prototype flotilla loader
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@ -1522,6 +1522,89 @@ end
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-- see obsidian vault for
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-- see obsidian vault for
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-- full docs.
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-- full docs.
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flotilla = mknew{
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use_var = 0x0001,
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opt_odds = split"0.5,0.5,0.5,0.5",
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init=function(this)
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this.ship_bases={
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[0]=mknew(ship_mook.new{ship_t=0}),
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[1]=mknew(ship_mook.new{ship_t=1}),
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[4]=mknew(ship_defender.new{ship_t=4}),
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[5]=mknew(ship_defender.new{ship_t=5}),
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[8]=mknew(ship_turret.new{ship_t=8}),
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[9]=mknew(ship_turret.new{ship_t=9}),
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[12]=mknew(ship_skirmisher.new{ship_t=12}),
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[13]=mknew(ship_skirmisher.new{ship_t=13}),
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}
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end,
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}
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function flotilla:load(ulc_cx, ulc_cy, lvl)
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local rows,cy,uv,counts={},ulc_cy,self.use_var+0xc840,{
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[0]=0,
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[1]=0,
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[4]=0,
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[5]=0,
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[8]=0,
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[9]=0,
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[12]=0,
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[13]=0,
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}
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repeat
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local row,cx,opt,f = {},ulc_cx,{},0
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for i,v in ipairs(self.opt_odds) do
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opt[i*4-4]=rnd()<v
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end
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repeat
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f=fget(mget(cx, cy))
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-- bits 0x03: control mark or ship?
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local mode = f&0x03
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if mode==2 then
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-- bits 0x0c: ship class
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local ship_t = f&0x0c
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-- bit 0x20: optional?
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if f&0x20 == 0 or opt[ship_t] then
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-- bit 0x10: alternate ship?
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-- increment ship id if
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-- alternate is requested
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-- and we allow alternates
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-- for this type of ship
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ship_t+=(uv>>ship_t&0x1)&(f&0x10>>4)
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add(row, self.ship_bases[ship_t]:new{column=cx-ulc_cx})
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end
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end
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until mode==1
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-- mode 1: end of line control mark
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-- bits 0x18: what size flotilla is this row used for?
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if (f&0x18)>>3 <= lvl then
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-- keep the row; count it
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for s in all(row) do
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counts[s.ship_t] += 1
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end
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add(rows, row)
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end
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-- control mark bit 0x04: end of flotilla
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until f&0x04 == 1
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self.rows=rows
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self:statisfy(counts)
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end
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function flotilla:statisfy(counts)
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-- TODO: now that we know how
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-- many ships of each kind
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-- exist, build ships to match
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-- difficulty target
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--
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-- no difficulty model is yet
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-- implemented, though, so
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-- just use base ships only
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-- for this prototype
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end
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function flotilla:update()
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-- TODO: assign new want_x, want_y to everyone who isn't dead
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end
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-->8
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-->8
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-- level and event system
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-- level and event system
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