chore: split AbstractCharacter into smaller mixins
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parent
855c2a2daf
commit
1fe25f2ff1
5 changed files with 161 additions and 126 deletions
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@ -1,126 +0,0 @@
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local AbstractMobParent = require "game.abstractmobs.parent"
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local AbstractCharacter = AbstractMobParent:extend()
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local charutils = require "game.utils.characters"
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function AbstractCharacter:new(name)
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self.simplename = name
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self.super.new(self)
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end
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function AbstractCharacter:initBasicElements()
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self:getCommonData(self.simplename)
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self.level = self.data.startlevel
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self.exp = charutils.getExpValue(self.level)
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self.exp_next = charutils.getExpValue(self.level + 1)
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end
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function AbstractCharacter:getCommonData(simplename)
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self.data = charutils.getCharacterData(self.simplename)
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self.name = self.data.name
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self.fullname = self.data.fullname
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self.turns = self.data.turns
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end
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function AbstractCharacter:createStats()
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local stats = {}
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local base_stats = self.data.stats
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stats.hpmax = charutils.getHPValue(self.level, base_stats.hpmax)
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stats.ppmax = charutils.getPPValue(self.level, base_stats.ppmax)
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stats.attack = charutils.getStatValue(self.level, base_stats.attack)
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stats.power = charutils.getStatValue(self.level, base_stats.power)
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stats.defense = charutils.getStatValue(self.level, base_stats.defense)
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stats.mind = charutils.getStatValue(self.level, base_stats.mind)
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stats.technic = charutils.getStatValue(self.level, base_stats.technic)
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stats.speed = charutils.getStatValue(self.level, base_stats.speed)
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return stats
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end
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function AbstractCharacter:createSkills()
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local learnedlist = {}
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for i, v in ipairs(self.data.skills) do
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local tech_name, tech_level, isLearned = v[1], v[2], false
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if tech_level <= self.level then
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local canLearn = true
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for i, learnedSkill in ipairs(learnedlist) do
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-- We check if the skill have already been learned, to level-up it
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if learnedSkill.name == tech_name then
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canLearn = false
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learnedSkill.level = learnedSkill.level + 1
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end
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end
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if (canLearn) then
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local skilldata = {}
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skilldata.name = tech_name
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skilldata.level = 1
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skilldata.learnedAt = tech_level
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table.insert(learnedlist, skilldata)
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end
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end
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-- On continue ensuite d'itérer dans la liste
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end
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return learnedlist
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end
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function AbstractCharacter:setLevel(newlevel)
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self.level = newlevel
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local exp, exp_next, exp_current
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local exp_min = charutils.getExpValue(self.level)
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local exp_max = charutils.getExpValue(self.level + 1)
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exp = self.exp
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self.exp = math.max(math.min(exp, exp_max - 1), exp_min)
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self.exp_next = exp_max
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self.stats = self:createStats()
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end
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function AbstractCharacter:levelUp()
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if (game.difficulty:get("levelUpHeal")) then
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self:heal()
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end
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self:setLevel(self.level + 1)
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end
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function AbstractCharacter:heal()
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self:initLife()
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end
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function AbstractCharacter:getData()
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local data = {}
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data.simplename = self.simplename
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data.level = self.level
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data.exp = self.exp
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data.exp_next = self.exp_next
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data.hp = self.hp
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data.pp = self.pp
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data.statuts = self.statuts
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return data
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end
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function AbstractCharacter:setData(data)
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self.simplename = data.simplename
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self:getCommonData(self.simplename)
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self.level = data.level
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self.exp = data.exp
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self.exp_next = data.exp_next
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self:createStats()
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self.hp = data.hp
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self.pp = data.pp
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self.statuts = data.statuts
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end
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return AbstractCharacter
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38
sonic-radiance.love/game/abstractmobs/character/datas.lua
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38
sonic-radiance.love/game/abstractmobs/character/datas.lua
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local CharacterData = Object:extend()
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local charutils = require "game.utils.characters"
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function CharacterData:getCommonData()
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self.data = charutils.getCharacterData(self.simplename)
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self.name = self.data.name
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self.fullname = self.data.fullname
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self.turns = self.data.turns
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end
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function CharacterData:getData()
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local data = {}
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data.simplename = self.simplename
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data.level = self.level
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data.exp = self.exp
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data.exp_next = self.exp_next
