199 lines
6 KiB
Lua
199 lines
6 KiB
Lua
-- game/characters :: The character handler. This object handle all the character
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-- and is able to get and set datas about them.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local CharacterManager = Object:extend()
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function CharacterManager:new(controller)
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self.controller = controller
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self.namelist = require "datas.characters"
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self.list = {}
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self.team = require "datas.characters.baseteam"
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self.active = 1
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self:init()
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end
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function CharacterManager:init()
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for k, v in pairs(self.namelist) do
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local dir = "datas/characters/" .. v .. ".lua"
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local fileinfo = love.filesystem.getInfo(dir)
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if fileinfo ~= nil then
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self:initCharacter(v)
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end
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end
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end
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function CharacterManager:getCharacterData(charname)
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-- va eprmettre de récupérer les données d'un personnage
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return require("datas.characters." .. charname)
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end
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function CharacterManager:initCharacter(id)
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local stats = {}
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local character = self:getCharacterData(id)
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stats.level = character.startlevel
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stats.exp = self:getExpValue(stats.level)
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stats.exp_next = self:getExpValue(stats.level + 1)
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stats.hpmax = character.base_stats.hpmax
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stats.ppmax = character.base_stats.ppmax
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stats.attack = character.base_stats.attack
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stats.power = character.base_stats.power
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stats.defense = character.base_stats.defense
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stats.technic = character.base_stats.technic
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stats.mind = character.base_stats.mind
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stats.speed = character.base_stats.speed
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stats.turns = character.base_stats.turns
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character.stats = stats
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self.list[id] = character
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self:recalculateStats(id)
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stats.hp = stats.hpmax
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stats.pp = stats.ppmax
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stats.status = 0
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character.stats = stats
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self.list[id] = character
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end
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function CharacterManager:getExpValue(level)
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return math.floor( ( 4 * ( level ^ 3 ) ) / 5 )
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end
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function CharacterManager:setLevel(id, newlevel)
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self.list[id].stats.level = newlevel
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local stats = self.list[id].stats
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local exp, exp_next, exp_current
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exp = self:getExpValue(stats.level)
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exp_next = self:getExpValue(stats.level + 1)
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exp_current = self.list[id].stats.exp
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self.list[id].stats.exp = math.max(math.min(exp_current, exp_next - 1), exp)
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self.list[id].stats.exp_next = exp_next
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self:recalculateStats(id)
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end
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function CharacterManager:levelUp(id)
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self:setLevel(id, self.list[id].stats.level + 1)
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end
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function CharacterManager:getStatValue(level, base)
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return math.floor( (((base * 2) * level)/100) ) + 5
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end
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function CharacterManager:getHPValue(level, base)
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return math.floor( (((base * 2.7) * level)/100) ) + 15 + level
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end
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function CharacterManager:getPPValue(level, base)
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return math.floor( (((base * 1.5) * level)/100) ) + 8
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end
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function CharacterManager:recalculateStats(id)
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local character = self.list[id]
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local stats = character.stats
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local base_stats = character.base_stats
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stats.hpmax = self:getHPValue(stats.level, base_stats.hpmax)
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stats.ppmax = self:getPPValue(stats.level, base_stats.ppmax)
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stats.attack = self:getStatValue(stats.level, base_stats.attack)
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stats.power = self:getStatValue(stats.level, base_stats.power)
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stats.defense = self:getStatValue(stats.level, base_stats.defense)
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stats.mind = self:getStatValue(stats.level, base_stats.mind)
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stats.technic = self:getStatValue(stats.level, base_stats.technic)
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stats.speed = self:getStatValue(stats.level, base_stats.speed)
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end
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function CharacterManager:getSkillList(id)
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local character = self.list[id]
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local learnedlist = {}
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for i, v in ipairs(character.skill_list) do
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local tech_name, tech_level, isLearned = v[1], v[2], false
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if tech_level <= character.stats.level then
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if learnedlist[tech_name] == nil then
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learnedlist[tech_name] = 1
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else
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learnedlist[tech_name] = learnedlist[tech_name] + 1
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end
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end
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-- On continue ensuite d'itérer dans la liste
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end
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return learnedlist
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end
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function CharacterManager:getData()
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local data = {}
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data.list = self.list
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data.team = self.team
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return data
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end
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function CharacterManager:setData(data)
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local data = data
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self.list = data.list
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self.team = data.team
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end
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function CharacterManager:heal(id)
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self.list[id].stats.hp = self.list[id].stats.hpmax
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self.list[id].stats.hp = self.list[id].stats.ppmax
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self.list[id].stats.status = 0
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end
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function CharacterManager:addToTeam(id)
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self:heal(id)
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table.insert(self.team, id)
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end
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function CharacterManager:removeToTeam(teamid)
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self.team[teamid] = ""
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end
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function CharacterManager:getActiveCharacter()
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return self.team[self.active]
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end
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-- DEBUG FUNCTIONS
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function CharacterManager:printCharacter(id)
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local character = self.list[id]
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local stats = character.stats
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print(id .. ". " .. character.fullname)
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print("Lvl " .. character.stats.level .. " (" .. stats.exp .. "/" .. stats.exp_next .. " exp)")
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end
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function CharacterManager:printTeam()
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for i,v in ipairs(self.team) do
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self:printCharacter(v)
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print("-----")
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end
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end
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return CharacterManager
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