4, actions={{action="left", event="target"}}}
}
self.paths[7] = {
{next=5, actions={{action="left" , event="prefall"},
{action="jumpfwd", event="land"},
{action="left" , event="target"}}},
{next=10,actions={{action="left" , event="prefall"},
{action="jumpfwd", event="land"},
{action="left" , event="target"}}},
{next=2, actions={{action="jump" , event="target"}}}
}
self.paths[8] = {
{next=5, actions={{action="right" , event="prefall"},
{action="jumpfwd" , event="land"},
{action="right" , event="target"}}},
{next=9, actions={{action="right" , event="prefall"},
{action="jumpfwd" , event="land"},
{action="right" , event="target"}}},
{next=1, actions={{action="jump" , event="target"}}}
}
self.paths[9] = {
{next=5, actions={{action="right" , event="target"}}},
{next=1, actions={{action="left" , event="prefall"},
{action="jumpfwd" , event="land"},
{action="left" , event="prefall"},
{action="jump" , event="target"}}},
{next=4, actions={{action="left" , event="target"}}}
}
self.paths[10] = {
{next=5, actions={{action="left" , event="target"}}},
{next=2, actions={{action="right" , event="prefall"},
{action="jumpfwd" , event="land"},
{action="right" , event="prefall"},
{action="jump" , event="target"}}},
{next=6, actions={{action="right" , event="target"}}}
}
-- self.paths[11] = {}
self.fight_mode="chase"
self:pattern_movement()
end
function imp:draw()
local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
draw.surf((self.frame&7)*self.w, (self.frame>>cxr2)*self.h, self.w, self.h, scr_x, scr_y, self.w, self.h, self.flip)
draw.rect(scr_x+self.bb.x,scr_y+self.bb.y,self.bb.w,self.bb.h,3)
if #self.hot_points>0 then
for _, p in pairs(self.hot_points) do
if self.target==p then
p:draw(true)
else
p:draw()
end
end
end
-- print("DRAW path= "..#self.path)
if #self.path>0 then
for i=1,#self.path do
local world_x, world_y = coords.room_to_world(self.path[i][1], self.path[i][2], self.path[i][3])
local scr_x, scr_y = viewp:screen_coords( world_x, world_y )
draw.rect(scr_x, scr_y, 16, 16, 14)
end
end
end
function imp:hit()
if DEBUG_FN_NAME then print("hit") end
end
function imp:do_jump ( jumpfwd )
if DEBUG_FN_NAME then print("do_jump") end
-- msg_print(0,0,"do_jump",true)
-- Inicialització de fer el salt
jumpfwd = jumpfwd or false
self.jump_height = 0
self.update=imp.state_jumping
self.step=0
self.jumpfwd=jumpfwd
self.action=""
end
function imp:state_jumping()
if DEBUG_FN_NAME then print("state_jumping") end
-- msg_print(0,0,"state_jumping",true)
-- ??
self.wait=self.wait+1
self.wait=0
-- Pujar o caure
if self.jump_height<self.max_jump_height then
-- Comprovar que pasa en l'aire
self:jump()
else
-- Canviar a mode caure
self.update=imp.state_falling
end
self.step=self.step+1
-- cap endavant?
if self.jumpfwd then self:advance() end
self:actualitzar_comportament()
end
function imp:jump()
if DEBUG_FN_NAME then print("jump") end
-- msg_print(0,0,"jump",true)
local vspace = self.vmove_space
-- Els dos punts de dalt del personatge
local x1_check = self.x+self.bb.x
local x2_check = self.x+self.bb.x+self.bb.w
local y_check = self.y-vspace; -- posicio de dalt
-- Comprovar on està pegant
local tile1_hit_type= arc_check_tile(x1_check, y_check )
local tile2_hit_type= arc_check_tile(x2_check, y_check)
local not_block_tile = tile1_hit_type ~= tiletype.block and tile2_hit_type ~= tiletype.block
-- Fer l'acció que correspon
if not_block_tile then
-- Ascendir
self.y=self.y-vspace
else
-- Si es un bloc permetre gastar l'espai no pintat
local tile1_hit = arc_get_tile(x1_check, y_check )
local tile2_hit = arc_get_tile(x2_check, y_check)
local half_block1 = mapa_is_half_block_tile(map_to_editor_tile(tile1_hit))
local half_block2 = mapa_is_half_block_tile(map_to_editor_tile(tile2_hit))
local full_block1 = tile1_hit_type == tiletype.block and not half_block1
local full_block2 = tile2_hit_type == tiletype.block and not half_block2
local full_block = full_block1 and full_block2
