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mirror of https://github.com/LDDestroier/CC/ synced 2024-11-06 01:56:22 +00:00
ldd-CC/CCBN/ccbn.lua

1098 lines
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2019-03-09 21:09:52 +00:00
local scr_x, scr_y = term.getSize()
local keysDown, miceDown = {}, {}
local config = {mainDir = "ccbn-data"}
config.chipDir = fs.combine(config.mainDir, "chipdata")
config.objectDir = fs.combine(config.mainDir, "objectdata")
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local players = {}
local objects = {}
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local projectiles = {}
local you = 1
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local yourID = os.getComputerID()
-- recommended at 0.1 for netplay, which you'll be doing all the time so yeah
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local gameDelayInit = 0.05
local gameID = math.random(0, 2^30)
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local waitingForGame = false
local isHost = true
local channel = 1024
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local chips, objectTypes = {}, {}
local interpretArgs = function(tInput, tArgs)
local output = {}
local errors = {}
local usedEntries = {}
for aName, aType in pairs(tArgs) do
output[aName] = false
for i = 1, #tInput do
if not usedEntries[i] then
if tInput[i] == aName and not output[aName] then
if aType then
usedEntries[i] = true
if type(tInput[i+1]) == aType or type(tonumber(tInput[i+1])) == aType then
usedEntries[i+1] = true
if aType == "number" then
output[aName] = tonumber(tInput[i+1])
else
output[aName] = tInput[i+1]
end
else
output[aName] = nil
errors[1] = errors[1] and (errors[1] + 1) or 1
errors[aName] = "expected " .. aType .. ", got " .. type(tInput[i+1])
end
else
usedEntries[i] = true
output[aName] = true
end
end
end
end
end
for i = 1, #tInput do
if not usedEntries[i] then
output[#output+1] = tInput[i]
end
end
return output, errors
end
local argList = interpretArgs({...}, {
["skynet"] = false, -- use Skynet HTTP multiplayer
["debug"] = false, -- show various variable values
})
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local FRAME = 0
local useSkynet = argList.skynet
local showDebug = argList.debug
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local stage = {
panels = {},
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damage = {},
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panelWidth = 6,
panelHeight = 2,
scrollX = 0,
scrollY = 6
}
local stageChanged = true
local round = function(num)
return math.floor(0.5 + num)
end
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-- ripped from NFTE
local deepCopy
deepCopy = function(tbl)
local output = {}
for k,v in pairs(tbl) do
if type(v) == "table" then
output[k] = deepCopy(v)
else
output[k] = v
end
end
return output
end
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local getSize = function(image)
local x, y = 0, #image[1]
for y = 1, #image[1] do
x = math.max(x, #image[1][y])
end
return x, y
end
local colorSwap = function(image, text, back)
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local output = {{},{},{}}
for y = 1, #image[1] do
output[1][y] = image[1][y]
output[2][y] = image[2][y]:gsub(".", text)
output[3][y] = image[3][y]:gsub(".", back or text)
end
return output
end
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local makeRectangle = function(width, height, char, text, back)
local output = {{},{},{}}
for y = 1, height do
output[1][y] = (char or " "):rep(width)
output[2][y] = (text or " "):rep(width)
output[3][y] = (back or " "):rep(width)
end
return output
end
local stretchImage = function(_image, sx, sy, noRepeat)
local output = {{},{},{}}
local image = deepCopy(_image)
sx, sy = math.abs(sx), math.abs(sy)
local imageX, imageY = getSize(image)
local tx, ty
if sx == 0 or sy == 0 then
for y = 1, math.max(sy, 1) do
output[1][y] = ""
output[2][y] = ""
output[3][y] = ""
end
return output
else
for y = 1, sy do
for x = 1, sx do
tx = round((x / sx) * imageX)
ty = math.ceil((y / sy) * imageY)
if not noRepeat then
output[1][y] = (output[1][y] or "")..image[1][ty]:sub(tx,tx)
else
output[1][y] = (output[1][y] or "").." "
end
output[2][y] = (output[2][y] or "")..image[2][ty]:sub(tx,tx)
output[3][y] = (output[3][y] or "")..image[3][ty]:sub(tx,tx)
end
end
if noRepeat then
for y = 1, imageY do
for x = 1, imageX do
if image[1][y]:sub(x,x) ~= " " then
tx = round(((x / imageX) * sx) - ((0.5 / imageX) * sx))
ty = round(((y / imageY) * sy) - ((0.5 / imageY) * sx))
output[1][ty] = stringWrite(output[1][ty], tx, image[1][y]:sub(x,x))
end
end
end
end
return output
end
end
local merge = function(...)
