249 lines
5 KiB
Lua
249 lines
5 KiB
Lua
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local World = Object:extend()
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local maputils = require "scenes.battlesystem.utils"
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local Map = require "scenes.battlesystem.map"
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local Cursor = require "scenes.battlesystem.cursor"
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local POSITIONS = {
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{x = 3, y = 4},
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{x = 2, y = 2},
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{x = 2, y = 6},
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}
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-- INIT FUNCTIONS
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-- Initialize the battle world
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function World:new(scene, battlefile)
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self.scene = scene
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self.assets = scene.assets
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self.obj = require "scenes.battlesystem.actors"
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self.actors = {}
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self.globalID = 0
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self.turns = {}
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self.turns.current = 1
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self.turns.number = 1
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self.turns.isFinished = true
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self.turns.changeBattler = true
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self.battlers = {}
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self.actionlist = {}
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self.BattlerCursor = self.turns.current
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self.heroNumber = 0
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self.ennNumber = 0
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self.map = Map(self, "city")
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self.cursor = Cursor(self)
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self:initHeroes()
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self:initEnnemies()
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end
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function World:initHeroes(battlefile)
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for i, hero in ipairs(game.characters.team) do
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self:addHero(POSITIONS[i].x, POSITIONS[i].y, hero, i)
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end
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end
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function World:initEnnemies(battlefile)
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self:addEnnemy(10, 3, "motobug")
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self:addEnnemy(10, 5, "motobug")
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end
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function World:registerActor(actor)
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self.globalID = self.globalID + 1
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table.insert(self.actors, actor)
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actor.id = self.globalID
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end
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-- INFO FUNCTIONS
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-- Get info from the world
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function World:caseIsEmpty(x, y)
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local isEmpty = true
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for i, actor in ipairs(self.actors) do
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if (actor.x == x) and (actor.y == y) then
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isEmpty = false
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else
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isEmpty = true
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end
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end
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return isEmpty
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end
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function World:getActorInCase(x, y)
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for i, actor in ipairs(self.actors) do
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if (actor.x == x) and (actor.y == y) then
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core.debug:print("cbs/world", "one actor found in case <" .. x .. ";" .. y .. ">")
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return actor
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end
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end
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return nil
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end
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-- BATTLER FUNCTIONS
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-- Handle the actual battle participants
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function World:addHero(x, y, id)
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self.heroNumber = self.heroNumber + 1
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local hero = self.obj.Hero(self, x, y, id, self.heroNumber)
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table.insert(self.battlers, hero)
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end
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function World:addEnnemy(x, y, id)
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self.ennNumber = self.ennNumber + 1
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local enn = self.obj.Ennemy(self, x, y, id, self.ennNumber)
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table.insert(self.battlers, enn)
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end
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function World:generateActionList()
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self.actionlist = {}
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for i,v in ipairs(self.battlers) do
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for i=1, v.actionPerTurn do
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local action = {}
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action.actor = v
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action.number = i
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table.insert(self.actionlist, action)
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end
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end
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end
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function World:countHeroes()
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local count = 0
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for i, battler in ipairs(self.battlers) do
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if (battler.isHero) then
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count = count + 1
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end
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end
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return count
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end
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function World:countEnnemies()
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local count = 0
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for i, battler in ipairs(self.battlers) do
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if (battler.isEnnemy) then
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count = count + 1
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end
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end
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return count
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end
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-- UPDATE FUNCTION
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-- Update all actors
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function World:update(dt)
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for i, actor in ipairs(self.actors) do
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actor:update(dt)
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end
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self:updateTurns(dt)
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self:moveBattleCursor(dt)
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self.cursor:update(dt)
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end
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function World:moveBattleCursor(dt)
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local cursorSpeed = 16
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if (self.turns.current == 1) then
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cursorSpeed = 16 * 4
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end
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if math.abs(self.BattlerCursor - self.turns.current) > (cursorSpeed * dt) then
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self.BattlerCursor = self.BattlerCursor - utils.math.sign(self.BattlerCursor - self.turns.current) * cursorSpeed * dt
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else
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self.BattlerCursor = self.turns.current
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end
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end
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-- TURNS FUNCTIONS
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-- Handle everything related to the turn system
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function World:recalculateTurns()
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self:generateActionList()
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table.sort(self.actionlist, maputils.sortBattlers)
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end
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function World:updateTurns(dt)
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if (self.turns.changeBattler) then
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self:switchActiveBattler( )
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end
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end
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function World:switchActiveBattler()
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if (self.turns.isFinished) or (self.turns.current >= #self.actionlist) then
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self.turns.current = 1
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self.turns.isFinished = false
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self.turns.number = self.turns.number + 1
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self:recalculateTurns()
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else
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self.turns.current = self.turns.current + 1
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end
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self.actionlist[self.turns.current].actor:setActive()
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self.turns.changeBattler = false
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end
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function World:sendSignalToCurrentBattler()
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self.actionlist[self.turns.current].actor:validateAction()
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end
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-- DRAW FUNCTION
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-- Draw the world
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function World:draw()
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local activeGrid = self.cursor:getGrid()
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self.map:draw(activeGrid)
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self.cursor:drawBottom()
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self:drawShadows()
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self:drawActors()
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self.cursor:drawTop()
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self:drawHUD()
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end
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function World:drawActors()
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for i, actor in ipairs(self.actors) do
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actor:draw()
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end
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end
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function World:drawShadows()
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for i, actor in ipairs(self.actors) do
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actor:drawShadow()
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end
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end
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function World:drawHUD()
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for i,v in ipairs(self.actionlist) do
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v.actor:drawIcon(4 + (i-1)*(20), 6)
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end
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local cursorx = self.BattlerCursor * 20 - 6
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self.assets.images["menucursor"]:draw(cursorx, 26, math.rad(-90), 1, 1, 4, 8)
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for i,v in ipairs(self.battlers) do
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v:drawHUD()
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end
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end
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return World
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