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* File Transfer

Unable to transfer all files in one commit, so I have to manually
transfer them in small batches.

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timothymtorres committed May 25, 2016
1 parent 19c4180 commit ae6a48f
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24 changes: 24 additions & 0 deletions build.settings
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settings =
{
orientation =
{
default = "portrait",
},
plugins =
{
-- key is the name passed to Lua's 'require()'
["plugin.bit"] =
{
-- required
publisherId = "com.coronalabs",
},
},
iphone =
{
plist=
{
UIStatusBarHidden=true,
UIApplicationExitsOnSuspend = true
},
},
}
16 changes: 16 additions & 0 deletions code/Refactoring.txt
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instead of tile.outside_players/tile.inside_players do

tile.players = {}
tile.players.inside = {}
tile.players.outside = {}
OR
tile.inside = {}
tile.outside = {}

instead of
tile.players[player] = player

do as an array
tile.players[#tile.players] = player

in all classes remove getClass(), getClassName(), getName() and put it into middleclass functions as a external lib...
87 changes: 87 additions & 0 deletions code/backup/skills_with_cost_slots/class.lua
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local class = require('libs/middleclass')
local bit = require('bit')
local band, bor, bxor, bnot = bit.band, bit.bor, bit.bxor, bit.bnot
local flags = require('player/skills/flags')
local s_list = require('player/skills/list')

local skills = class('skills')
local default_slots = 12

function skills:initialize()
self.flags = 0
self.slots = default_slots
end

function skills:getFlags() return self.flags end

function skills:isSlotAvailable() return self.slots > 0 end

function skills:updateSlots(num) self.slots = self.slots + num end

-- class prices, 100, 200, 350, 550
-- skill buy formula (y = .2*(x)^2 + .25*(x) + 50)
function skills:buy(player, skill)
local player_mob_type = player:getMobType()
local slot_open = player.skills:isSlotAvailable()
local xp = player:getXP()

local cost = s_list:getCost(skill)
local required_flags = s_list:getRequiredFlags(skill)
local skill_mob_type = s_list:getMobType(skill)
local innate = s_list:isInnate(skill)
local memory = s_list:getMemory(skill)
--print('[skills:buy]', 'player.xp='..xp, 'skill['..skill..'] cost='..cost)

-- should return error msgs?
if xp < cost then return error('not enough xp') end
if skill_mob_type ~= player_mob_type then return false end
if not player:isStanding() then return false end

--[[
if required_flags ~= 0 then
print('required_flags='..required_flags)
print('skills:check - ', player.skills:check(required_flags))
end
--]]

if required_flags ~= 0 and not player.skills:check(required_flags) then return false end


if not innate and not slot_open then return false end

player:updateXP( (-1)*cost)

if innate then
player.skills:add(skill)
if memory then player.skills:updateSlots(memory) end
else
player.skills:add(skill)
player.skills:updateSlots(-1)
end
end

local function lookupFlags(skills)
local array = {}
for i, skill in ipairs(skills) do
print('[player/skills/class lookupFlags] - '..skill, flags[skill])
if not flags[skill] then return error('Skill does not exist') end
array[i] = flags[skill] end
return array
end

local function combineFlags(requirements)
local list = lookupFlags(requirements)
return bor(unpack(list))
end

function skills:check(skill_flag)
--print('self.flags='..self.flags, 'skill_flag='..skill_flag)
return band(self:getFlags(), skill_flag) > 0 end

function skills:add(skill)
--print('self.flags - ', self.flags,'flags[skill]', flags[skill])
self.flags = bor(self.flags, flags[skill]) end

function skills:remove(skill) self.flags = band(self.flags, bnot(flags[skill])) end

return skills
79 changes: 79 additions & 0 deletions code/backup/skills_with_cost_slots/flags.lua
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-- 64 skills max (4 are classes/4 are slots)

