Extract baserunning.lua
field.lua -> fielding.lua npcFielderAction() -> npc.fielderAction() Generally, a pinch of additional or stricter typing
This commit is contained in:
parent
50ddd67730
commit
1a68521bd4
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@ -0,0 +1,209 @@
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--- @alias Runner {
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--- x: number,
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--- y: number,
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--- nextBase: Base,
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--- prevBase: Base | nil,
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--- forcedTo: Base | nil,
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--- }
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-- selene: allow(unscoped_variables)
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baserunning = {
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---@type Runner[]
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runners = {},
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---@type Runner[]
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outRunners = {},
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---@type Runner[]
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scoredRunners = {},
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---@type Runner | nil
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batter = nil,
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--- Since this object is what ultimately *mutates* the out count,
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--- it seems sensible to store the value here.
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outs = 0
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}
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---@param runner integer | Runner
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---@param message string | nil
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function baserunning.outRunner(self, runner, message)
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self.outs = self.outs + 1
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if type(runner) ~= "number" then
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for i, maybe in ipairs(self.runners) do
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if runner == maybe then
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runner = i
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end
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end
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end
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if type(runner) ~= "number" then
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error("Expected runner to have type 'number', but was: " .. type(runner))
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end
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self.outRunners[#self.outRunners + 1] = self.runners[runner]
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table.remove(self.runners, runner)
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self:updateForcedRunners()
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announcer:say(message or "YOU'RE OUT!")
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if self.outs < 3 then
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return
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end
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-- TODO: outRunners/scoredRunners split
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while #self.runners > 0 do
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self.outRunners[#self.outRunners + 1] = table.remove(self.runners, #self.runners)
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end
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end
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function baserunning.outEligibleRunners(self, fielder)
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local touchedBase = utils.isTouchingBase(fielder.x, fielder.y)
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local didOutRunner = false
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for i, runner in pairs(self.runners) do
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local runnerOnBase = utils.isTouchingBase(runner.x, runner.y)
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if -- Force out
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touchedBase
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and runner.prevBase -- Make sure the runner is not standing at home
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and runner.forcedTo == touchedBase
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and touchedBase ~= runnerOnBase
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-- Tag out
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or not runnerOnBase and utils.distanceBetween(runner.x, runner.y, fielder.x, fielder.y) < C.TagDistance
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then
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self:outRunner(i)
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didOutRunner = true
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end
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end
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return didOutRunner
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end
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function baserunning.updateForcedRunners(self)
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local stillForced = true
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for _, base in ipairs(C.Bases) do
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local runnerTargetingBase = utils.getRunnerWithNextBase(self.runners, base)
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if runnerTargetingBase then
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if stillForced then
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runnerTargetingBase.forcedTo = base
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else
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runnerTargetingBase.forcedTo = nil
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end
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else
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stillForced = false
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end
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end
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end
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---@param deltaSeconds number
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function baserunning.walkAwayOutRunners(self, deltaSeconds)
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for i, runner in ipairs(self.outRunners) do
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if runner.x < C.Screen.W + 50 and runner.y < C.Screen.H + 50 then
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runner.x = runner.x + (deltaSeconds * 25)
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runner.y = runner.y + (deltaSeconds * 25)
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else
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table.remove(self.outRunners, i)
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end
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end
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end
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---@return Runner
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function baserunning.newRunner(self)
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local new = {
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x = C.RightHandedBattersBox.x - 60,
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y = C.RightHandedBattersBox.y + 60,
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nextBase = C.RightHandedBattersBox,
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prevBase = nil,
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forcedTo = C.Bases[C.First],
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}
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self.runners[#self.runners + 1] = new
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return new
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end
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---@param self table
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---@param runnerIndex integer
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function baserunning.runnerScored(self, runnerIndex)
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-- TODO: outRunners/scoredRunners split
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self.outRunners[#self.outRunners + 1] = self.runners[runnerIndex]
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table.remove(self.runners, runnerIndex)
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end
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--- Returns true only if the given runner moved during this update.