local half_block = half_block1 or half_block2
-- Si ninguno dels tiles tocats es un block complet
-- i almenys un dels tiles tocats es mig tile
-- permetre continuar en el salt
if not full_block and half_block then
if self.jump_in_half_block==0 and not self.jump_in_half_block_used then
self.jump_in_half_block = arcade_config.tiles_height / 2
end
if self.jump_in_half_block>0 then
self.y=self.y-vspace
self.jump_in_half_block = self.jump_in_half_block-1
self.jump_in_half_block_used = true
end
end
end
-- Registrar el desplaçament
self.jump_height = self.jump_height+1
end
function imp:state_walking()
if DEBUG_FN_NAME then print("state_walking") end
-- msg_print(16,48,"state_walking",true)
-- Limitar la velocitat de moviment
self.wait=self.wait+1
-- representació del moviment
-- Selecció de frame
if self.wait==6 then
self.wait=0
self.step=(self.step+1)%4
self.frame=self.anim[self.step+1]
end
-- Comprovar dos punts de contacte del personatge en el piso a vore si cau
local x1_check = self.x+self.bb.x
local x2_check = x1_check+self.bb.w
local y_check = self.y+self.bb.h; -- base del personatge
local tile1 = arc_check_tile(x1_check,y_check)
local tile2 = arc_check_tile(x2_check,y_check)
if tile1==tiletype.void and tile2==tiletype.void then
-- si no hi ha piso, caure
self.update=imp.state_falling
return
end
self:advance()
self:actualitzar_comportament()
end
function imp:state_falling()
if DEBUG_FN_NAME then print("state_falling") end
-- 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
self.update=imp.state_normal
return
end
-- Seguir caiguent
self.y=self.y+1
self.jump_height = self.jump_height-1
self.falling=self.falling+1
-- Caiguent cap endavant?
if self.jumpfwd then self:advance() end
self:actualitzar_comportament()
end
function imp:land ()
if DEBUG_FN_NAME then print("land") end
-- 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
local y_check = self.y+self.bb.h
-- Comprovar on està aterrant
local tile1_hit= arc_check_tile(x1_check, y_check )
local tile2_hit= arc_check_tile(x2_check, y_check)
local floor_tile = tile1_hit>=tiletype.half or tile2_hit>=tiletype.half
-- Encara que siga un tile de piso s'ha de comprovar que
-- la y es un múltiple de l'alt dels tiles
local over_tile = (y_check & 0xF) == 0
local can_land = floor_tile and over_tile
if can_land then
self.jump_in_half_block_used = false
self.jump_height = 0
self.action_event = "land"
end
return can_land
end
function imp:advance()
if DEBUG_FN_NAME then print("advance") end
-- msg_print(0,0,"advance",true)
local step_length=self.step_length; --lo que avança el imp cada pas
local limit=tiletype.block
if self.update~=imp.state_walking then limit=tiletype.half end
local x_check = self.x+self.bb.x+self.bb.w+step_length
-- if self.flip then
-- step_length = -step_length
-- x_check = self.x+self.bb.x+step_length
-- end
-- self.action=="right"
-- if self.action=="left" then
-- print("ADVANCE => "..self.movement)
if self.movement=="left" then
step_length = -step_length
x_check = self.x+self.bb.x+step_length
end
local y_check = self.y+self.bb.h-4
if arc_check_tile(x_check, y_check)<limit then
self.x=self.x+step_length
end
local hab,xx, yy = coords.world_to_tile(self.x, self.y)
self.hab = hab
-- self.movement = ""
end
-- Controlador principal del personatge
function imp:state_normal()
if DEBUG_FN_NAME then print("state_normal") end
self.frame=28
self.wait=0
self.step=0
self.jumpfwd=false
self.jump_height = 0
self:actualitzar_comportament()
end
function imp:state_super()
if DEBUG_FN_NAME then print("state_super") end
self.fight_mode = self.fight_modes["super"]
self:reset_fight_mode_cooldown(1)
self.super_cooldown=2000
self.update=imp.state_normal
end
function imp:shot(actor)
if DEBUG_FN_NAME then print("shot") end
-- self.fight_mode = self.fight_modes["shot"]
-- self:reset_fight_mode_cooldown(1)
self:do_flip(abad)
self.flip_wait=100
print("FIREBALL!!")