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data.hp = self.hp
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data.pp = self.pp
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data.statuts = self.statuts
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return data
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end
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function CharacterData:setData(data)
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self.simplename = data.simplename
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self:getCommonData()
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self.level = data.level
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self.exp = data.exp
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self.exp_next = data.exp_next
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self:createStats()
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self.hp = data.hp
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self.pp = data.pp
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self.statuts = data.statuts
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end
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return CharacterData
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@ -0,0 +1,7 @@
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local CharacterHealth = Object:extend()
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function CharacterHealth:heal()
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self:initLife()
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end
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return CharacterHealth
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61
sonic-radiance.love/game/abstractmobs/character/init.lua
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61
sonic-radiance.love/game/abstractmobs/character/init.lua
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local AbstractMobParent = require "game.abstractmobs.parent"
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local AbstractCharacter = AbstractMobParent:extend()
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local CharacterHealth = require "game.abstractmobs.character.health"
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local CharacterLevels = require "game.abstractmobs.character.levels"
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local CharacterDatas = require "game.abstractmobs.character.datas"
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AbstractCharacter:implement(CharacterHealth)
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AbstractCharacter:implement(CharacterLevels)
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AbstractCharacter:implement(CharacterDatas)
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function AbstractCharacter:new(name)
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self.simplename = name
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self.super.new(self)
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end
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function AbstractCharacter:initBasicElements()
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self:getCommonData()
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self:initLevel()
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end
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function AbstractCharacter:createStats()
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local statNames = self:getStatList()
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local stats = {}
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for _, name in ipairs(statNames) do
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stats[name] = self:getStat(name)
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end
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return stats
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end
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function AbstractCharacter:createSkills()
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local learnedlist = {}
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for i, v in ipairs(self.data.skills) do
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local tech_name, tech_level, isLearned = v[1], v[2], false
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if tech_level <= self.level then
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local canLearn = true
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for i, learnedSkill in ipairs(learnedlist) do
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-- We check if the skill have already been learned, to level-up it
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if learnedSkill.name == tech_name then
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canLearn = false
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learnedSkill.level = learnedSkill.level + 1
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end
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end
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if (canLearn) then
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local skilldata = {}
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skilldata.name = tech_name
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skilldata.level = 1
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skilldata.learnedAt = tech_level
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table.insert(learnedlist, skilldata)
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end
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end
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-- On continue ensuite d'itérer dans la liste
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end
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return learnedlist
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end
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return AbstractCharacter
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55
sonic-radiance.love/game/abstractmobs/character/levels.lua
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55
sonic-radiance.love/game/abstractmobs/character/levels.lua
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local CharacterLevel = Object:extend()
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local charutils = require "game.utils.characters"
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local statList = {"hpmax", "ppmax", "attack", "power", "defense", "mind", "technic", "speed"}
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function CharacterLevel:initLevel()
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self.level = self.data.startlevel
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self.exp = charutils.getExpValue(self.level)
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self.exp_next = charutils.getExpValue(self.level + 1)
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end
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function CharacterLevel:setLevel(newlevel)
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self.level = newlevel
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local exp
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local exp_min = charutils.getExpValue(self.level)
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local exp_max = charutils.getExpValue(self.level + 1)
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exp = self.exp
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self.exp = math.max(math.min(exp, exp_max - 1), exp_min)
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self.exp_next = exp_max
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self.stats = self:createStats()
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end
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function CharacterLevel:levelUp()
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if (game.difficulty:get("levelUpHeal")) then
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self:heal()
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end
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self:setLevel(self.level + 1)
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end
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function CharacterLevel:getStat(statname)
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local baseStat = self.data.stats[statname]
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if (baseStat == nil) then
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error("Stat " .. statname .. " doesn't exist")
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else
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local stat = 0
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if (statname == "hpmax") then
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stat = charutils.getHPValue(self.level, baseStat)
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elseif (statname == "ppmax") then
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stat = charutils.getPPValue(self.level, baseStat)
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else
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stat = charutils.getStatValue(self.level, baseStat)
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end
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return stat
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end
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end
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function CharacterLevel:getStatList()
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return statList
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end
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return CharacterLevel
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