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---@param runner Runner | nil
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---@param runnerIndex integer | nil May only be nil if runner == batter
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---@param appliedSpeed number
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---@param deltaSeconds number
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---@return boolean runnerMoved, boolean runnerScored
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function baserunning.updateRunner(self, runner, runnerIndex, appliedSpeed, deltaSeconds)
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local autoRunSpeed = 20 * deltaSeconds
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if not runner or not runner.nextBase then
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return false, false
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end
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local nearestBase, nearestBaseDistance = utils.getNearestOf(C.Bases, runner.x, runner.y)
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if
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nearestBaseDistance < 5
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and runnerIndex ~= nil
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and runner ~= self.batter --runner.prevBase
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and runner.nextBase == C.Bases[C.Home]
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and nearestBase == C.Bases[C.Home]
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then
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self:runnerScored(runnerIndex)
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return true, true
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end
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local nb = runner.nextBase
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local x, y, distance = utils.normalizeVector(runner.x, runner.y, nb.x, nb.y)
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if distance < 2 then
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runner.nextBase = C.NextBaseMap[runner.nextBase]
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runner.forcedTo = nil
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return false, false
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end
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local prevX, prevY = runner.x, runner.y
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local mult = 1
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if appliedSpeed < 0 then
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if runner.prevBase then
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mult = -1
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else
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-- Don't allow running backwards when approaching the plate
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appliedSpeed = 0
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end
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end
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local autoRun = (nearestBaseDistance > 40 or runner.forcedTo) and mult * autoRunSpeed
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or nearestBaseDistance < 5 and 0
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or (nearestBase == runner.nextBase and autoRunSpeed or -1 * autoRunSpeed)
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mult = autoRun + (appliedSpeed / 20)
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runner.x = runner.x - (x * mult)
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runner.y = runner.y - (y * mult)
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return prevX ~= runner.x or prevY ~= runner.y, false
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end
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--- Update non-batter runners.
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--- Returns true only if at least one of the given runners moved during this update
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---@param appliedSpeed number
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---@return boolean someRunnerMoved, number runnersScored
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function baserunning.updateRunning(self, appliedSpeed, forcedOnly, deltaSeconds)
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local someRunnerMoved = false
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local runnersScored = 0
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-- TODO: Filter for the runner closest to the currently-held direction button
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for runnerIndex, runner in ipairs(self.runners) do
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if runner ~= self.batter and (not forcedOnly or runner.forcedTo) then
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local thisRunnerMoved, thisRunnerScored = self:updateRunner(runner, runnerIndex, appliedSpeed, deltaSeconds)
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someRunnerMoved = someRunnerMoved or thisRunnerMoved
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if thisRunnerScored then
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runnersScored = runnersScored + 1
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end
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end
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end
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if someRunnerMoved then
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self:updateForcedRunners()
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end
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return someRunnerMoved, runnersScored
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end
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@ -71,13 +71,19 @@ C.SmallestBallRadius = 6
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C.BatLength = 50
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---@alias OffenseState table
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--- An enum for what state the offense is in
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---@type table<string, OffenseState>
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C.Offense = {
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batting = {},
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running = {},
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walking = {},
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}
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---@alias Side table
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---@type table<string, Side>
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--- An enum for which side (offense or defense) a team is on.
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C.Sides = {
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offense = {},
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27
src/dbg.lua
27
src/dbg.lua
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@ -20,21 +20,22 @@ end
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-- Only works if called with the bases empty (i.e. the only runner should be the batter.