local images = {...}
local output = {{},{},{}}
local imageX, imageY = 0, 0
local imSX, imSY
for i = 1, #images do
imageY = math.max(
imageY,
#images[i][1][1] + (images[i][3] == true and 0 or (images[i][3] - 1))
)
for y = 1, #images[i][1][1] do
imageX = math.max(
imageX,
#images[i][1][1][y] + (images[i][2] == true and 0 or (images[i][2] - 1))
)
end
end
-- if either coordinate is true, center it
for i = 1, #images do
imSX, imSY = getSize(images[i][1])
if images[i][2] == true then
images[i][2] = round(1 + (imageX / 2) - (imSX / 2))
end
if images[i][3] == true then
images[i][3] = round(1 + (imageY / 2) - (imSY / 2))
end
end
-- will later add code to adjust X/Y positions if negative values are given
local image, xadj, yadj
local tx, ty
for y = 1, imageY do
output[1][y] = {}
output[2][y] = {}
output[3][y] = {}
for x = 1, imageX do
for i = #images, 1, -1 do
image, xadj, yadj = images[i][1], images[i][2], images[i][3]
tx, ty = x-(xadj-1), y-(yadj-1)
output[1][y][x] = output[1][y][x] or " "
output[2][y][x] = output[2][y][x] or " "
output[3][y][x] = output[3][y][x] or " "
if image[1][ty] then
if (image[1][ty]:sub(tx,tx) ~= "") and (tx >= 1) then
output[1][y][x] = (image[1][ty]:sub(tx,tx) == " " and output[1][y][x] or image[1][ty]:sub(tx,tx))
output[2][y][x] = (image[2][ty]:sub(tx,tx) == " " and output[2][y][x] or image[2][ty]:sub(tx,tx))
output[3][y][x] = (image[3][ty]:sub(tx,tx) == " " and output[3][y][x] or image[3][ty]:sub(tx,tx))
end
end
end
end
output[1][y] = table.concat(output[1][y])
output[2][y] = table.concat(output[2][y])
output[3][y] = table.concat(output[3][y])
end
return output
end
local pixelateImage = function(image, amntX, amntY)
local imageX, imageY = getSize(image)
return stretchImage(stretchImage(image,imageX/math.max(amntX,1), imageY/math.max(amntY,1)), imageX, imageY)
end
local drawImage = function(image, x, y, terminal)
terminal = terminal or term.current()
local cx, cy = terminal.getCursorPos()
for iy = 1, #image[1] do
terminal.setCursorPos(x, y + (iy - 1))
terminal.blit(image[1][iy], image[2][iy], image[3][iy])
end
terminal.setCursorPos(cx,cy)
end
local skynet
local skynetPath = "skynet"
local skynetURL = "https://raw.githubusercontent.com/osmarks/skynet/master/client.lua"
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local modem
local getModem = function()
if useSkynet then
if skynet then
local isOpen = false
for i = 1, #skynet.open_channels do
if skynet.open_channels == channel then
isOpen = true
end
end
if not isOpen then
skynet.open(channel)
end
return skynet
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else
if fs.exists(skynetPath) then
skynet = dofile(skynetPath)
skynet.open(channel)
else
local prog = http.get(skynetURL)
if prog then
local file = fs.open(skynetPath, "w")
file.write(prog.readAll())
file.close()
skynet = dofile(skynetPath)
skynet.open(channel)
else
error("Skynet can't be downloaded! Use modems instead.")
end
end
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end
else
local modems = {peripheral.find("modem")}
if #modems == 0 then
if ccemux then
ccemux.attach("top", "wireless_modem")
modem = peripheral.wrap("top")
else
error("A modem is needed.")
