adventure stuff

This commit is contained in:
Ronja 2020-10-31 15:13:01 +01:00
parent 5313af2e00
commit 2f31e7a55f
3 changed files with 131 additions and 57 deletions

View file

@ -2,6 +2,8 @@ import "math/observable" for Observable
import "luxe: world" for Entity, Values, Tags
import "globals" for Globals
import "blocks/resources" for Resources
import "math/stringUtil" for StringUtil
import "blocks/human/human" for Human
class Adventures{
planning{_planning}
@ -12,14 +14,41 @@ class Adventures{
_in_progress = []
_archive = []
_max_distance = 10
_game = Globals["Game"]
}
plan_new(){
System.print("Start planning new Adventure")
var adventure = Adventure.new()
adventure.distance = 2
_planning.value = adventure
return adventure
}
dispatch(){
var adventure = _planning.value
if(!adventure){
System.print("Tried to dispatch adventure, but none is planned")
return
}
System.print("Dispatching adventure \"%(adventure)\"")
adventure.setup()
adventure.adventurers.each{|human|
Human.set_active(human, false)
}
adventure.resources.list().each{|resource|
_game.resources.remove(resource["base_name"], resource["amount"])
}
_in_progress.add(adventure)
_planning.value = null
}
tick(){
//check some stuff that needs to be checked from time to time
//once per second/minute/whatever should be enough
}
new_or_current(){
if(_planning.value) return _planning.value
return plan_new()
@ -44,6 +73,12 @@ class Adventure{
distance{_distance}
distance=(dist){_distance = dist}
toString{
return "%(adventurers.map{|id| Human.get_name(id)}.toList)"+
" travelling %(distance)km towards %(StringUtil.direction(direction))"+
" with %(resources.list().map{|resource| "%(resource["amount"]) %(resource["name"])"}.toList)"
}
construct new(){
_adventurers = []
_resources = Resources.new()
@ -53,6 +88,10 @@ class Adventure{
_distance = 0
}
setup(){
}
add_adventurer(adventurer){
_adventurers.add(adventurer)
}

View file

@ -14,19 +14,24 @@ class Resources is Observable{
value_no_update = this
}
toString{
return list().map{|resource| "%(resource["amount"]) %(resource["name"])"}.toList.toString
}
list(){
//construct map from name and amount
var list = _nameList.map{ |res| {"name": res, "amount": _resources[res["name"]]}}.//<-- butt dot!
var list = _nameList.map{ |res| {"name": res, "amount": _resources[res["name"]]}}.
//filter out the ones without an amount
where{ |res| res["amount"] }.
toList //toList makes the each work ^^ otherwise the result sequence runs map twice
//get correct name and respect plural rules //also this is its own line because each returns void >.>
list.each{ |res|
var name = res["name"]["name"]
var singular = res["amount"] == 1 || res["name"]["alwaysSingular"]
res["name"] = singular ? name : StringUtil.plural(name)
}
var name = res["name"]["name"]
var singular = res["amount"] == 1 || res["name"]["alwaysSingular"]
res["name"] = singular ? name : StringUtil.plural(name)
res["base_name"] = name
}
return list
}