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-- selene: allow(unused_variable)
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function dbg.loadTheBases(runners)
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utils.newRunner()
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utils.newRunner()
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utils.newRunner()
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runners[2].x = C.Bases[C.First].x
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runners[2].y = C.Bases[C.First].y
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runners[2].nextBase = C.Bases[C.Second]
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function dbg.loadTheBases(br)
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br:newRunner()
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br:newRunner()
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br:newRunner()
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runners[3].x = C.Bases[C.Second].x
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runners[3].y = C.Bases[C.Second].y
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runners[3].nextBase = C.Bases[C.Third]
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br.runners[2].x = C.Bases[C.First].x
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br.runners[2].y = C.Bases[C.First].y
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br.runners[2].nextBase = C.Bases[C.Second]
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runners[4].x = C.Bases[C.Third].x
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runners[4].y = C.Bases[C.Third].y
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runners[4].nextBase = C.Bases[C.Home]
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br.runners[3].x = C.Bases[C.Second].x
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br.runners[3].y = C.Bases[C.Second].y
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br.runners[3].nextBase = C.Bases[C.Third]
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br.runners[4].x = C.Bases[C.Third].x
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br.runners[4].y = C.Bases[C.Third].y
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br.runners[4].nextBase = C.Bases[C.Home]
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end
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if not playdate then
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@ -57,6 +57,7 @@ function Field.resetFielderPositions(self, fromOffTheField)
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self.fielders.right.target = utils.xy(C.Screen.W * 2, self.fielders.left.target.y)
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end
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---@param deltaSeconds number
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---@param fielder Fielder
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---@param ballPos XYPair
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---@return boolean isTouchingBall
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@ -72,6 +73,9 @@ end
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--- Selects the nearest fielder to move toward the given coordinates.
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--- Other fielders should attempt to cover their bases
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---@param self table
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---@param ballDestX number
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---@param ballDestY number
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function Field.haveSomeoneChase(self, ballDestX, ballDestY)
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local chasingFielder = utils.getNearestOf(self.fielders, ballDestX, ballDestY)
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chasingFielder.target = { x = ballDestX, y = ballDestY }
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@ -86,6 +90,7 @@ function Field.haveSomeoneChase(self, ballDestX, ballDestY)
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end
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---@param ball XYPair
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---@param deltaSeconds number
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---@return Fielder | nil fielderTouchingBall nil if no fielder is currently touching the ball
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function Field.updateFielderPositions(self, ball, deltaSeconds)
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local fielderTouchingBall = nil
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@ -100,6 +105,11 @@ function Field.updateFielderPositions(self, ball, deltaSeconds)
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end
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-- TODO? Start moving target fielders close sooner?
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---@param field table
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---@param targetBase Base
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---@param throwBall ThrowBall
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---@param throwFlyMs number
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---@return ActionResult
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local function playerThrowToImpl(field, targetBase, throwBall, throwFlyMs)
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if field.fielderTouchingBall == nil then
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return ActionResult.NeedsMoreTime
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@ -113,6 +123,10 @@ local function playerThrowToImpl(field, targetBase, throwBall, throwFlyMs)
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end
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--- Buffer in a fielder throw action.
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---@param self table
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---@param targetBase Base
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---@param throwBall ThrowBall
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---@param throwFlyMs number
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function Field.playerThrowTo(self, targetBase, throwBall, throwFlyMs)
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local maxTryTimeMs = 5000
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actionQueue:upsert('playerThrowTo', maxTryTimeMs, function()
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243
src/main.lua
243
src/main.lua
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@ -7,14 +7,6 @@ import 'CoreLibs/object.lua'
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import 'CoreLibs/timer.lua'
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import 'CoreLibs/ui.lua'
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--- @alias Runner {
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--- x: number,
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--- y: number,
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--- nextBase: Base,
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--- prevBase: Base | nil,
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--- forcedTo: Base | nil,
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--- }
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--- @alias Fielder {
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--- x: number,
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--- y: number,
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@ -24,14 +16,17 @@ import 'CoreLibs/ui.lua'
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--- @alias EasingFunc fun(number, number, number, number): number
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---@alias ThrowBall fun(destX: number, destY: number, easingFunc: EasingFunc, flyTimeMs: number | nil, floaty: boolean | nil, customBallScaler: pd_animator | nil)
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import 'utils.lua'
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import 'constants.lua'
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import 'assets.lua'
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import 'action-queue.lua'
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import 'announcer.lua'
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import 'baserunning.lua'
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import 'dbg.lua'
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import 'field.lua'
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import 'fielding.lua'
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import 'graphics.lua'
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import 'npc.lua'
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import 'draw/overlay.lua'
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@ -86,20 +81,14 @@ local teams <const> = {
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},
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}
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local PlayerTeam <const> = teams.home
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local PlayerTeam <const> = teams.away
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local battingTeam = teams.away
