sonic-bluestreak/sonic-bluestreak.love/scenes/battlesystem/fighters/parent.lua

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2021-11-25 10:57:13 +01:00
local FighterControllerParent = Object:extend()
function FighterControllerParent:new(turnSystem)
self.turnSystem = turnSystem
self.world = turnSystem.world
self.list = {}
self.damages = 0
self.ko = 0
end
function FighterControllerParent:get(id)
return self.list[id]
end
function FighterControllerParent:getList()
return self.list
end
function FighterControllerParent:add(fighter)
table.insert(self.list, fighter)
end
function FighterControllerParent:count()
return #self.list
end
function FighterControllerParent:registerDamage(damage)
self.damages = math.floor(self.damages + damage)
end
function FighterControllerParent:registerKO()
self.ko = self.ko + 1
end
function FighterControllerParent:countAlive()
local aliveCount = 0
for i, fighter in ipairs(self.list) do
if (fighter:canFight()) then
aliveCount = aliveCount + 1
end
end
return aliveCount
end
function FighterControllerParent:getTargets(onlyAlive)
local targetList = {}
for i, fighter in ipairs(self.list) do
if (fighter:canFight() or (not onlyAlive)) then
table.insert(targetList, fighter)
end
end
return targetList
end
function FighterControllerParent:applyDeath()
for i, fighter in ipairs(self.list) do
fighter:applyDeath()
end
return self:countAlive()
end
function FighterControllerParent:setActive(activeActor)
self.activeActor = activeActor
activeActor:setActive()
end
function FighterControllerParent:update(dt)
for i, fighter in ipairs(self.list) do
fighter:updateAssets(dt)
end
end
function FighterControllerParent:endAction()
self.owner:nextAction()
end
function FighterControllerParent:putActions(actionList)
for i, fighter in ipairs(self.list) do
for i=1, fighter:getNbrActionPerTurn() do
local action = {}
action.fighter = fighter
action.number = i
table.insert(actionList, action)
end
end
end
function FighterControllerParent:removeFighter(fighterToRemove)
-- remove the actor from the battler liste
for i, fighter in ipairs(self.list) do
if fighter == fighterToRemove then
table.remove(self.list, i)
end
end
-- Also remove all actions related to the actor
self.turnSystem:removeAllActionsFromFighter(fighterToRemove)
end
return FighterControllerParent