end
else
modem = modems[1]
end
modem.open(channel)
return modem
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end
end
local transmit = function(msg)
if useSkynet then
skynet.send(channel, msg)
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else
modem.transmit(channel, channel, msg)
end
end
local receive = function()
if useSkynet then
return ({skynet.receive(channel)})[2]
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else
return ({os.pullEvent("modem_message")})[5]
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end
end
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local images = {
win = {{"€• €•‡€€€‚€• €• €• €•€€€€€•€Š €•—€‚","‚‡€…€— ‚€•€• €• €• •€ €• €• €€‚ €••€€"," ‹€Ÿ €• €•€• €• €• €€• €• €• €•‹€‹€•Š€Ÿ"," €• €Š Ÿ€•€• €• •€•€•€•€ €• €• ‚€• ‹"," €• ‹€€€Ÿ‹€€€Ÿ €€• €€• €€€€€•€• €• €•"},{"dd ddfdddfddd dd dd dddddddddf ddfdf","ffdfdddd ddddd dd dd fd dd dd ddfd ddfdd"," dddd dd dddd dd dd ddd dd dd ddddfddddd"," dd df fdddd dd fdfdfdfd dd dd dfdd dd"," dd dddddddddddd ddd ddd dddddddd dd dd"},{"df dfdddddfdf df df dfdddddfdd dfddd","ddfddfdf fdfdf df df dd df df dddf dfddd"," fdff df dfdf df df ddf df df dffdddffdf"," df dd ddfdf df dddddddd df df fddf ff"," df fdddfffdddff ddf ddf dddddfdf df df"}},
lose = {{"€€€‚‹ €€€€€•€• €€€€€•€€€€€•€€€€€•€€€‚‹ ","€• ‚€•€• €• €• €• €• €• ‚€•","€• €•€Ÿ… €• €Ÿ… €• €Ÿ… €• €•","€• Ÿ€•€• €• €• €• €• €• Ÿ€•","€€€Ÿ‡ €€€€€•€€€€€•€€€€€• €• €€€€€•€€€Ÿ‡ "},{"eeeff eeeeeeee eeeeeeeeeeeeeeeeeeeeeff ","ee eeeee ee ee ee ee ee eee","ee eeeeeee ee eeeee ee eeeee ee ee","ee feeee ee ee ee ee ee fee","eeeee eeeeeeeeeeeeeeeeee ee eeeeeeeeeee "},{"eeeee eeeeefef eeeeefeeeeefeeeeefeeeee","ef fefef ef ef ef ef ef fef","ef efeffff ef effff ef effff ef ef","ef eefef ef ef ef ef ef eef","eeeff eeeeefeeeeefeeeeef ef eeeeefeeeff "}},
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panel = {
normal = {{"—ƒƒƒƒ”","•€€‚•","€€€€€€"},{"eeeee7","e78877","eeeeee"},{"77777e","78888e","eeeeee"}},
cracked = {{"—››››”","•™™™™•","€€€€€€"},{"eeeee7","e88888","eeeeee"},{"77777e","87777e","eeeeee"}},
broken = {{"—ƒƒƒƒ”","•—•","€€€€€€"},{"eeeeef","eff8f7","eeeeee"},{" e","788f8e","eeeeee"}}
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},
player = {
["6"] = {{"‡Ÿ‹","€ ƒ","€ž‹","€ €","‹‚‡"},{"f5ff","4 4","66ff","2 2","affa"},{"5f55","4 f","6f66","2 2"," aaf"}},
["7"] = {{"€€"," ‡Ÿ","…ˆ","ƒ”—ƒ"," •• "},{"5555"," f4","ffff","2f22"," fa "},{"5ff5"," 4f","6666"," 2ff"," af "}},
},
rockcube = {{"ˆ‡‹„","€€‘","ˆ‹‡„"},{"7887","8777","7777"},{"8778","7778","8888"}},
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cannon = {{"‡‹","‹‡"},{"ff","77"},{"77"," ",}},
buster = {{"‘"},{"f4"},{"4f"}}
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}
local act = {stage = {}, player = {}, projectile = {}, object = {}}
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act.stage.newPanel = function(x, y, panelType, owner)
stage.panels[y] = stage.panels[y] or {}
stage.panels[y][x] = {
panelType = panelType,
reserved = false,
crackedLevel = 0, -- 0 is okay, 1 is cracked, 2 is broken
owner = owner or (x > 3 and 2 or 1),
originalOwner = owner or (x > 3 and 2 or 1),
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cooldown = {
owner = 0,
broken = 0,
}
}
end
act.player.checkPlayerAtPos = function(x, y, ignoreThisOne)
x, y = round(x), round(y)
for id, player in pairs(players) do
if id ~= ignoreThisOne then
if player.x == x and player.y == y then
return id
end
end
end
end
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act.stage.checkExist = function(x, y)
if stage.panels[y] then
if stage.panels[y][x] then
return true
end
end
return false
end
act.stage.crackPanel = function(x, y, amount)
local maxCrack
if act.stage.checkExist(x, y) then
if act.player.checkPlayerAtPos(x, y) then
maxCrack = 1
else
maxCrack = 2
end
if math.max(0, math.min(maxCrack, stage.panels[y][x].crackedLevel + amount)) ~= stage.panels[y][x].crackedLevel then
stage.panels[y][x].crackedLevel = math.max(0, math.min(maxCrack, stage.panels[y][x].crackedLevel + amount))
if stage.panels[y][x].crackedLevel == 2 then
stage.panels[y][x].cooldown.broken = 300
else