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local outs = 0
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local inning = 1
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local offenseMode = C.Offense.batting
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--- @type Runner[]
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local runners <const> = {}
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--- @type Runner[]
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local outRunners <const> = {}
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local offenseState = C.Offense.batting
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---@type Runner | nil
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local batter = utils.newRunner(runners)
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local batter = baserunning:newRunner()
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local throwMeter = 0
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@ -184,7 +173,7 @@ end
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---@param pitchTypeIndex number | nil
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local function pitch(pitchFlyTimeMs, pitchTypeIndex)
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catcherThrownBall = false
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offenseMode = C.Offense.batting
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offenseState = C.Offense.batting
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local current = Pitches[pitchTypeIndex]
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ballAnimatorX = current.x
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@ -207,42 +196,11 @@ local function pitch(pitchFlyTimeMs, pitchTypeIndex)
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secondsSincePitchAllowed = 0
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end
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local function updateForcedRunners()
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local stillForced = true
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for _, base in ipairs(C.Bases) do
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local runnerTargetingBase = utils.getRunnerWithNextBase(runners, base)
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if runnerTargetingBase then
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if stillForced then
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runnerTargetingBase.forcedTo = base
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else
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runnerTargetingBase.forcedTo = nil
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end
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else
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stillForced = false
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end
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end
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end
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---@param runner integer | Runner
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---@param message string | nil
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local function outRunner(runner, message)
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if type(runner) ~= "number" then
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for i, maybe in ipairs(runners) do
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if runner == maybe then
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runner = i
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end
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end
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end
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if type(runner) ~= "number" then
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error("Expected runner to have type 'number', but was: " .. type(runner))
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end
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outRunners[#outRunners + 1] = runners[runner]
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table.remove(runners, runner)
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outs = outs + 1
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updateForcedRunners()
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announcer:say(message or "YOU'RE OUT!")
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if outs < 3 then
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baserunning:outRunner(runner, message)
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if baserunning.outs < 3 then
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return
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end
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@ -254,9 +212,6 @@ local function outRunner(runner, message)
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Field:benchTo(currentlyFieldingTeam.benchPosition)
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announcer:say("SWITCHING SIDES...")
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end
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while #runners > 0 do
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outRunners[#outRunners + 1] = table.remove(runners, #runners)
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end
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-- Delay to keep end-of-inning on the scoreboard for a few seconds
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playdate.timer.new(3000, function()
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outs = 0
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@ -270,13 +225,12 @@ local function outRunner(runner, message)
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end
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end
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end)
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end
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---@param runnerIndex number
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local function score(runnerIndex)
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outRunners[#outRunners + 1] = runners[runnerIndex]
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table.remove(runners, runnerIndex)
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battingTeam.score = battingTeam.score + 1
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---@param scoredRunCount number
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local function score(scoredRunCount)
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battingTeam.score = battingTeam.score + scoredRunCount
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announcer:say("SCORE!")
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end
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@ -308,108 +262,17 @@ local function buttonControlledThrow(throwFlyMs, forbidThrowHome)
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Field:playerThrowTo(targetBase, throwBall, throwFlyMs)
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secondsSinceLastRunnerMove = 0
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offenseMode = C.Offense.running
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offenseState = C.Offense.running
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return true
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end
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local function outEligibleRunners(fielder)
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local touchedBase = utils.isTouchingBase(fielder.x, fielder.y)
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local didOutRunner = false
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for i, runner in pairs(runners) do
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local runnerOnBase = utils.isTouchingBase(runner.x, runner.y)
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if -- Force out
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touchedBase
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and runner.prevBase -- Make sure the runner is not standing at home
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and runner.forcedTo == touchedBase
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and touchedBase ~= runnerOnBase
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-- Tag out
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or not runnerOnBase and utils.distanceBetween(runner.x, runner.y, fielder.x, fielder.y) < C.TagDistance
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then
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outRunner(i)
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||||
didOutRunner = true
|
||||
end
|
||||
end
|
||||
|
||||
return didOutRunner
|
||||
end
|
||||
|
||||
local function npcFielderAction(fielder, outedSomeRunner)
|
||||
if offenseMode ~= C.Offense.running then
|
||||
return
|
||||
end
|
||||
if outedSomeRunner then
|
||||
-- Delay a little before the next play
|
||||
playdate.timer.new(750, function()
|
||||
npc.tryToMakeAPlay(fielder, runners, ball, throwBall)
|
||||
end)
|
||||
else
|
||||
npc.tryToMakeAPlay(fielder, runners, ball, throwBall)
|
||||
end
|
||||
end
|
||||
|
||||
--- Returns true only if the given runner moved during this update.