self.shot_cooldown = 500
end
function imp:do_flip(actor)
if DEBUG_FN_NAME then print("do_flip") end
if actor.x<self.x then self.flip=true else self.flip=false end
end
function imp:reduce_cooldown()
if DEBUG_FN_NAME then print("reduce_cooldown") end
if self.fight_mode=="stop" then return end
self.fight_mode_cooldown = self.fight_mode_cooldown -1
self.super_cooldown = self.super_cooldown -1
self.shot_cooldown = self.shot_cooldown -1
self.flip_wait = self.flip_wait -1
end
function imp:reset_fight_mode_cooldown( value )
if DEBUG_FN_NAME then print("reset_fight_mode_cooldown") end
value = value or 1500
self.fight_mode_cooldown = value
return value
end
function imp:path_reset()
if DEBUG_FN_NAME then print("path_reset") end
self.path={}
self.path_curr_action=1;
end
function imp:path_action()
if DEBUG_FN_NAME then print("path_action") end
local action = self.path.actions[self.path_curr_action].action
-- print("PATTERN");
-- print(" TARGET= "..self.path.next)
-- print(" ACTION= "..action)
return action
end
function imp:pattern_movement()
if DEBUG_FN_NAME then print("pattern_movement") end
self.movement_type = "pattern"
-- print("Pattern")
end
function imp:pattern_next_action()
if DEBUG_FN_NAME then print("pattern_next_action") end
local path_event = self.path.actions[self.path_curr_action].event
-- print(" PATH_EVENT= "..path_event)
-- print(" ACTION_EV = "..self.action_event)
-- Si no s'ha donat l'event mantindre el moviment
if self.action_event~=path_event then
action = self.path.actions[self.path_curr_action].action
else
-- Si s'ha donat l'event avançar el punter del path
-- print(" #"..self.path_curr_action.." / "..#self.path.actions)
if self.path_curr_action<#self.path.actions then
-- En el path
self.path_curr_action = self.path_curr_action + 1
-- print(" CURR_ACC= "..self.path_curr_action)
action = self:path_action()
-- print(" ACTION 1= "..action)
else
-- Path acabat, anar al següent
action = self:path_next_action()
-- print(" ACTION 2= "..action)
end
end
self.action_event = ""; -- Action_event processat
-- print(" ACTION ="..action)
return action
end
function imp:pattern_next_target(from)
if DEBUG_FN_NAME then print("pattern_next_target") end
-- obtindre uno dels possibles camins des del punt "from" (en el que està)
local next_path_idx = math.random(#self.paths[from])
self.path = self.paths[from][next_path_idx]
self.path_curr_action = 1
self.target = self.hot_points[self.path.next]
print("Next pattern target => "..self.path.next)
end
function imp:path_next_action( from )
from = from or self.path.next
if DEBUG_FN_NAME then print("path_next_action "..from) end
if #self.paths[from]>0 then
self:pattern_movement()
self:reset_fight_mode_cooldown()
-- Activar següent target
self:next_target(from)
action = self:path_action()
-- self.action_event=""
else
-- self:free_movement()
-- action = self:next_action()
action = self:pattern_recovery()
end
return action
end
function imp:free_movement()
if DEBUG_FN_NAME then print("free_movement") end
self.movement_type = "free"
print("Free")
end
function imp:pattern_recovery()
self:pattern_movement()
self:path_reset()
local x_after_4 = false
local x_after_5 = false
local x_after_6 = false
local y_upper_4 = false
local y_upper_5 = false
local y_upper_6 = false
if self.hot_points[4].x<self.x then x_after_4 = true end
if self.hot_points[5].x<self.x then x_after_5 = true end
if self.hot_points[6].x<self.x then x_after_6 = true end
if self.hot_points[4].y>self.y+self.h then y_upper_4 = true end
if self.hot_points[5].y>self.y+self.h then y_upper_5 = true end
if self.hot_points[6].y>self.y+self.h then y_upper_6 = true end
if not y_upper_5 then
-- target 5
self.target = self.hot_points[5]
if not x_after_5 then
-- right target
self.path = {next=5, actions={{action="right",event="target"}}}
else
-- left target
self.path = {next=5, actions={{action="left",event="target"}}}
end
else
if x_after_5 then
--target 4
self.target = self.hot_points[4]
-- left target
self.path = {next=4, actions={{action="left",event="target"}}}
else
--target 6
self.target = self.hot_points[6]
-- right target
self.path = {next=6, actions={{action="right",event="target"}}}
end
end
