2019-08-14 16:26:23 +02:00
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local Parent = require("scenes.battlesystem.actors.parent")
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local Battler = Parent:extend()
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function Battler:new(world, x, y, z)
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Battler.super.new(self, world, x, y, z)
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self.isBattler = true
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self.speed = 3
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self.isActive = false
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self.debugActiveTimer = 0
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end
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2019-08-15 19:00:01 +02:00
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function Battler:destroy()
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Battler.super.destroy(self)
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self.world:destroyBattler(self)
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end
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2019-08-14 16:26:23 +02:00
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function Battler:setActive()
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core.debug:print("cbs/actor","actor " .. self.id .. " is active")
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self.isActive = true
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self.debugActiveTimer = 0
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end
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function Battler:update(dt)
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if (self.isActive) then
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self.debugActiveTimer = self.debugActiveTimer + dt
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if self.debugActiveTimer >= 0.5 then
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2019-08-14 20:44:20 +02:00
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core.debug:print("cbs/battler", "counter ended, switching active battler")
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2019-08-14 16:26:23 +02:00
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self.isActive = false
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2019-08-15 19:00:01 +02:00
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self.world:switchActiveBattler()
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2019-08-14 16:26:23 +02:00
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end
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end
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end
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function Battler:validateAction()
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end
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2019-08-15 15:06:13 +02:00
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function Battler:sendDamage(x, y, 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("battler", "sending " .. value .." damage at position <" .. x .. ";" .. y .. ">")
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local fromEnnemy = self.isEnnemy
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local other = self.world:getActorInCase(x, y)
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if (other ~= nil) then
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core.debug:print("battler", "sending damage to actor at position <" .. x .. ";" .. y .. ">")
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other:receiveDamage(value, accuracy, isSpecial, isAerial, fromWho)
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end
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end
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function Battler:receiveDamage(value, accuracy, isSpecial, isAerial)
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local stats = self:getStats()
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if (fromEnnemy ~= self.isEnnemy) then
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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("battler", "taken " .. value .. " damage" )
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self:setHP(value * -1, true)
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end
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end
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2019-08-14 16:26:23 +02:00
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return Battler
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