|
||||
---@param runner Runner | nil
|
||||
---@param runnerIndex integer | nil May only be nil if runner == batter
|
||||
---@param appliedSpeed number
|
||||
---@return boolean
|
||||
local function updateRunner(runner, runnerIndex, appliedSpeed)
|
||||
local autoRunSpeed = 20 * deltaSeconds
|
||||
--autoRunSpeed = 140
|
||||
|
||||
if not runner or not runner.nextBase then
|
||||
return false
|
||||
end
|
||||
|
||||
local nearestBase, nearestBaseDistance = utils.getNearestOf(C.Bases, runner.x, runner.y)
|
||||
|
||||
if
|
||||
nearestBaseDistance < 5
|
||||
and runnerIndex ~= nil
|
||||
and runner ~= batter --runner.prevBase
|
||||
and runner.nextBase == C.Bases[C.Home]
|
||||
and nearestBase == C.Bases[C.Home]
|
||||
then
|
||||
score(runnerIndex)
|
||||
end
|
||||
|
||||
local nb = runner.nextBase
|
||||
local x, y, distance = utils.normalizeVector(runner.x, runner.y, nb.x, nb.y)
|
||||
|
||||
if distance < 2 then
|
||||
runner.nextBase = C.NextBaseMap[runner.nextBase]
|
||||
runner.forcedTo = nil
|
||||
return false
|
||||
end
|
||||
|
||||
local prevX, prevY = runner.x, runner.y
|
||||
local mult = 1
|
||||
if appliedSpeed < 0 then
|
||||
if runner.prevBase then
|
||||
mult = -1
|
||||
else
|
||||
-- Don't allow running backwards when approaching the plate
|
||||
appliedSpeed = 0
|
||||
end
|
||||
end
|
||||
|
||||
local autoRun = (nearestBaseDistance > 40 or runner.forcedTo) and mult * autoRunSpeed
|
||||
or nearestBaseDistance < 5 and 0
|
||||
or (nearestBase == runner.nextBase and autoRunSpeed or -1 * autoRunSpeed)
|
||||
|
||||
mult = autoRun + (appliedSpeed / 20)
|
||||
runner.x = runner.x - (x * mult)
|
||||
runner.y = runner.y - (y * mult)
|
||||
|
||||
return prevX ~= runner.x or prevY ~= runner.y
|
||||
end
|
||||
|
||||
local function nextBatter()
|
||||
batter = nil
|
||||
playdate.timer.new(2000, function()
|
||||
pitchTracker:reset()
|
||||
if not batter then
|
||||
batter = utils.newRunner(runners)
|
||||
batter = baserunning:newRunner()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
@ -418,9 +281,9 @@ local function walk()
|
|||
announcer:say("Walk!")
|
||||
batter.nextBase = C.Bases[C.First]
|
||||
batter.prevBase = C.Bases[C.Home]
|
||||
offenseMode = C.Offense.walking
|
||||
offenseState = C.Offense.walking
|
||||
batter = nil
|
||||
updateForcedRunners()
|
||||
baserunning:updateForcedRunners()
|
||||
nextBatter()
|
||||
end
|
||||
|
||||
|
@ -446,7 +309,7 @@ local function updateBatting(batDeg, batSpeed)
|
|||
and ball.y < 232
|
||||
then
|
||||
BatCrackReverb:play()
|
||||
offenseMode = C.Offense.running
|
||||
offenseState = C.Offense.running
|
||||
local ballAngle = batAngle + math.rad(90)
|
||||
|
||||
local mult = math.abs(batSpeed / 15)
|
||||
|
@ -464,7 +327,7 @@ local function updateBatting(batDeg, batSpeed)
|
|||
|
||||
batter.nextBase = C.Bases[C.First]
|
||||
batter.prevBase = C.Bases[C.Home]
|
||||
updateForcedRunners()
|
||||
baserunning:updateForcedRunners()
|
||||
batter.forcedTo = C.Bases[C.First]
|
||||
batter = nil -- Demote batter to a mere runner
|
||||
|
||||
|
@ -472,34 +335,16 @@ local function updateBatting(batDeg, batSpeed)
|
|||
end
|
||||
end
|
||||
|
||||
--- Update non-batter runners.