return self.path.actions[1].action
end
function imp:free_next_action()
if DEBUG_FN_NAME then print("free_next_action") end
-- Moviment horitzontal
if self.target.x+self.target.bb.x>=self.x+self.bb.x then
action="right"
elseif self.target.x+self.target.bb.x<self.x+self.bb.x then
action="left"
end
-- Els dos punts de baix pero un poc mes alt que el piso
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
-- Tiles on esta
local tile_type1, tile_code1= arc_check_tile(x1_check,y_check)
local tile_type2, tile_code2= arc_check_tile(x2_check,y_check)
-- debug
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)
-- /debug
--Comprovar si está en target
if collision(self, self.target) then
self:reset_fight_mode_cooldown()
-- Buscar quin es el target
local idx = 1
for i=1,#self.hot_points do
if self.target==self.hot_points[i] then
idx= i
-- print("TARGET ID= "..self.target.id.." HOT POINT IDX= "..i.." Reached")
end
end
-- Canviar a moviment per patro
action = self:path_next_action(idx)
-- 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)
-- elseif tile_type1~=tiletype.void
-- or tile_type2~=tiletype.void then
-- action="jump"
end
return action
end
function imp:free_next_target()
if DEBUG_FN_NAME then print("free_next_target") end
local new_point = math.random(#self.hot_points)
if self.target == self.hot_points[new_point] then
new_point = ((new_point+1)%#self.hot_points)+1
end
self.old_target = self.target
self.target=self.hot_points[new_point]
end
function imp:analyze_env()
if DEBUG_FN_NAME then print("analyze_env") end
-- 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)
self.analisis.can_chase_abad = false
if r<=100 then
-- draw.circ(scr_x+self.bb.w/2,scr_y+self.bb.h/2,r,2)
self.analisis.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)
self.analisis.can_climb = false
if tile_type1~=tiletype.void or tile_type2~=tiletype.void then
self.analisis.can_climb = true
end
-- Abad a tir
self.analisis.can_shot = false
if h_collision(self,abad) then self.analisis.can_shot=true end
-- Super preparat
self.analisis.can_super = false
if self.super_cooldown<=0 then self.analisis.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
self.analisis.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
self.analisis.can_go_altar = true
end
-- Cau al següent moviment
self.analisis.going_to_fall = false
if self.movement=="left" then
x1_check=x1_check-self.step_length
x2_check=x2_check-self.step_length
elseif self.movement=="right" then
x1_check=x1_check+self.step_length
x2_check=x2_check+self.step_length
end
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
self.analisis.going_to_fall = true
end
self.analisis.target_reached = false
-- local target_aligned = false
-- self.path= {}
-- -- print("ANALYZE => "..#self.target)
if not empty_table(self.target) then
-- Target reached
if collision(self, self.target) then self.analisis.target_reached=true end
--
-- -- Target aligned
-- if half_collision(self, self.target) then target_aligned=true end
--
-- local hab1, tx1, ty1 = coords.world_to_tile(self.x+self.bb.x, self.y+self.bb.y+self.h/2)
-- local hab2, tx2, ty2 = coords.world_to_tile(self.target.x, self.target.y)
-- -- print(hab1..", "..tx1..", "..ty1)
-- -- print(hab2..", "..tx2..", "..ty2)
-- local floorImp = math.floor(hab1 / 10)
-- local floorTarget = math.floor(hab2 / 10)
-- local roomImp = hab1 % 10
-- local roomTarget = hab2 % 10
--
-- local sentit_y = 1
-- if floorImp>floorTarget then
-- sentit_y = -1
-- elseif floorImp==floorTarget then
-- sentit_y = 1
-- if ty1>ty2 then
-- sentit_y= -1
-- elseif ty1==ty2 then
-- sentit_y = 0
-- end
-- end
--
-- local sentit_x = 1
-- if roomImp>roomTarget then
-- sentit_x = -1
-- elseif roomImp==roomTarget then
-- sentit_x = 1
-- if tx1>tx2 then
-- sentit_x = -1
-- elseif tx1==tx2 then
-- sentit_x = 0
-- end
-- end
--
-- local max_steps = 50
-- local found = false
-- while not found and max_steps>0 do
-- max_steps = max_steps -1
-- end
--
-- if hab1==hab2 then
-- local tx = 0
-- local ty = 0
-- if tx2<tx1 then
-- for i=tx2,tx1 do
-- tx = i
-- self.path[#self.path+1] = {hab1, tx, ty1}
-- end
-- if ty2<ty1 then
-- for j=ty2,ty1 do
-- ty = j