View file

@ -1,32 +1,33 @@
import "luxe: assets" for Assets, Strings
import "luxe: color" for Color
import "luxe: containers" for Lists
import "luxe: draw" for Draw, PathStyle
import "luxe: game" for Frame
import "luxe: math" for Math
import "luxe: render" for Material, TextAlign
import "luxe: ui/control" for Control
import "luxe: ui/image" for UIImage
import "luxe: ui/label" for UILabel
import "luxe: world" for Entity, Transform, UI, UIRenderMode, UIEvent
import "luxe: world" for UILayout, UILayoutBehave, UILayoutContain
import "luxe: ui/control" for Control
import "luxe: ui/label" for UILabel
import "luxe: ui/image" for UIImage
import "luxe: assets" for Assets, Strings
import "luxe: render" for Material, TextAlign
import "luxe: color" for Color
import "luxe: game" for Frame
import "luxe: containers" for Lists
import "luxe: math" for Math
import "globals" for Globals
import "blocks/ui/clickable" for Clickable
import "blocks/ui/image_util" for UiImageUtil
import "math/observable" for Observable
import "blocks/ui/simple_text" for UISimpleText
import "blocks/ui/ui" for Ui
import "blocks/ui/slider" for UiSlider
import "blocks/human/human" for Human
import "blocks/ui/box" for UIBox
import "blocks/ui/scroll_box" for UiScrollBox
import "blocks/ui/clickable" for Clickable
import "blocks/ui/compass" for UiCompass
import "blocks/ui/image_util" for UiImageUtil
import "blocks/ui/info" for UiInfo //this is a cyclic dependency waiting to happen...
import "blocks/ui/number_field" for NumberField
import "math/math" for M
import "math/util" for Util
import "blocks/ui/scroll_box" for UiScrollBox
import "blocks/ui/simple_text" for UISimpleText
import "blocks/ui/slider" for UiSlider
import "blocks/ui/ui" for Ui
import "globals" for Globals
import "math/event" for MultiListenerToken
import "blocks/human/human" for Human
import "math/math" for M
import "math/observable" for Observable
import "math/stringUtil" for StringUtil
import "math/util" for Util
class UiAdventure{
root{_root}
@ -35,6 +36,7 @@ class UiAdventure{
static people{"people"}
static resources{"resources"}
static depart{"depart"}
static abort{"abort"}
adventure{_game.adventures.planning} //shortcut to get currently planning adventure (observable)
@ -50,17 +52,25 @@ class UiAdventure{
setup(){
var ui_rect = Globals["UiRect"]
var game = Globals["Game"]
_root = Control.create(_ent)
Control.set_allow_input(_root, true)
Control.set_size(_root, ui_rect.width, ui_rect.height)
//if no adventure is planned anymore, leave adventure planning ui
_game.adventures.planning.on_change{|adventure|
if(!adventure){
_ui.ui_mode = Ui.Info
_page.value = UiAdventure.direction
}
}
toolbar()
direction()
people()
resources()
depart()
abort()
}
toolbar(){
@ -78,11 +88,7 @@ class UiAdventure{
_ui.list_button(list, [2, 0], "People") {_page.value = UiAdventure.people}
_ui.list_button(list, [4, 0], "Stuff") {_page.value = UiAdventure.resources}
_ui.list_button(list, [5, 0], "Depart") {_page.value = UiAdventure.depart}
_ui.list_button(list, [0, 0], "Abort") {
_ui.ui_mode = Ui.Info
_game.adventures.discard()
_page.value = UiAdventure.direction
}
_ui.list_button(list, [0, 0], "Abort") {_page.value = UiAdventure.abort}
}
direction(){
@ -102,21 +108,6 @@ class UiAdventure{
Control.set_size(compass, 32, 32)
UILayout.set_margin(_ent, compass, 8, 0, 0, 0)
var steps = 16 //compass steps
var step_names = ["N","NNE","NE","ENE","E","ESE","SE","SSE","S","SSW","SW","WSW","W","WNW","NW","NNW"]
var full_step_names = step_names.map{|short|
var shorts = "NESW"
var base_directions = ["north","east","south","west"]
if(short.count == 1){
return base_directions[shorts.indexOf(short)]