|
||||
--- Returns true only if at least one of the given runners moved during this update
|
||||
---@param appliedSpeed number
|
||||
---@return boolean
|
||||
local function updateRunning(appliedSpeed, forcedOnly)
|
||||
local runnerMoved = false
|
||||
|
||||
-- TODO: Filter for the runner closest to the currently-held direction button
|
||||
for runnerIndex, runner in ipairs(runners) do
|
||||
if runner ~= batter and (not forcedOnly or runner.forcedTo) then
|
||||
runnerMoved = updateRunner(runner, runnerIndex, appliedSpeed) or runnerMoved
|
||||
end
|
||||
---@return boolean someRunnerMoved
|
||||
local function updateNonBatterRunners(appliedSpeed, forcedOnly)
|
||||
local runnerMoved, runnersScored = baserunning:updateRunning(appliedSpeed, forcedOnly, deltaSeconds)
|
||||
if runnersScored ~= 0 then
|
||||
score(runnersScored)
|
||||
end
|
||||
|
||||
return runnerMoved
|
||||
end
|
||||
|
||||
local function walkAwayOutRunners()
|
||||
for i, runner in ipairs(outRunners) do
|
||||
if runner.x < C.Screen.W + 50 and runner.y < C.Screen.H + 50 then
|
||||
runner.x = runner.x + (deltaSeconds * 25)
|
||||
runner.y = runner.y + (deltaSeconds * 25)
|
||||
else
|
||||
table.remove(outRunners, i)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function playerPitch(throwFly)
|
||||
local aButton = playdate.buttonIsPressed(playdate.kButtonA)
|
||||
local bButton = playdate.buttonIsPressed(playdate.kButtonB)
|
||||
|
@ -541,7 +386,7 @@ local function updateGameState()
|
|||
throwMeter = throwMeter + math.abs(crankLimited * C.PitchPower)
|
||||
end
|
||||
|
||||
if offenseMode == C.Offense.batting then
|
||||
if offenseState == C.Offense.batting then
|
||||
if ball.y < C.StrikeZoneStartY then
|
||||
pitchTracker.recordedPitchX = nil
|
||||
elseif not pitchTracker.recordedPitchX then
|
||||
|
@ -575,8 +420,9 @@ local function updateGameState()
|
|||
|
||||
updateBatting(batAngleDeg, batSpeed)
|
||||
|
||||
-- Walk batter to the plate
|
||||
-- TODO: Ensure batter can't be nil, here
|
||||
updateRunner(batter, nil, crankLimited)
|
||||
baserunning:updateRunner(batter, nil, crankLimited, deltaSeconds)
|
||||
|
||||
if secondsSincePitchAllowed > C.PitchAfterSeconds then
|
||||
if playerOnDefense then
|
||||
|
@ -588,25 +434,24 @@ local function updateGameState()
|
|||
pitch(C.PitchFlyMs, math.random(#Pitches))
|
||||
end
|
||||
end
|
||||
elseif offenseMode == C.Offense.running then
|
||||
local appliedSpeed = playerOnOffense and crankLimited or npc.runningSpeed(runners)
|
||||
if updateRunning(appliedSpeed) then
|
||||
elseif offenseState == C.Offense.running then
|
||||
local appliedSpeed = playerOnOffense and crankLimited or npc.runningSpeed(baserunning.runners)
|
||||
if updateNonBatterRunners(appliedSpeed) then
|
||||
secondsSinceLastRunnerMove = 0
|
||||
else
|
||||
secondsSinceLastRunnerMove = secondsSinceLastRunnerMove + deltaSeconds
|
||||
if secondsSinceLastRunnerMove > C.ResetFieldersAfterSeconds then
|
||||
throwBall(C.PitchStartX, C.PitchStartY, playdate.easingFunctions.linear, nil, true)
|
||||
Field:resetFielderPositions()
|
||||
offenseMode = C.Offense.batting