stage.panels[y][x].cooldown.broken = 0
end
stageChanged = true
end
end
end
act.stage.setDamage = function(x, y, damage, owner, time, noFlinch, safePlayers, safeObjects)
x, y = round(x), round(y)
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stage.damage[y] = stage.damage[y] or {}
stage.damage[y][x] = stage.damage[y][x] or {}
stage.damage[y][x][owner] = {
owner = owner,
time = time,
damage = damage,
flinching = not noFlinch,
safePlayers = safePlayers or {},
safeObjects = safeObjects or {}
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}
stageChanged = true
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end
act.stage.getDamage = function(x, y, pID, oID, pIDsafeCheck, oIDsafeCheck)
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local totalDamage = 0
local flinching = false
x, y = round(x), round(y)
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if stage.damage[y] then
if stage.damage[y][x] then
for k, v in pairs(stage.damage[y][x]) do
if k ~= (players[pID] or {}).owner and k ~= (objects[oID] or {}).owner and v.damage then
if not (v.safePlayers[pIDsafeCheck] or v.safeObjects[oIDsafeCheck]) then
totalDamage = totalDamage + v.damage
flinching = flinching or v.flinching
end
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end
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end
end
end
return totalDamage, flinching
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end
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act.player.newPlayer = function(x, y, owner, direction, image)
local pID = #players + 1
players[pID] = {
x = x, -- X and Y positions are relative to grid, not screen
y = y, -- ditto my man
owner = owner, -- Either 1 or 2, indicates the red/blue alignment
type = "player", -- Used for quickly identifying a player/object/projectile at a glance
direction = direction or 1, -- Either -1 or 1, indicates facing left or right
health = 1000, -- Once it hits 0, your player is deleted
maxHealth = 1000, -- You cannot regen past this value
image = image, -- Because of CC limitations, I'm just going to have one player sprite
canMove = true, -- If false, pushing the move buttons won't do diddly fuck
canShoot = true, -- If false, pushing the shoot buttons won't do fuckly did
busterPower = 2, -- Strength of MegaBuster
cooldown = { -- All cooldown values are decremented every tick
move = 0, -- If above 0, you cannot move
shoot = 0, -- If above 0, you cannot shoot
iframe = 0 -- If above 0, you will flash and be indestructible
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},
control = {
moveUp = false,
moveDown = false,
moveLeft = false,
moveRight = false,
buster = false,
chip = false,
custom = false
},
chipQueue = {} -- Attacks are used in a queue, which is filled each turn
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}
for k,v in pairs(chips) do
players[pID].chipQueue[#players[pID].chipQueue + 1] = k
end
return pID
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end
act.object.newObject = function(x, y, owner, direction, objectType)
local oID = #objects + 1
objects[oID] = {
x = x,
y = y,
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image = objectTypes[objectType].image,
friendlyFire = objectTypes[objectType].friendlyFire or true,
health = objectTypes[objectType].health or 500,
maxHealth = objectTypes[objectType].maxHealth or 500,
smackDamage = objectTypes[objectType].smackDamage or 100,
doYeet = objectTypes[objectType].doYeet or false,
delayedTime = objectTypes[objectType].delayedTime or math.huge,
delayedFunc = objectTypes[objectType].delayedFunc or function() end,
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xvel = 0,
yvel = 0,
owner = owner,
direction = direction,
type = "object",
objectType = objectType,
frame = 0,
cooldown = {
iframe = 0,
}
}
return oID
end
act.object.checkObjectAtPos = function(x, y, ignoreThisOne)
x, y = round(x), round(y)
for id, obj in pairs(objects) do
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if id ~= ignoreThisOne then
if obj.x == x and obj.y == y then
return id
end
end
end
return false
end
local control = {
moveUp = keys.up,
moveDown = keys.down,
