sonic-radiance/sonic-radiance.love/scenes/battlesystem/actors/battler.lua

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local Parent = require("scenes.battlesystem.actors.parent")
local Battler = Parent:extend()
function Battler:new(world, x, y, z)
Battler.super.new(self, world, x, y, z)
self.isBattler = true
self.speed = 3
self.isActive = false
self.debugActiveTimer = 0
end
function Battler:destroy()
Battler.super.destroy(self)
self.world:destroyBattler(self)
end
function Battler:setActive()
core.debug:print("cbs/actor","actor " .. self.id .. " is active")
self.isActive = true
self.debugActiveTimer = 0
end
function Battler:update(dt)
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Battler.super.update(self, dt)
if (self.isActive) then
self.debugActiveTimer = self.debugActiveTimer + dt
if self.debugActiveTimer >= 0.5 then
core.debug:print("cbs/battler", "counter ended, switching active battler")
self.isActive = false
self.world:switchActiveBattler()
end
end
end
function Battler:validateAction()
end
function Battler:sendDamage(x, y, value, accuracy, isSpecial, isAerial)
local stats = self:getStats()
local value = value / 10
if (isSpecial) then
value = value * stats.power
else
value = value * stats.attack
end
core.debug:print("battler", "sending " .. value .." damage at position <" .. x .. ";" .. y .. ">")
local fromEnnemy = self.isEnnemy
local other = self.world:getActorInCase(x, y, self)
if (other ~= nil) then
core.debug:print("battler", "sending damage to actor at position <" .. x .. ";" .. y .. ">")
other:receiveDamage(value, accuracy, isSpecial, isAerial, fromWho)
return true
else
return false
end
end
function Battler:receiveDamage(value, accuracy, isSpecial, isAerial)
local stats = self:getStats()
if (fromEnnemy ~= self.isEnnemy) then
if (isSpecial) then
value = value / stats.mind
else
value = value / stats.defense
end
core.debug:print("battler", "taken " .. value .. " damage" )
self:setHP(value * -1, true)
end
end
return Battler