-- 56 skills 5 cataegories (16 general skills, 10 in each skill tree [4x10 = 40] )
--start,300,350,400,500xp
-- 12, 14, 12, 10, 8

local skill_flags = {
military = 1,
medical = 2,
science = 4,
engineering = 8,

brute = 1,
sentient = 2,
hunter = 4,
hive = 8,

slot26 = 16,
slot38 = 32,
slot48 = 64,
slot56 = 128,
} -- The numbers start to get REALLY big soooo time to *2 our bitflags

--[[
--- HUMAN
--]]

-- General
skill_flags.roof_travel = skill_flags.slot56*2
skill_flags.melee = skill_flags.roof_travel*2
skill_flags.stabbing = skill_flags.melee*2
skill_flags.swinging = skill_flags.stabbing*2
skill_flags.ranged = skill_flags.swinging*2

-- Military
skill_flags.melee_adv = skill_flags.ranged*2
skill_flags.stabbing_adv = skill_flags.melee_adv*2
skill_flags.swinging_adv = skill_flags.stabbing_adv*2
skill_flags.ranged_adv = skill_flags.swinging_adv*2
skill_flags.weapon_expert = skill_flags.ranged_adv*2

-- Medical
skill_flags.diagnosis = skill_flags.weapon_expert*2
skill_flags.diagnosis_adv = skill_flags.diagnosis*2
skill_flags.first_aid = skill_flags.diagnosis_adv*2
skill_flags.surgery = skill_flags.first_aid*2

-- Science
skill_flags.lab_tech = skill_flags.surgery*2
skill_flags.researcher = skill_flags.lab_tech*2

-- Engineering
skill_flags.repairs = skill_flags.researcher*2
skill_flags.repairs_adv = skill_flags.repairs*2

--[[
--- ZOMBIE
--]]

-- General

skill_flags.groan = skill_flags.slot56*2

-- Brute

-- Hunter

-- Sentient

-- Hive

--[[
print()
print('SKILL_FLAGS LIST')
print()
for k,v in pairs(skill_flags) do print(k,v) end
--]]

return skill_flags
141 changes: 141 additions & 0 deletions code/backup/skills_with_cost_slots/list.lua
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local skill_flags = require('player/skills/flags')
local skill_list = {}
local bit = require('bit')
local band, bor, bxor, bnot = bit.band, bit.bor, bit.bxor, bit.bnot

--[[
skill = {name='string', desc='string', innate=true/nil, requires={'skill_name1', 'skill_name2', etc.}/nil}
--]]

local skill_info = {
zombie = {
general = {},
brute = {},
sentient = {},
hunter = {},
hive = {},
},
human = {
general = {
engineering = {name='engineering', desc='Unlock Engineering skills', innate=true,},
military = {name='military', desc='Unlock Military skills', innate=true,},
science = {name='science', desc='Unlock Science skills', innate=true,},
medical = {name='medical', desc='Unlock Medical skills', innate=true,},

melee = {name='melee', desc='Melee weapons +5% to-hit'},
cutting = {name='cutting', desc='Blade weapons +10% to-hit', requires={'melee'},},
swinging = {name='swinging', desc='Blunt weapons +10% to-hit', requires={'melee'},},
smacking = {name='smacking', desc='Light blunt weapons +15 to-hit', requires={'swinging'},},
martial_arts = {name='martial arts', desc='Hand-to-hand combat +15 to-hit', requires={'melee'}, },
ranged = {name='ranged', desc='Ranged weapons +5% to-hit'},
roof_travel = {name='roof travel', desc='Travel through buildings'},
hp_bonus = {name='hp bonus', desc='Bonus +10 hp',},
ip_bonus = {name='ip bonus', desc='Bonus +10 ip', requires={'hp_bonus'},},
looting = {name='looting', desc='bonus for searching',},
},

