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