|
||||
offenseState = C.Offense.batting
|
||||
if not batter then
|
||||
batter = utils.newRunner(runners)
|
||||
batter = baserunning:newRunner()
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif offenseMode == C.Offense.walking then
|
||||
updateForcedRunners()
|
||||
if not updateRunning(C.WalkedRunnerSpeed, true) then
|
||||
offenseMode = C.Offense.batting
|
||||
elseif offenseState == C.Offense.walking then
|
||||
if not updateNonBatterRunners(C.WalkedRunnerSpeed, true) then
|
||||
offenseState = C.Offense.batting
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -619,13 +464,13 @@ local function updateGameState()
|
|||
end
|
||||
end
|
||||
if fielderHoldingBall then
|
||||
local outedSomeRunner = outEligibleRunners(fielderHoldingBall)
|
||||
local outedSomeRunner = baserunning:outEligibleRunners(fielderHoldingBall)
|
||||
if playerOnOffense then
|
||||
npcFielderAction(fielderHoldingBall, outedSomeRunner)
|
||||
npc.fielderAction(offenseState, fielderHoldingBall, outedSomeRunner, ball, throwBall)
|
||||
end
|
||||
end
|
||||
|
||||
walkAwayOutRunners()
|
||||
baserunning:walkAwayOutRunners(deltaSeconds)
|
||||
actionQueue:runWaiting(deltaSeconds)
|
||||
end
|
||||
|
||||
|
@ -648,7 +493,7 @@ function playdate.update()
|
|||
ballIsHeld = drawFielder(ball, fielder.x, fielder.y + fielderDanceHeight) or ballIsHeld
|
||||
end
|
||||
|
||||
if offenseMode == C.Offense.batting then
|
||||
if offenseState == C.Offense.batting then
|
||||
gfx.setLineWidth(5)
|
||||
gfx.drawLine(batBase.x, batBase.y, batTip.x, batTip.y)
|
||||
end
|
||||
|
@ -658,7 +503,7 @@ function playdate.update()
|
|||
end
|
||||
|
||||
-- TODO? Scale sprites down as y increases
|
||||
for _, runner in pairs(runners) do
|
||||
for _, runner in pairs(baserunning.runners) do
|
||||
if runner == batter then
|
||||
if batAngleDeg > 50 and batAngleDeg < 200 then
|
||||
PlayerBack:draw(runner.x, runner.y)
|
||||
|
@ -671,7 +516,7 @@ function playdate.update()
|
|||
end
|
||||
end
|
||||
|
||||
for _, runner in pairs(outRunners) do
|
||||
for _, runner in pairs(baserunning.outRunners) do
|
||||
PlayerFrown:draw(runner.x, runner.y)
|
||||
end
|
||||
|
||||
|
@ -687,7 +532,7 @@ function playdate.update()
|
|||
|
||||
gfx.setDrawOffset(0, 0)
|
||||
if math.abs(offsetX) > 10 or math.abs(offsetY) > 10 then
|
||||
drawMinimap(runners, Field.fielders)
|
||||
drawMinimap(baserunning.runners, Field.fielders)
|
||||
end
|
||||
drawScoreboard(0, C.Screen.H * 0.77, teams, outs, battingTeam, inning)
|
||||
drawBallsAndStrikes(290, C.Screen.H - 20, pitchTracker.balls, pitchTracker.strikes)
|
||||
|
|
30
src/npc.lua
30
src/npc.lua
|
@ -5,6 +5,10 @@ local npcBatSpeed = 1500
|
|||
-- selene: allow(unscoped_variables)
|
||||
npc = {}
|
||||
|
||||
---@param ball XYPair
|
||||
---@param catcherThrownBall boolean
|
||||
---@param deltaSec number
|
||||
---@return number
|
||||
function npc.updateBatAngle(ball, catcherThrownBall, deltaSec)
|
||||
if not catcherThrownBall and ball.y > 200 and ball.y < 230 and (ball.x < C.Center.x + 15) then
|
||||
npcBatDeg = npcBatDeg + (deltaSec * npcBatSpeed)
|
||||