moveLeft = keys.left,
moveRight = keys.right,
buster = keys.z,
chip = keys.x,
custom = keys.c
}
local getControls = function()
if players[you] then
for k,v in pairs(control) do
players[you].control[k] = keysDown[v] or false
end
end
end
act.stage.checkIfSolid = function(x, y)
x, y = round(x), round(y)
if stage.panels[y] then
if stage.panels[y][x] then
if stage.panels[y][x].crackedLevel < 2 then
return true
end
end
end
return false
end
act.stage.checkIfWalkable = function(x, y, pID, oID)
if x >= 1 and x <= 6 then
x, y = round(x), round(y)
if act.stage.checkIfSolid(x, y) then
if not act.object.checkObjectAtPos(x, y, oID) then
if not act.player.checkPlayerAtPos(x, y, pID) and (not pID or stage.panels[y][x].owner == players[pID].owner) then
return true
end
end
end
end
return false
end
act.player.movePlayer = function(pID, xmove, ymove, doCooldown)
local player = players[pID]
if (xmove ~= 0 or ymove ~= 0) and act.stage.checkIfWalkable(player.x + xmove, player.y + ymove, pID) then
player.x = player.x + xmove
player.y = player.y + ymove
if doCooldown then
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if gameDelayInit < 0.1 then
player.cooldown.move = 3
else
player.cooldown.move = 2
end
end
if stage.panels[player.y - ymove][player.x - xmove].crackedLevel == 1 then
act.stage.crackPanel(player.x - xmove, player.y - ymove, 1)
end
return true
else
return false
end
end
act.object.moveObject = function(oID, xmove, ymove)
local object = objects[oID]
if (xmove ~= 0 or ymove ~= 0) and act.stage.checkIfWalkable(object.x + xmove, object.y + ymove, nil, oID) then
object.x = object.x + xmove
object.y = object.y + ymove
return true
else
return false
end
end
local movePlayers = function()
local xmove, ymove, p
for i = 1, #players do
xmove, ymove = 0, 0
p = players[i]
if p.canMove then
if p.cooldown.move == 0 then
if p.control.moveUp then
ymove = -1
elseif p.control.moveDown then
ymove = 1
elseif p.control.moveRight then
xmove = 1
elseif p.control.moveLeft then
xmove = -1
end
act.player.movePlayer(i, xmove, ymove, true)
end
if stage.panels[p.y] then
if stage.panels[p.y][p.x] then
if stage.panels[p.y][p.x].owner ~= p.owner then
repeat
if p.owner == 1 then
p.x = p.x - 1
else
p.x = p.x + 1
end
until stage.panels[p.y][p.x].owner == p.owner
end
end
end
end
end
end
local reduceCooldowns = function()
for id, player in pairs(players) do
for k,v in pairs(player.cooldown) do
players[id].cooldown[k] = math.max(0, v - 1)
end
end
for id, object in pairs(objects) do
for k,v in pairs(object.cooldown) do
objects[id].cooldown[k] = math.max(0, v - 1)
end
end
for y, row in pairs(stage.damage) do
for x, panel in pairs(row) do
for owner, damageData in pairs(panel) do
stage.damage[y][x][owner].time = math.max(0, damageData.time - 1)
if damageData.time == 0 then
stage.damage[y][x][owner] = nil
end
end
end
end
for y, row in pairs(stage.panels) do
for x, panel in pairs(row) do
for k,v in pairs(panel.cooldown) do
stage.panels[y][x].cooldown[k] = math.max(0, v - 1)
if k == "owner" then
if stage.panels[y][x].owner == stage.panels[y][x].originalOwner then
stage.panels[y][x].cooldown.owner = 0
elseif v == 0 then
stageChanged = true
stage.panels[y][x].owner = stage.panels[y][x].originalOwner
end
elseif k == "broken" and v == 0 and panel.crackedLevel == 2 then
stageChanged = true
stage.panels[y][x].crackedLevel = 0
end
end
end
end
end
act.projectile.checkProjectileCollisions = function(info)
local struckPlayer = false
local struckObject = false
local cPlayer = act.player.checkPlayerAtPos(info.x, info.y) --, info.owner)
local cObject = act.object.checkObjectAtPos(info.x, info.y) --, info.owner)
if cPlayer then
if players[cPlayer].cooldown.iframe == 0 and players[cPlayer].owner ~= info.owner then
struckPlayer = cPlayer
end
end
if cObject then
if objects[cObject].cooldown.iframe == 0 then
struckObject = cObject
end
end
return struckPlayer, struckObject
end
local readFile = function(path)
if fs.exists(path) then
local file = fs.open(path, "r")
local contents = file.readAll()
file.close()
return contents
end
end
act.projectile.newProjectile = function(x, y, player, chipType, noFlinch, altDamage)
