sonic-radiance/sonic-radiance.love/scenes/battlesystem/controllers/fighters/systems/choregraphy/init.lua

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local ChoregraphySystem = Object:extend()
local stepObjectList = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step"
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local qteObjectList = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.qte"
local Predicate = require "birb.classes.predicate"
local Conditions = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.conditions"
local ACTION_STARTED = 1
local ACTION_FINISHED = 2
function ChoregraphySystem:new(action, choregraphy)
self.action = action
self.fighter = action.fighter
self.actor = self.fighter.actor
self.assets = self.fighter.actor.assets
self.world = self.actor.world
self.target = action.target
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self.haveSentDamage = false
self.currentStepId = 0
self.currentStep = nil
self.stepList = choregraphy
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self.qte = {}
self.qte.current = nil
self.qte.wasSuccess = false
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self.qte.isActive = false
self.qte.list = {}
self.finishedTagActions = {}
self.counters = {}
end
function ChoregraphySystem:update(dt)
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if (self.qte.current ~= nil) then
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self.qte.current:updateQte(dt, self.qte.isActive)
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end
if (self.currentStep ~= nil) then
self.currentStep:updateStep(dt)
else
self:switchStep()
end
end
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function ChoregraphySystem:findTaggedAction(tag)
for stepId, step in ipairs(self.stepList) do
if (step[1] == "taggedAction") and (step[2] == tag) then
return stepId
end
end
return 0
end
function ChoregraphySystem:skipToStepByTag(tag)
self:skipToStep(self:findTaggedAction(tag))
end
function ChoregraphySystem:skipToStep(id)
if (self.stepList[id] ~= nil) then
self.currentStepId = id - 1
self:switchStep()
end
end
function ChoregraphySystem:switchStep()
if self:haveNextStep() then
self.currentStepId = self.currentStepId + 1
local stepData, tagName = self:parseStep(self.stepList[self.currentStepId])
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if (stepObjectList[stepData.name] ~= nil and self:checkCondition(stepData.condition)) then
self.currentStep = stepObjectList[stepData.name](self, stepData.arguments)
if (not utils.string.isEmpty(tagName)) then
self.currentStep:addTag(tagName)
self:startTagAction(tagName)
end
end
else
self:endChoregraphy()
end
end
function ChoregraphySystem:parseStep(step)
local tagName = ""
if (step[1] == "taggedAction") then
tagName = step[2]
step = step[3]
end
local stepData = core.datas:parse("choregraphystep", step)
core.debug:print("cbs/choregraphy", "Starting step " .. stepData.name)
return stepData, tagName
end
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function ChoregraphySystem:checkCondition(condition)
local predicate = Predicate.createPredicate(condition, Conditions, self)
return predicate:solve()
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end
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function ChoregraphySystem:addQTE(action, origin, qteBaseData, blockProcess, tag)
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local qteData = core.datas:parse("qtesteps", qteBaseData)
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if (qteObjectList[qteData.name] ~= nil) then
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core.debug:print("cbs/choregraphy", "Starting qte " .. qteData.name)
self.qte.current = qteObjectList[qteData.name](self, qteData.arguments, 0, 0)
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self.qte.current:blockAction(action, blockProcess)
self.qte.current:setOrigin(origin)
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self.qte.current:setTag(tag)
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self.qte.isActive = true
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end
end
function ChoregraphySystem:isQteSuccess(qteID)
qteID = qteID or #self.qte.list
return self.qte.list[qteID]
end
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function ChoregraphySystem:endQte(success)
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self.qte.isActive = false
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self.qte.wasSuccess = success
table.insert(self.qte.list, success)
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end
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function ChoregraphySystem:removeQte()
self.qte.current = nil
end
function ChoregraphySystem:testTagAction(tag, statut)
local tagStatut = self.finishedTagActions[tag] or 0
return (statut <= tagStatut)
end
function ChoregraphySystem:startTagAction(tag)
self.finishedTagActions[tag] = ACTION_STARTED
end
function ChoregraphySystem:finishTagAction(tag)
core.debug:print("choregraphy/step", "Tag action " .. tag .. " finished.")
self.finishedTagActions[tag] = ACTION_FINISHED
end
function ChoregraphySystem:getCounter(counterName)
return (self.counters[counterName] or 0)
end
function ChoregraphySystem:setCounter(counterName, number, relative)
if (relative == true) then
number = number + self:getCounter(counterName)
end
self.counters[counterName] = number
end
function ChoregraphySystem:sendDamage(power, type, element, isSpecial)
if (self.target ~= nil) then
if (self.fighter.isAlive) then
self.haveSentDamage = self.fighter:sendDamage(self.target, power, type, element, isSpecial)
else
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self.haveSentDamage = false
end
end
end
function ChoregraphySystem:useItemEffect()
self.action:useItemEffect()
end
function ChoregraphySystem:endStep()
self.currentStep = nil
end
function ChoregraphySystem:endChoregraphy()
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self.actor:choregraphyEnded()
self.action:choregraphyEnded()
self.fighter.turnSystem:applyDeath()
end
function ChoregraphySystem:haveNextStep()
return ((self.currentStepId + 1) <= #self.stepList)
end
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function ChoregraphySystem:draw()
if (self.qte.current ~= nil) then
self.qte.current:draw()
end
end
return ChoregraphySystem