|
@ -19,6 +23,8 @@ function npc.batSpeed()
|
|||
return npcBatSpeed
|
||||
end
|
||||
|
||||
---@param runners Runner[]
|
||||
---@return number
|
||||
function npc.runningSpeed(runners)
|
||||
if #runners == 0 then
|
||||
return 0
|
||||
|
@ -30,6 +36,7 @@ function npc.runningSpeed(runners)
|
|||
return 0
|
||||
end
|
||||
|
||||
---@param runners Runner[]
|
||||
---@return Base[]
|
||||
local function getForcedOutTargets(runners)
|
||||
local targets = {}
|
||||
|
@ -45,6 +52,7 @@ local function getForcedOutTargets(runners)
|
|||
end
|
||||
|
||||
--- Returns the position,distance of the base closest to the runner who is *furthest* from a base
|
||||
---@param runners Runner[]
|
||||
---@return Base | nil, number | nil
|
||||
local function getBaseOfStrandedRunner(runners)
|
||||
local farRunnersBase, farDistance
|
||||
|
@ -62,6 +70,7 @@ local function getBaseOfStrandedRunner(runners)
|
|||
end
|
||||
|
||||
--- Returns x,y of the out target
|
||||
---@param runners Runner[]
|
||||
---@return number|nil, number|nil
|
||||
function npc.getNextOutTarget(runners)
|
||||
-- TODO: Handle missed throws, check for fielders at target, etc.
|
||||
|
@ -77,6 +86,8 @@ function npc.getNextOutTarget(runners)
|
|||
end
|
||||
|
||||
---@param fielder Fielder
|
||||
---@param runners Runner[]
|
||||
---@param throwBall ThrowBall
|
||||
function npc.tryToMakeAPlay(fielder, runners, ball, throwBall)
|
||||
local targetX, targetY = npc.getNextOutTarget(runners)
|
||||
if targetX ~= nil and targetY ~= nil then
|
||||
|
@ -90,6 +101,25 @@ function npc.tryToMakeAPlay(fielder, runners, ball, throwBall)
|
|||
end
|
||||
end
|
||||
|
||||
---@param offenseState OffenseState
|
||||
---@param fielder Fielder
|
||||
---@param outedSomeRunner boolean
|
||||
---@param ball { x: number, y: number, heldBy: Fielder | nil }
|
||||
---@param throwBall ThrowBall
|
||||
function npc.fielderAction(offenseState, fielder, outedSomeRunner, ball, throwBall)
|
||||
if offenseState ~= C.Offense.running then
|
||||
return
|
||||
end
|
||||
if outedSomeRunner then
|
||||
-- Delay a little before the next play
|
||||
playdate.timer.new(750, function()
|
||||
npc.tryToMakeAPlay(fielder, baserunning.runners, ball, throwBall)
|
||||
end)
|
||||
else
|
||||
npc.tryToMakeAPlay(fielder, baserunning.runners, ball, throwBall)
|
||||
end
|
||||
end
|
||||
|
||||
if not playdate then
|
||||
return npc
|
||||
end
|
||||
|
|
|
@ -119,19 +119,6 @@ function utils.distanceBetweenZ(x1, y1, z1, x2, y2, z2)
|
|||
return sqrt((x * x) + (y * y) + (z * z)), x, y, z
|
||||
end
|
||||
|
||||
---@return Runner
|
||||
function utils.newRunner(runners)
|
||||
local new = {
|
||||
x = C.RightHandedBattersBox.x - 60,
|
||||
y = C.RightHandedBattersBox.y + 60,
|
||||
nextBase = C.RightHandedBattersBox,
|
||||
prevBase = nil,
|
||||
forcedTo = C.Bases[C.First],
|
||||
}
|
||||
runners[#runners + 1] = new
|
||||
return new
|
||||
end
|
||||
|
||||
--- Returns the base being touched by the player at (x,y), or nil, if no base is being touched
|
||||
---@param x number
|
||||
---@param y number
|
||||
|
|
Loading…
Reference in New Issue