local id = #projectiles + 1
projectiles[id] = {
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x = x,
y = y,
safeObjects = {},
safePlayers = {},
type = "projectile",
initX = x,
initY = y,
id = id,
owner = player.owner,
player = player,
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direction = player.direction,
frame = 0,
noFlinch = noFlinch, -- overwrite a projectile's flinchingness
altDamage = altDamage, -- overwrite a projectile's damage
chipType = chipType
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}
return id
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end
for y = 1, 3 do
for x = 1, 6 do
act.stage.newPanel(x, y, "normal")
end
end
-- loads all chips and objects from file
local loadChips = function(env)
local cList = fs.list(config.chipDir)
local oList = fs.list(config.objectDir)
local contents
local cOutput, oOutput = {}, {}
for i = 1, #cList do
if not fs.isDir(fs.combine(config.chipDir, cList[i])) then
cOutput[cList[i]] = loadfile( fs.combine(config.chipDir, cList[i]))(
stage,
players,
objects,
projectiles,
act,
images
)
end
end
for i = 1, #oList do
if not fs.isDir(fs.combine(config.objectDir, oList[i])) then
oOutput[oList[i]] = loadfile( fs.combine(config.objectDir, oList[i]))(
stage,
players,
objects,
projectiles,
act,
images
)
end
end
return cOutput, oOutput
end
chips, objectTypes = loadChips(getfenv())
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act.player.newPlayer(2, 2, 1, 1, "6")
act.player.newPlayer(5, 2, 2, -1, "7")
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local stageImageStitch
local makeStageImageStitch = function()
local buffer, im = {}
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for y = #stage.panels, 1, -1 do
if stage.panels[y] then
for x = 1, #stage.panels[y] do
if stage.panels[y][x] then
if stage.panels[y][x].crackedLevel == 0 then
im = images.panel[stage.panels[y][x].panelType]
elseif stage.panels[y][x].crackedLevel == 1 then
im = images.panel.cracked
elseif stage.panels[y][x].crackedLevel == 2 then
im = images.panel.broken
end
if stage.panels[y][x].owner == 2 then
im = colorSwap(im, {e = "b"})
end
if act.stage.getDamage(x, y) > 0 then
im = colorSwap(im, {["7"] = "4", ["8"] = "4"})
end
buffer[#buffer + 1] = {
im,
(x - 1) * stage.panelWidth + 2,
(y - 1) * stage.panelHeight + 2
}
end
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end
end
end
return merge(table.unpack(buffer))
end
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local render = function()
local buffer, im = {}
local sx, sy
if stageChanged or true then
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stageImageStitch = makeStageImageStitch()
stageChanged = false
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end
local sortedList = {}
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for k,v in pairs(projectiles) do
sortedList[#sortedList+1] = v
end
for k,v in pairs(players) do
sortedList[#sortedList+1] = v
end
for k,v in pairs(objects) do
sortedList[#sortedList+1] = v
end
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table.sort(sortedList, function(a,b) return a.y >= b.y end)
for k,v in pairs(sortedList) do
if v.type == "player" then
if v.cooldown.iframe == 0 or (FRAME % 2 == 0) then
sx = (v.x - 1) * stage.panelWidth + 3 + stage.scrollX
sy = (v.y - 1) * stage.panelHeight - 1 + stage.scrollY
buffer[#buffer + 1] = {
colorSwap(images.player[v.image], {["f"] = " "}),
sx,
sy
}
end
elseif v.type == "projectile" then
sx = math.floor((v.x - 1) * stage.panelWidth + 4 + stage.scrollX)
sy = math.floor((v.y - 1) * stage.panelHeight + 1 + stage.scrollY)
if sx >= -1 and sx <= scr_x and v.imageData then
for kk, imd in pairs(v.imageData) do
buffer[#buffer + 1] = {
colorSwap(imd[1], {["f"] = " "}),
math.floor((imd[2] - 1) * stage.panelWidth + 4 + stage.scrollX),
math.floor((imd[3] - 1) * stage.panelHeight + 1 + stage.scrollY)
}
end
end
elseif v.type == "object" then
sx = (v.x - 1) * stage.panelWidth + 3 + stage.scrollX
sy = (v.y - 1) * stage.panelHeight - 1 + stage.scrollY
buffer[#buffer + 1] = {
colorSwap(v.image, {["f"] = " "}),
math.floor((v.x - 1) * stage.panelWidth + 3 + stage.scrollX),
