sonic-radiance/sonic-radiance.love/game/characters.lua

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