Rework how unit effects work, enabling push/pull

This commit is contained in:
Emi Simpson 2023-12-05 19:09:04 -05:00
parent 2461dcfb07
commit 3d43f317d1
Signed by: Emi
GPG Key ID: A12F2C2FFDC3D847
4 changed files with 57 additions and 19 deletions

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@ -6,7 +6,6 @@ This is a work in progress engine for Maleghast, whose main goal currently inclu
Currently missing core mechanics include:
- Hazards
- Pushing/Pulling
- LoS blocking
- Tyrants
- Thralls

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@ -19,7 +19,7 @@ import GameModel
import Units.Components
( AttackT(..)
, anyTarget
, buildAttack
, buildAttack, inflictTokens
)
gunwight :: BaseStats
@ -49,7 +49,7 @@ gunwightActions =
, tMelee = False
, tDamageType = Unblockable
, tDamageAmount = 2
, tHeadshotEffects = [InflictTokens VitalVulnr (-1)]
, tHeadshotEffects = [inflictTokens VitalVulnr (-1)]
, tStandardEffects = []
}
]

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@ -1,9 +1,13 @@
module Units.Components
( AttackT(..)
, ProtoEffect
, anyTarget
, buildAttack
, SelfAbilityT(..)
, mkSelfAbility
, inflictTokens
, push
, pull
)
where
@ -14,12 +18,15 @@ import GameModel
, Choice
, DamageType
, Effect(..)
, mkChoice
, mkChoice, Token, forcedMove, ForcedMoveType (..), owner
)
import Util ((??))
import Numeric.Natural (Natural)
-------------------------
-- Attacks & Abilities --
-------------------------
data AttackT = AttackT
{ tName :: String
, tRange :: (Natural, Natural)
@ -27,8 +34,8 @@ data AttackT = AttackT
, tMelee :: Bool
, tDamageType :: DamageType
, tDamageAmount :: Natural
, tHeadshotEffects :: [CharacterIdentifier -> Effect]
, tStandardEffects :: [CharacterIdentifier -> Effect]
, tHeadshotEffects :: [ProtoEffect]
, tStandardEffects :: [ProtoEffect]
}
anyTarget :: BoardState -> CharacterIdentifier -> Bool
@ -37,15 +44,37 @@ anyTarget = const $ const True
buildAttack :: AttackT -> CharacterIdentifier -> Choice
buildAttack (AttackT {..}) attacker = mkChoice tName [targetEffect]
where
attackDetails =
Attack <$> sequence tHeadshotEffects ?? tMelee <*> sequence tStandardEffects ?? tDamageType ?? tDamageAmount
attackDetails target = Attack
((sequence $ sequence tHeadshotEffects attacker) target)
tMelee
((sequence $ sequence tStandardEffects attacker) target)
tDamageType
tDamageAmount
attackEffect target = [ResolveAttack attacker (attackDetails target) target]
targetEffect = Target attacker tRange tValidTargets attackEffect
data SelfAbilityT = SelfAbilityT
{ tName :: String
, tEffects :: [CharacterIdentifier -> Effect]
, tEffects :: [ProtoEffect]
}
mkSelfAbility :: SelfAbilityT -> CharacterIdentifier -> Choice
mkSelfAbility (SelfAbilityT {..}) = mkChoice tName <$> sequence tEffects
mkSelfAbility (SelfAbilityT {..}) cid = mkChoice tName (sequence (sequence tEffects cid) cid)
-----------------------------
--------- Effects -----------
-----------------------------
type ProtoEffect = CharacterIdentifier -> CharacterIdentifier -> Effect
inflictTokens :: Num n => Token n -> n -> ProtoEffect
inflictTokens tokenType tokenCount _ = InflictTokens tokenType tokenCount
genericShift :: ForcedMoveType -> Natural -> ProtoEffect
genericShift fmType amount puller = forcedMove fmType amount (owner puller) (Left puller)
push :: Natural -> ProtoEffect
push = genericShift Push
pull :: Natural -> ProtoEffect
pull = genericShift Pull

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@ -21,7 +21,7 @@ import Units.Components
, anyTarget
, buildAttack
, SelfAbilityT(..)
, mkSelfAbility
, mkSelfAbility, inflictTokens, pull, push
)
import Lens.Micro
@ -63,7 +63,7 @@ basicActions =
, tDamageType = BasicDamage
, tDamageAmount = 0
, tHeadshotEffects = []
, tStandardEffects = [InflictTokens VitalVulnr (-1)]
, tStandardEffects = [inflictTokens VitalVulnr (-1)]
}
, buildAttack $ AttackT
{ tName = "Slime"
@ -73,7 +73,7 @@ basicActions =
, tDamageType = BasicDamage
, tDamageAmount = 0
, tHeadshotEffects = []
, tStandardEffects = [InflictTokens SpeedSlow (-1)]
, tStandardEffects = [inflictTokens SpeedSlow (-1)]
}
, buildAttack $ AttackT
{ tName = "Nerf"
@ -83,7 +83,7 @@ basicActions =
, tDamageType = BasicDamage
, tDamageAmount = 0
, tHeadshotEffects = []
, tStandardEffects = [InflictTokens StrWeak (-1)]
, tStandardEffects = [inflictTokens StrWeak (-1)]
}
, buildAttack $ AttackT
{ tName = "Yoink"
@ -93,19 +93,29 @@ basicActions =
, tDamageType = BasicDamage
, tDamageAmount = 0
, tHeadshotEffects = []
, tStandardEffects = [forcedMove Pull 3 Min (Left (Max, 1))]
, tStandardEffects = [pull 3]
}
, buildAttack $ AttackT
{ tName = "Yeet"
, tRange = (1, 4)
, tValidTargets = anyTarget
, tMelee = False
, tDamageType = BasicDamage
, tDamageAmount = 0
, tHeadshotEffects = []
, tStandardEffects = [push 3]
}
, mkSelfAbility $ SelfAbilityT
{ tName = "Calcify"
, tEffects = [InflictTokens VitalVulnr 1]
, tEffects = [inflictTokens VitalVulnr 1]
}
, mkSelfAbility $ SelfAbilityT
{ tName = "Zoomify"
, tEffects = [InflictTokens SpeedSlow 1]
, tEffects = [inflictTokens SpeedSlow 1]
}
, mkSelfAbility $ SelfAbilityT
{ tName = "Get String"
, tEffects = [InflictTokens StrWeak 1]
, tEffects = [inflictTokens StrWeak 1]
}
]