math.floor((v.y - 1) * stage.panelHeight + 1 + stage.scrollY)
}
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end
end
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buffer[#buffer + 1] = {
stageImageStitch,
stage.scrollX + 1,
stage.scrollY + 1
}
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buffer[#buffer + 1] = {makeRectangle(scr_x, scr_y, "f", "f", "f"), 1, 1}
drawImage(colorSwap(merge(table.unpack(buffer)), {[" "] = "f"}), 1, 1)
if players[you] then
if chips[players[you].chipQueue[1]] then
term.setCursorPos(1, scr_y)
term.write(chips[players[you].chipQueue[1]].info.name)
end
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end
local HPs = {{},{}}
for id, player in pairs(players) do
HPs[player.owner] = HPs[player.owner] or {}
HPs[player.owner][#HPs[player.owner] + 1] = player.health
if player.owner == 1 then
term.setCursorPos(1, #HPs[player.owner])
term.write(player.health)
else
term.setCursorPos(scr_x - 3, #HPs[player.owner])
term.write(player.health)
end
end
if showDebug then
term.setCursorPos(1, scr_y - 1)
term.write("Frame: " .. FRAME .. ", isHost = " .. tostring(isHost) .. ", you = " .. tostring(you))
end
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end
local getInput = function()
local evt
while true do
evt = {os.pullEvent()}
if evt[1] == "key" then
keysDown[evt[2]] = true
if keysDown[keys.leftCtrl] and keysDown[keys.t] then
if skynet and useSkynet then
skynet.socket.close()
end
return
end
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elseif evt[1] == "key_up" then
keysDown[evt[2]] = nil
elseif evt[1] == "mouse_click" or evt[1] == "mouse_drag" then
miceDown[evt[2]] = {evt[3], evt[4]}
elseif evt[1] == "mouse_up" then
miceDown[evt[2]] = nil
end
end
end
local runGame = function()
local evt, getStateInfo
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while true do
FRAME = FRAME + 1
render()
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if isHost then
getControls()
for id, proj in pairs(projectiles) do
local success, imageData = chips[proj.chipType].logic(proj)
if success then
projectiles[id].imageData = imageData
projectiles[id].frame = proj.frame + 1
else
projectiles[id] = nil
end
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end
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for y = 1, #stage.panels do
for x = 1, #stage.panels[y] do
stage.panels[y][x].reserved = false
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end
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end
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for id, player in pairs(players) do
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if player.canMove then
stage.panels[player.y][player.x].reserved = id
end
local dmg, flinching = act.stage.getDamage(player.x, player.y, id)
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if player.cooldown.iframe == 0 and dmg > 0 then
player.health = player.health - dmg
if player.health <= 0 then
table.remove(players, id)
elseif flinching then
player.cooldown.iframe = 16
player.cooldown.move = 8
player.cooldown.shoot = 6
end
elseif player.cooldown.shoot == 0 then
if player.canShoot then
if player.control.chip then
if player.chipQueue[1] then
if chips[player.chipQueue[1]] then
act.projectile.newProjectile(player.x, player.y, player, player.chipQueue[1])
for k,v in pairs(chips[player.chipQueue[1]].info.cooldown or {}) do
player.cooldown[k] = v
end
if false then
table.remove(player.chipQueue, 1)
else
player.chipQueue[#player.chipQueue + 1] = player.chipQueue[1]
table.remove(player.chipQueue, 1)
end
end
end
elseif player.control.buster then
act.projectile.newProjectile(player.x, player.y, player, "buster")
for k,v in pairs(chips.buster.info.cooldown or {}) do
player.cooldown[k] = v
end
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end
end
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end
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end
for id, object in pairs(objects) do
local dmg, flinching = act.stage.getDamage(object.x, object.y, nil, not object.friendlyFire and id, nil, id)
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if object.cooldown.iframe == 0 and dmg > 0 then