military = {
ranged_adv = {name='ranged advanced', desc='Ranged weapons +10% to-hit'},
guns = {},
shotguns = {},
handguns = {},
rifles = {},
archery = {},
bows = {},
melee_adv = {name='melee advanced', desc='Melee weapons +10% to-hit'},
chopping = {},
slicing = {},
smashing = {},
--stabbing_adv = {name='slice & dice', desc='Blade weapons +15% to-hit', requires={'melee_adv'},},
--swinging_adv = {name='melee master', desc='Blunt weapons +15% to-hit', requires={'melee_adv'},},
explosives = {name='explosives', desc='Scorch weapons +10% to-hit'},
},
medical = {
diagnosis = {name='check up', desc='Determine VAGUE health status'},
diagnosis_adv = {name='diagnosis', desc='Determine PRECISE health status', requires={'diagnosis'},},
first_aid = {name='first aid', desc='First Aid Kits give +10 hp',},
surgery = {name='surgery', desc='First Aid Kits give +15 hp in powered hospital', requires={'first_aid'},},
},
science = {
lab_tech = {name='lab tech', desc='Gain ability to use science equipment',},
researcher = {name='researcher', desc='Gain ability to tag zombies and track via terminals',},
computer_tech = {}, -- terminals installed/repaired/use at less ap
},
engineering = {
construction = {},
repairs = {name='basic repairs', desc='Gain ability to repair equipment',},
repairs_adv= {name='advanced repairs',desc='Gain ability to repair ruined buildings',},
renovate = {} -- repair ruins
barricade = {}, -- barricade past very strongly?
barricade_adv= {name='pack rat', desc='Build better barricades',}, -- +1 to all barricades
reinforce = {}, -- extend max barricade limit more easier
tech = {},
power_tech = {}, -- generators installed/repaired at less ap
radio_tech = {},
computer_tech = {},

reserve = {} -- toolbox durability increased
},
},
}

-- 64 skills max (4 are classes)
-- 60 skills 5 cataegories (12 general skills, 12 in each skill tree)

--[[
print()
print('SKILL_FLAGS LIST')
print()
for k,v in pairs(skill_flags) do print(k,v) end
--]]

local function lookupFlags(skills)
local array = {}
for i, skill in ipairs(skills) do array[i] = skill_flags[skill] end
return array
end

local function combineFlags(requirements)
local list = lookupFlags(requirements)
return bor(unpack(list))
end

local function fillList(list)
for mob_type in pairs(skill_info) do
for skill_tree in pairs(skill_info[mob_type]) do
for skill, data in pairs(skill_info[mob_type][skill_tree]) do
list[skill] = data
list[skill].mob_type = mob_type
list[skill].category = skill_tree

list[skill].requires = list[skill].requires or {}
list[skill].requires[#list[skill].requires+1] = (skill_tree ~= 'general' and skill_tree) or nil
--print('skill - '..skill, 'skill_tree - '..skill_tree)
local requirements = list[skill].requires
list[skill].required_flags = next(requirements) and combineFlags(requirements) or 0
--print('skill - '..skill, 'flags - '..list[skill].flags)
end
end
end
return list
end

do -- combine zombie/human skills into one list
skill_list = fillList(skill_list)
end

function skill_list:getCost(skill) return skill_list[skill].cost end

function skill_list:getRequirement(skill) return skill_list[skill].requires end

function skill_list:getRequiredFlags(skill) return skill_list[skill].required_flags end

function skill_list:getMobType(skill) return skill_list[skill].mob_type end

function skill_list:getMemory(skill) return skill_list[skill].memory end

function skill_list:isInnate(skill) return skill_list[skill].innate end

function skill_list:isMemory(skill) return skill_list[skill].memory and true or false end

return skill_list
12 changes: 12 additions & 0 deletions code/building_desc_info.txt
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Police Station

Desc

Lights/Ruin/decorations

Spraypaint

Deadbodies/Players


You are standing [outside/inside] [building name], building desc. The building has been [cade level].
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