chore: remove the old choregraphy system
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6a64126db3
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11 changed files with 0 additions and 357 deletions
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@ -1,36 +0,0 @@
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local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent"
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local GFXAction = ChoregraphyActionParent:extend()
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function GFXAction:new(controller, args, effectArea)
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GFXAction.super.new(self, controller, args, effectArea)
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end
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function GFXAction:start()
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local dx = self.args.dx
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if (self.args.affectedByDirection) then
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dx = dx * self.actor.direction
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end
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local x = self.actor.x
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local y = self.actor.y
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local z = 0
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self.actor.world.obj.GFX(self.actor.world, x + dx, y + self.args.dy, z, self.args.sprite, self, self.args.blockProcess)
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if (not self.args.blockProcess) then
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self:finish()
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end
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end
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function GFXAction:update(dt)
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end
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function GFXAction:getSignal(signal)
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if (signal == "gfxEnded") then
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self:finish()
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end
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end
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return GFXAction
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@ -1,19 +0,0 @@
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local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent"
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local DashAction = ChoregraphyActionParent:extend()
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function DashAction:new(system, args, effectArea)
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DashAction.super.new(self, system, args, effectArea)
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end
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function DashAction:start()
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self.actor:setMotionX(self.actor.direction, self.args.speed)
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self.actor:blockChoregraphy(self.args.blockProcess, "action_dashForward")
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end
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function DashAction:getSignal(signal)
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if (signal == "actorHaveFinished") then
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self:finish()
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end
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end
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return DashAction;
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@ -1,14 +0,0 @@
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local actions = {}
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local baseURI = "scenes.battlesystem.actors.systems.actions."
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actions["addGFX"] = require(baseURI .. "addGFX")
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actions["dashForward"] = require(baseURI .. "dashForward")
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actions["jump"] = require(baseURI .. "jump")
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actions["playSFX"] = require(baseURI .. "playSFX")
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actions["sendDamage"] = require(baseURI .. "sendDamage")
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actions["sendDamageToPoint"] = require(baseURI .. "sendDamageToPoint")
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actions["setAnimation"] = require(baseURI .. "setAnimation")
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actions["wait"] = require(baseURI .. "wait")
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return actions
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@ -1,40 +0,0 @@
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local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent"
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local JumpAction = ChoregraphyActionParent:extend()
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function JumpAction:new(system, args, effectArea)
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JumpAction.super.new(self, system, args, effectArea)
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end
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function JumpAction:start()
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local xx, yy
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local spinjump = true
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local factor = 1
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local easing = 'inOutQuad'
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if self.args.name == "jumpBack" then
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xx, yy = self.controller.startx, self.controller.starty
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self.actor.directionLocked = true
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spinjump = false
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factor = 2
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easing = 'outQuad'
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elseif self.args.name == "jumpToCursor" then
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xx, yy = self.controller.dx, self.controller.dy
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end
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local dist = utils.math.pointDistance(self.actor.x, self.actor.y, xx, yy)
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local jumpHeight = dist * 16 / factor
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self.actor:jumpTo(xx, yy, jumpHeight, "action_jumpBack", spinjump, 1, easing)
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self.actor:blockChoregraphy(self.args.blockProcess, "action_jumpBack")
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if (not self.args.blockProcess) then
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self:finish()
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end
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end
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function JumpAction:getSignal(signal)
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if (signal == "actorHaveFinished") then
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self:finish()
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end
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end
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return JumpAction
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@ -1,29 +0,0 @@
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local ChoregraphyAction = Object:extend()
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function ChoregraphyAction:new(controller, args, effectArea)
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self.controller = controller
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self.actor = controller.actor
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self.args = args;
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self.effectArea = effectArea;
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self:start()
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end
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function ChoregraphyAction:start()
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self:finish()
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end
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function ChoregraphyAction:update(dt)
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end
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function ChoregraphyAction:getSignal(signal)
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end
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function ChoregraphyAction:finish()
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print("action finished")
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self.controller:endAction()
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end
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return ChoregraphyAction;
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@ -1,14 +0,0 @@
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local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent"
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local PlaySFX = ChoregraphyActionParent:extend()
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function PlaySFX:new(system, args, effectArea)
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PlaySFX.super.new(self, system, args, effectArea)
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end
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function PlaySFX:start()
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self.actor.assets.sfx[self.args.sfx]:play()
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self:finish()
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end
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return PlaySFX
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@ -1,38 +0,0 @@
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local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent"
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local SendDamage = ChoregraphyActionParent:extend()
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local maputils = require "scenes.battlesystem.utils"
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function SendDamage:new(system, args, effectArea)
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SendDamage.super.new(self, system, args, effectArea)
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end
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function SendDamage:start()
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local power = self.args.power
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local accuracy = self.args.accuracy
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local isSpecial = self.args.isSpecial
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local isAerial = self.args.isAerial
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local dx = self.effectArea[1]
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if self.effectArea[5] then
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dx = dx * self.controller.direction
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end
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local ox = self.controller.startx + dx
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local oy = self.controller.starty + self.effectArea[2]
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local grid = maputils.maskToMap(ox, oy, self.effectArea[3], self.effectArea[4], self.controller.direction)