-- self.path[#self.path+1] = {hab1, tx, ty}
-- end
-- else
-- for j=ty1,ty2 do
-- ty = j
-- self.path[#self.path+1] = {hab1, tx, ty}
-- end
-- end
-- elseif tx1<tx2 then
-- for i=tx1,tx2 do
-- tx = i
-- self.path[#self.path+1] = {hab1, tx, ty1}
-- end
-- if ty2<ty1 then
-- for j=ty2,ty1 do
-- ty = j
-- self.path[#self.path+1] = {hab1, tx, ty}
-- end
-- else
-- for j=ty1,ty2 do
-- ty = j
-- self.path[#self.path+1] = {hab1, tx, ty}
-- end
-- end
-- end
-- end
--
-- self.path[#self.path+1] = {hab1, tx1, ty1}
-- self.path[#self.path+1] = {hab2, tx2, ty2}
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:actualitzar_comportament()
if DEBUG_FN_NAME then print("actualitzar_comportament") end
self:reduce_cooldown()
-- if self.update==imp.state_jumping or self.update==imp.state_falling then
-- -- self:think()
-- -- self:move()
-- end
self:analyze_env()
if self.update==imp.state_walking or self.update==imp.state_normal then
self:move()
end
self:controller_input()
end
-------------------------------
-- imp.controller_input()
--
-- Traduir a una entrada de pad
-------------------------------
function imp:controller_input()
if DEBUG_FN_NAME then print("controller_input") end
if self.action == "right" or self.action == "left" then
self.movement = self.action
self.update=imp.state_walking
elseif self.action == "jump" then
self:do_jump()
elseif self.action == "jumpfwd" then
self:do_jump(true)
elseif self.action == "shot" then
self:shot()
elseif self.action == "super" then
self.update=imp.state_super
end
self.action = ""
end
function imp:next_action()
local action = "stay"
if self.shot_cooldown<=0 then
if h_collision(self, abad) then
action = "shot"
end
end
if action=="stay" then
if self.movement_type=="free" then
msg_print(10,20,"FREE",true)
action = self:free_next_action()
else
msg_print(10,20,"PATTERN "..self.action_event,true)
action=self:pattern_next_action()
end
end
return action
end
function imp:next_target(from)
if self.movement_type=="free" then
self:free_next_target()
else
self:pattern_next_target( from )
end
-- seleccionar mode d'acció
--local last_mode=self.fight_mode
-- self.fight_mode=self.fight_modes["chase"]
if self.fight_mode_cooldown<=0 then
self.fight_mode=self.fight_modes[math.random(2)] -- chase o away
self:reset_fight_mode_cooldown()
end
end
-------------------------------
-- imp:move()
--
-- Cridar en cada iteració per
-- a triar l'acció a fer i
-- traduir a acció de pad
-------------------------------
function imp:move( )
if DEBUG_FN_NAME then print("move "..self.fight_mode) end
local action = "stay"
if self.fight_mode=="stop" then return action end
-- S'ha acabat el temps per a arribar a un target
if self.fight_mode_cooldown <= 0 then
-- Canviar a moviment lliure
self:free_movement()
-- Reinicialitzar el patró de moviment i el cooldown
self:reset_fight_mode_cooldown()
self:path_reset()
-- Seleccionar el següent target aleatoriament
self:next_target()
print("Next random target => "..self.target.id)
-- Intentar recuperar el mode per patró
self:pattern_recovery()
end
if self.flip_wait<=0 then
if self.fight_mode==self.fight_modes["chase"] then
self:do_flip(abad)
else
self:do_flip(self.target)
end
end
if self.analisis.going_to_fall then self.action_event="prefall" end
if self.analisis.target_reached then self.action_event="target" end
action = self:next_action()
if self.old_action~=action then
self.old_action=action
-- print(self.old_action)
end
self.action = action
return action
--if imp.wait==6 then
-- imp.wait=0
-- if not imp.enabled then
-- imp.counter=imp.counter-1
-- local r = math.random(0,imp.counter-1)
-- --print(r)
-- if imp.counter==1 or r==1 then
-- imp.init()
-- end
-- return
-- end
--
-- imp.step=(imp.step+1)%4
-- imp.frame=imp.anim[imp.step+1]
--
-- if imp.flip then
-- imp.x=imp.x-2
-- if imp.x==78 then
-- fireball.init(imp.hab,imp.x+8,imp.y+4,imp.flip)
-- sound.play(audio_hit)
-- imp.flip=not imp.flip
-- elseif imp.x==-12 then
-- imp.reset()
-- end
-- else
-- imp.x=imp.x+2
-- if imp.x==4 then
-- fireball.init(imp.hab,imp.x+8,imp.y+4,imp.flip)
-- sound.play(audio_hit)
-- imp.flip=not imp.flip
-- elseif imp.x==92 then
-- imp.reset()
-- end
-- end
--
--end
end