} else if(short.count == 2) {
return base_directions[shorts.indexOf(short[0])] +
base_directions[shorts.indexOf(short[1])]
} else { //assume 3
return base_directions[shorts.indexOf(short[0])] + "-" +
base_directions[shorts.indexOf(short[1])] +
base_directions[shorts.indexOf(short[2])]
}
}.toList
adventure.on_change(true){|val|
if(val == null) return
@ -176,7 +167,7 @@ class UiAdventure{
adventure.on_change(true) { |val|
if(val == null) return
//this stuff does bad things
var dir = full_step_names[val.direction]
var dir = StringUtil.direction(val.direction)
var dist = val.distance
UILabel.set_text(text, "%(dist)km\n%(dir)")
}
@ -333,13 +324,13 @@ class UiAdventure{
//change resource data
Control.set_events(amount){|event|
if(event.type == UIEvent.change){
var value = event.change.round
adventure.resources.set(resource["name"], value)
var value = Math.clamp(event.change.round, 0, resource["amount"])
adventure.resources.set(resource["base_name"], value)
}
}
//change ui on resource data change
var token = adventure.resources.on_change{|value|
NumberField.set_value(amount, Math.clamp(value.get(resource["name"]), 0, resource["amount"]))
NumberField.set_value(amount, value.get(resource["base_name"]))
}
_itemEvents.add(token)
_itemListItems.add(item)
@ -354,6 +345,9 @@ class UiAdventure{
Control.child_add(_root, page)
UILayout.set_behave(_ent, page, UILayoutBehave.fill)
UILayout.set_margin(_ent, page, 0, 0, 0, 16)
_page.on_change(true){|val|
Control.set_visible(page, val == UiAdventure.depart)
}
var ready = UILabel.create(_ent)
Control.child_add(page, ready)
@ -372,6 +366,8 @@ class UiAdventure{
UILabel.set_font(go, _ui.font)
UILabel.set_text_size(go, 16)
UILabel.set_text(go, "GO")
UILabel.set_color(go, [1,1,1,1])
UILabel.set_color_hover(go, [1,1,1,1])
UILayout.set_behave(_ent, go, UILayoutBehave.left | UILayoutBehave.top) //|
UILayout.set_margin(_ent, go, 56, 24, 0, 0)
Clickable.make_clickable(go)
@ -379,14 +375,48 @@ class UiAdventure{
UILabel.set_text(go, data["hover"]?"GO!":"GO")
}
Clickable.set_on_click(go){
//todo, start adventure, not discard!!
_ui.ui_mode = Ui.Info
_game.adventures.discard()
_page.value = UiAdventure.direction
_game.adventures.dispatch()
}
}
abort(){
var page = Control.create(_ent)
Control.child_add(_root, page)
UILayout.set_behave(_ent, page, UILayoutBehave.fill)
UILayout.set_margin(_ent, page, 0, 0, 0, 16)
_page.on_change(true){|val|
Control.set_visible(page, val == UiAdventure.abort)
}
_page.on_change(true){|val|
Control.set_visible(page, val == UiAdventure.depart)
var ready = UILabel.create(_ent)
Control.child_add(page, ready)
Control.set_size(ready, 100, 10)
UILabel.set_align_vertical(ready, TextAlign.bottom)
UILabel.set_font(ready, _ui.font)
UILabel.set_text_size(ready, 8)
UILabel.set_text(ready, "This will discard the adventure")
UILayout.set_behave(_ent, ready, UILayoutBehave.left | UILayoutBehave.top) //|
UILayout.set_margin(_ent, ready, 12, 0, 0, 0)
UILabel.set_color(ready, [0.7, 0.7, 0.7, 1])
var abort = UILabel.create(_ent)
Control.child_add(page, abort)
Control.set_size(abort, 100, 20)
UILabel.set_align_vertical(abort, TextAlign.bottom)
UILabel.set_align(abort, TextAlign.right)
UILabel.set_font(abort, _ui.font)
UILabel.set_text_size(abort, 16)
UILabel.set_text(abort, "ABORT")
UILabel.set_color(abort, [1,1,1,1])
UILabel.set_color_hover(abort, [1,1,1,1])
UILayout.set_behave(_ent, abort, UILayoutBehave.left | UILayoutBehave.top) //|
UILayout.set_margin(_ent, abort, 25, 8, 0, 0)
Clickable.make_clickable(abort)
Clickable.set_state_change(abort){ |data, button|
UILabel.set_text(abort, data["hover"]?"ABORT!":"ABORT")
}
Clickable.set_on_click(abort){
_game.adventures.discard()
}
}
}