sonic-radiance/sonic-radiance.love/scenes/battlesystem/turns.lua

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local TurnController = Object:extend()
local Player = require "scenes.battlesystem.fighters.player"
local Ennemy = require "scenes.battlesystem.fighters.ennemies"
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local HUD = require "scenes.battlesystem.gui.hud"
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local maputils = require "scenes.battlesystem.utils"
function TurnController:new(scene, battleData)
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self.scene = scene
self.world = scene.world
self.isActive = false
self.currentlyPlaying = ""
self.turns = {}
self.turns.current = 1
self.turns.number = 0
self.turns.isFinished = true
self.turns.changeBattler = true
self.actionList = {}
self.currentFighter = nil
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self.canFleeBattle = true
self.hud = HUD(self)
self.player = Player(self)
self.ennemies = Ennemy(self, battleData)
-- Change the seed at the start of each battle
math.randomseed( os.time() )
self:applyDeath()
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end
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function TurnController:getChanceTooFlee(value)
if (self.canFleeBattle) then
local speedComparison = math.min(value / self.ennemies:getHighestSpeed(), 1.5)
return 25 + (50 * speedComparison)
end
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return 0
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end
function TurnController:fleeBattle()
self.player:fleeBattle()
self.scene:fleeBattle()
end
function TurnController:showMessage(message)
self.hud:showMessage(message)
end
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function TurnController:startBattle()
self.isActive = true
self.hud:movePlayerHUD(true)
end
function TurnController:finishBattle()
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self.isActive = false
self.actionlist = {}
self.hud:movePlayerHUD(false)
self.scene:finishBattle()
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end
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function TurnController:looseBattle()
self.isActive = false
self.actionlist = {}
self.hud:movePlayerHUD(false)
self.scene:looseBattle()
end
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function TurnController:update(dt)
self.player:update(dt)
self.ennemies:update(dt)
self.hud:update(dt)
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if (self.isActive) then
if (self.currentFighter ~= nil) then
self.currentFighter:update(dt)
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else
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if (self.player:countAlive() > 0) then
self:nextAction()
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else
self:looseBattle()
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end
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end
end
end
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function TurnController:getRank()
return 3
end
function TurnController:getRewards()
local exp, ring = 0, 0
for i, ennemy in ipairs(self.ennemies.list) do
exp = exp + ennemy.abstract.data.giveExp
ring = ring + ennemy.abstract.data.giveRings
end
return exp, ring
end
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function TurnController:nextAction()
if (self.turns.isFinished) or (self.turns.current >= #self.actionList) then
self:startNewTurn()
else
self.turns.current = self.turns.current + 1
core.debug:print("cbs/turns", "switching to next action")
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end
self:startAction()
end
function TurnController:startNewTurn()
core.debug:print("cbs/turns", "New Turn Starting")
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self.turns.current = 1
self.turns.isFinished = false
self.turns.number = self.turns.number + 1
self:calculateTurn()
end
function TurnController:calculateTurn()
self.actionList = {}
self.player:putActions(self.actionList)
self.ennemies:putActions(self.actionList)
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table.sort(self.actionList, maputils.sortBattlers)
end
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function TurnController:removeAllActionsFromFighter(fighterToRemove)
for i, action in ipairs(self.actionlist) do
if action.fighter == fighterToRemove then
table.remove(self.actionlist, i)
end
end
end
function TurnController:applyDeath()
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local ennemiesAlive = self.ennemies:applyDeath()
if (ennemiesAlive == 0) then
self:finishBattle()
end
self.player:applyDeath()
end
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function TurnController:startAction()
core.debug:print("cbs/turns", "Starting action " .. self.turns.current)
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local nextAction = self.actionList[self.turns.current]
local nextFighter = nextAction.fighter
if (not nextFighter:canFight()) then
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-- On skipe le personnage s'il a été detruit
self:nextAction()
else
self.currentFighter = nextFighter
core.debug:print("cbs/turns", "Activating " .. self.currentFighter.name)
self.currentFighter:setActive()
self.hud:moveBattleCursor(self.turns.current)
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end
end
function TurnController:endAction()
self.currentFighter = nil
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end
function TurnController:sendSignalToCurrentBattler(signal, subSignal)
self.actionList[self.turns.current].actor:receiveSignal(signal, subSignal)
end
function TurnController:draw()
self.player:draw()
self.ennemies:draw()
self.hud:draw()
end
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return TurnController