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local test = false
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for i, line in ipairs(grid) do
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for j, case in ipairs(line) do
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if grid[i][j] == 1 then
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test = self.actor:sendDamage(j, i, power, accuracy, isSpecial, isAerial)
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end
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end
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end
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self.controller.haveSentDamage = test
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self:finish()
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end
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return SendDamage
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@ -1,29 +0,0 @@
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local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent"
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local SendDamage = ChoregraphyActionParent:extend()
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function SendDamage:new(system, args, effectArea)
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SendDamage.super.new(self, system, args, effectArea)
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end
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function SendDamage:start()
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local xx, yy
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if self.args.name == "sendDamageFromCursor" then
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xx = self.controller.dx
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yy = self.controller.dy
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elseif self.args.name == "sendDamageFromPos" then
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xx = utils.math.round(self.actor.x)
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yy = utils.math.round(self.actor.y)
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end
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local dx = self.args.dx
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if (self.args.affectedByDirection) then
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dx = dx * self.controller.direction
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end
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xx = xx + dx
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yy = yy + self.args.dy
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self.controller.haveSentDamage = self.actor:sendDamage(xx, yy, self.args.power, self.args.accuracy, self.args.isSpecial, self.args.isAerial)
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self:finish()
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end
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return SendDamage
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@ -1,24 +0,0 @@
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local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent"
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local AnimationSetterAction = ChoregraphyActionParent:extend()
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function AnimationSetterAction:new(controller, args, effectArea)
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AnimationSetterAction.super.new(self, controller, args, effectArea)
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end
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function AnimationSetterAction:start()
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self.actor:changeAnimation(self.args.animation)
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self.actor:blockChoregraphy(self.args.blockProcess, self.args.animation)
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if (self.args.blockProcess == false) then
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self:finish()
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end
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end
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function AnimationSetterAction:update(dt)
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end
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function AnimationSetterAction:getSignal(signal)
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end
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return AnimationSetterAction;
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@ -1,19 +0,0 @@
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local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent"
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local WaitAction = ChoregraphyActionParent:extend()
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function WaitAction:new(controller, args, effectArea)
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WaitAction.super.new(self, controller, args, effectArea)
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end
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function WaitAction:start()
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self.timer = 0
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end
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function WaitAction:update(dt)
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self.timer = self.timer + dt
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if (self.timer > self.args.duration) then
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self:finish()
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end
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end
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return WaitAction;
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@ -1,95 +0,0 @@
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local ChoregraphySystem = Object:extend()
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local actionList = require "scenes.battlesystem.actors.systems.actions"
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function ChoregraphySystem:new(actor)
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self.actor = actor
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self:init({}, nil, self.actor.x, self.actor.y, false)
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end
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function ChoregraphySystem:init(choregraphy, effectArea, dx, dy, isActive)
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self.current = 0
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self.action = nil
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self.isFinished = false
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self.data = choregraphy
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self.effectArea = effectArea
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self.startx = self.actor.x
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self.starty = self.actor.y
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self.direction = self.actor.direction
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self.dx = dx or self.actor.x
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self.dy = dy or self.actor.y
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self.haveSentDamage = false
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self.isActive = isActive
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self.actionHaveEnded = false
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end
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function ChoregraphySystem:start(skill, dx, dy)
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local skill = skill
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self:init(skill.choregraphy, skill.effectArea, dx, dy, true)
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end
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function ChoregraphySystem:finish()
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self.isActive = false
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self.actor:switchActiveBattler()
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end
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function ChoregraphySystem:update(dt)
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if (self.actionHaveEnded) then
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self.action = nil
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self.actionHaveEnded = false
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end
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if (self.isActive) then
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if (self.action == nil) then
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self:switchAction()
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else
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self.action:update(dt)
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end
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end
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end
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function ChoregraphySystem:switchAction()
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self.current = self.current + 1
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local nextAction = self.data[self.current]
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if (nextAction == nil) then
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print("finished")
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self:finish()
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else
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local args = game.skills:getActionArguments(nextAction)
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local condition = args.condition
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if (condition == "sentDamage") and (not self.haveSentDamage) then
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core.debug:print("cbs/hero", "you didn't do damage, skipping " .. args.name)
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self:switchAction()
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else
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self:doAction(nextAction)
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end
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end
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end
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function ChoregraphySystem:doAction(choregraphyAction)
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local args = game.skills:getActionArguments(choregraphyAction)
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local type = args.type or "unknown"
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local effectArea = self.effectArea
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local action = actionList[type]
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if (action == nil) then
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core.debug:warning("cbs/hero", "unknown action type " .. type .. ' (' .. args.name .. ')')
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else
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self.action = action(self, args, effectArea)
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end
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end
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function ChoregraphySystem:endAction()
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self.action = nil
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self.actionHaveEnded = true
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end
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return ChoregraphySystem
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