2020-07-19 15:07:35 +02:00
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local FighterParent = Object:extend()
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local counter = 0
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function FighterParent:new(owner, isHero, id)
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self.owner = owner
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self.turnSystem = owner.turnSystem
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self.world = owner.world
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self.isHero = isHero
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2020-07-19 16:20:57 +02:00
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self.assets = self.turnSystem.scene.assets
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2020-07-19 15:07:35 +02:00
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-- Note : l'ID est ici relatif à chaque quand, il n'est donc pas unique,
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-- ce qui est unique étant le combo id + isHero
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self.id = id
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self.abstract = self:getAbstract()
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self.actor = self:createActor()
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self.isActive = false
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2020-07-24 19:49:24 +02:00
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self.isAlive = true
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end
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-- LIFE handling functions
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function FighterParent:setHP(value, relative)
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self.abstract:setHP(value, relative)
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end
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function FighterParent:setPP(value, relative)
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self.abstract:setPP(value, relative)
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end
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function FighterParent:applyDeath()
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2020-07-25 08:44:03 +02:00
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if (self.abstract.hp <= 0 and self.isAlive) then
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2020-07-24 19:49:24 +02:00
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self:die()
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end
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end
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function FighterParent:die()
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self.isAlive = false
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2020-07-19 15:07:35 +02:00
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end
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2020-07-25 08:44:03 +02:00
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function FighterParent:sendDamage(target, value, accuracy, isSpecial, isAerial)
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local stats = self:getStats()
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local value = value / 10
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if (isSpecial) then
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value = value * stats.power
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else
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value = value * stats.attack
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end
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core.debug:print("cbs/battler", "Sending " .. value .." damage at " .. target.name)
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target:receiveDamage(value, accuracy, isSpecial, isAerial, fromWho)
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end
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function FighterParent:receiveDamage(value, accuracy, isSpecial, isAerial)
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local stats = self:getStats()
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if (isSpecial) then
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value = value / stats.mind
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else
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value = value / stats.defense
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end
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core.debug:print("cbs/fighter", "Taken " .. value .. " damage" )
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self:setHP(value * -1, true)
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end
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2020-07-19 15:07:35 +02:00
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function FighterParent:getAbstract()
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return {}
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end
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function FighterParent:createActor()
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return {}
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end
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function FighterParent:update(dt)
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counter = counter + dt
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2020-07-19 21:46:17 +02:00
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if (counter > 1) then
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2020-07-19 15:07:35 +02:00
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counter = 0
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self:setInactive()
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end
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end
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2020-07-19 16:20:57 +02:00
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function FighterParent:updateAssets(dt)
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-- Vide pour l'instant
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end
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2020-07-19 15:07:35 +02:00
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function FighterParent:setActive()
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counter = 0
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self.isActive = true
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self:startAction()
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end
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function FighterParent:setInactive()
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self.isActive = false
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2020-07-19 18:09:53 +02:00
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self.turnSystem:endAction()
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2020-07-19 15:07:35 +02:00
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end
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function FighterParent:getNbrActionPerTurn()
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return self.abstract.turns
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end
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function FighterParent:getStats()
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return self.abstract:getStats()
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end
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function FighterParent:startAction()
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end
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function FighterParent:getUniqueIdentificator()
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local side = 1
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if (isHero == false) then
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side = -1
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end
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return self.id * side
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end
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function FighterParent:getNonUniqueIdentificator()
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return self.id
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end
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function FighterParent:canFight()
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2020-07-24 19:49:24 +02:00
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return self.isAlive
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2020-07-19 15:07:35 +02:00
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end
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2020-07-19 16:20:57 +02:00
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-- DRAW FUNCTIONS
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function FighterParent:drawIcon(x, y)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.rectangle("fill", x, y, 16, 16)
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end
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2020-07-19 15:07:35 +02:00
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return FighterParent
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