object.health = object.health - dmg
if object.health <= 0 then
table.remove(objects, id)
else
object.cooldown.iframe = 2
end
end
if objects[id] then
if object.xvel ~= 0 or object.yvel ~= 0 then
if not act.object.moveObject(id, object.xvel, object.yvel) then
if act.player.checkPlayerAtPos(object.x + object.xvel, object.y) or act.object.checkObjectAtPos(object.x + object.xvel, object.y) then
act.stage.setDamage(object.x + object.xvel, object.y + object.yvel, object.smackDamage, 0, 2, false)
table.remove(objects, id)
else
object.xvel = 0
object.yvel = 0
object.x = round(object.x)
object.y = round(object.y)
end
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end
end
object.frame = object.frame + 1
if object.frame > 1 and object.frame % object.delayedTime == 0 then
object.delayedFunc(object)
end
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end
end
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reduceCooldowns()
movePlayers()
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sleep(gameDelayInit)
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transmit({
gameID = gameID,
command = "get_state",
players = players,
projectiles = projectiles,
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objects = objects,
stageDamage = stage.damage,
stagePanels = stage.panels,
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id = id
})
else
getControls()
if players[you] then
transmit({
gameID = gameID,
command = "set_controls",
id = yourID,
pID = you,
control = players[you].control
})
end
evt, getStateInfo = os.pullEvent("ccbn_get_state")
players = getStateInfo.players
projectiles = getStateInfo.projectiles
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objects = getStateInfo.objects
stage.damage = getStateInfo.stageDamage
stage.panels = getStateInfo.stagePanels
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end
end
end
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local interpretNetMessage = function(msg)
if waitingForGame then
if msg.command == "find_game" then
local time = os.epoch("utc")
if msg.time > time then
isHost = false
you = 2
else
isHost = true
you = 1
end
return true
end
elseif msg.gameID == gameID then
if isHost then
if msg.command == "set_controls" then
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if players[msg.pID] then
players[msg.pID].control = msg.control
end
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end
else
if msg.command == "get_state" then
os.queueEvent("ccbn_get_state", {
players = msg.players,
projectiles = msg.projectiles,
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objects = msg.objects,
stageDamage = msg.stageDamage,
stagePanels = msg.stagePanels
})
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end
end
end
end
local networking = function()
local msg
while true do
msg = receive()
if type(msg) == "table" then
interpretNetMessage(msg)
end
end
end
local cwrite = function(text, y)
local cx, cy = term.getCursorPos()
term.setCursorPos(scr_x / 2 - #text / 2, y or (scr_y / 2))
term.write(text)
end
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local startGame = function()
getModem()
local time = os.epoch("utc")
transmit({
gameID = gameID,
command = "find_game",
respond = false,
id = yourID,
time = time,
chips = chips
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})
local msg
waitingForGame = true
term.clear()
cwrite("Waiting for game...")
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repeat
msg = receive()
until interpretNetMessage(msg)
gameID = isHost and gameID or msg.gameID
chips = isHost and chips or msg.chips
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transmit({
gameID = gameID,
command = "find_game",
respond = true,
id = yourID,
time = isHost and math.huge or -math.huge,
chips = isHost and chips
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})
waitingForGame = false
parallel.waitForAny(runGame, networking)
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end
parallel.waitForAny(startGame, getInput)
term.setBackgroundColor(colors.black)
term.clear()
cwrite("Thanks for playing!")
term.setCursorPos(1, scr_y)