improvement(cbs): rework the choregraphy system

This commit is contained in:
Kazhnuz 2019-08-25 15:54:26 +02:00
parent c59486dbcb
commit 86b5ad1cae
4 changed files with 86 additions and 98 deletions

View file

@ -21,7 +21,7 @@ return {
{'jumpToCursor', 'none', true}, {'jumpToCursor', 'none', true},
{"sendDamageFromCursor", "none", 0, 0, 110, 100, false, true, true}, {"sendDamageFromCursor", "none", 0, 0, 110, 100, false, true, true},
{'addGFX', "sentDamage", 'hitGFX', 0, 0, true, false}, {'addGFX', "sentDamage", 'hitGFX', 0, 0, true, false},
--{'jumpBack', "none", true}, {'jumpBack', "none", true},
{'setAnimation', "none", 'idle', false}, {'setAnimation', "none", 'idle', false},
}, },

View file

@ -50,7 +50,7 @@ function Battler:sendDamage(x, y, value, accuracy, isSpecial, isAerial)
local fromEnnemy = self.isEnnemy local fromEnnemy = self.isEnnemy
local other = self.world:getActorInCase(x, y) local other = self.world:getActorInCase(x, y, self)
if (other ~= nil) then if (other ~= nil) then
core.debug:print("battler", "sending damage to actor at position <" .. x .. ";" .. y .. ">") core.debug:print("battler", "sending damage to actor at position <" .. x .. ";" .. y .. ">")
other:receiveDamage(value, accuracy, isSpecial, isAerial, fromWho) other:receiveDamage(value, accuracy, isSpecial, isAerial, fromWho)

View file

@ -190,11 +190,13 @@ function Hero:applyMotion(dt)
local size = self.choregraphy.effectArea[4] local size = self.choregraphy.effectArea[4]
local direction = self.choregraphy.direction local direction = self.choregraphy.direction
local new_case_x = math.floor(dx) local new_case_x = utils.math.round(dx)
local new_case_y = math.floor(self.y) local new_case_y = utils.math.round(self.y)
if self.maputils.isInMask(dx, self.y, ox, oy, shape, size, direction) and self.world:caseIsEmpty(new_case_x, self.y) then print(new_case_x, new_case_y, self.world:caseIsEmpty(new_case_x, new_case_y, self))
if self.maputils.isInMask(dx, self.y, ox, oy, shape, size, direction) and self.world:caseIsEmpty(new_case_x, new_case_y, self) then
self.x = dx self.x = dx
else else
self.x = dx
self.motion = 0 self.motion = 0
if (self.choregraphy.blockedBy == 'action_dashForward') then if (self.choregraphy.blockedBy == 'action_dashForward') then
self.choregraphy.changeAction = true self.choregraphy.changeAction = true
@ -327,9 +329,10 @@ function Hero:switchAction()
self.isChoregraphyActive = false self.isChoregraphyActive = false
self:switchActiveBattler() self:switchActiveBattler()
else else
local condition = nextAction[2] local args = game.skills:getActionArguments(nextAction)
local condition = args.condition
if (condition == "sentDamage") and (not self.choregraphy.haveSentDamage) then if (condition == "sentDamage") and (not self.choregraphy.haveSentDamage) then
core.debug:print("cbs/hero", "you didn't do damage, skipping " .. nextAction[1]) core.debug:print("cbs/hero", "you didn't do damage, skipping " .. args.name)
self:switchAction() self:switchAction()
else else
self:doChoregraphyAction(nextAction) self:doChoregraphyAction(nextAction)
@ -339,93 +342,86 @@ function Hero:switchAction()
end end
function Hero:doChoregraphyAction(choregraphyAction) function Hero:doChoregraphyAction(choregraphyAction)
local type = choregraphyAction[1] or "unknown" local args = game.skills:getActionArguments(choregraphyAction)
local type = args.type or "unknown"
local effectArea = self.choregraphy.effectArea
self.choregraphy.changeAction = true self.choregraphy.changeAction = true
if type == "wait" then if type == "wait" then
local duration = choregraphyAction[3] or 1 local duration = choregraphyAction[3] or 1
self:wait(duration) self:wait(args.duration)
elseif type == "setAnimation" then elseif type == "setAnimation" then
local animation = choregraphyAction[3] self:chorSetAnimation(args)
local blockProcess = choregraphyAction[4]
self:changeAnimation(animation)
if (blockProcess) then
self.choregraphy.blockedBy = animation
self.choregraphy.changeAction = false
end
elseif type == "sendDamage" then elseif type == "sendDamage" then
local power = choregraphyAction[3] self:sendDamageToArea(effectArea, args.power, args.accuracy, args.isSpecial, args.isAerial)
local accuracy = choregraphyAction[4] elseif type == "sendDamageToPoint" then
local isSpecial = choregraphyAction[5] self:chorSendDamageToPoint(args)
local isAerial = choregraphyAction[6]
self.choregraphy.haveSentDamage = self:sendDamageToArea(self.choregraphy.effectArea, power, accuracy, isSpecial, isAerial)
elseif type == "sendDamageFromPos" then
local xx = utils.math.round(self.x)
local yy = utils.math.round(self.y)
local dx = choregraphyAction[3]
local dy = choregraphyAction[4]
local power = choregraphyAction[5]
local accuracy = choregraphyAction[6]
local isSpecial = choregraphyAction[7]
local isAerial = choregraphyAction[8]
local affectedByDirection = choregraphyAction[9]
if affectedByDirection then
dx = dx * self.choregraphy.direction
end
xx = xx + dx
yy = yy + dy
self.choregraphy.haveSentDamage = self:sendDamage(xx, yy, power, accuracy, isSpecial, isAerial)
elseif type == "sendDamageFromCursor" then
local xx = self.choregraphy.dx
local yy = self.choregraphy.dy
local dx = choregraphyAction[3]
local dy = choregraphyAction[4]
local power = choregraphyAction[5]
local accuracy = choregraphyAction[6]
local isSpecial = choregraphyAction[7]
local isAerial = choregraphyAction[8]
local affectedByDirection = choregraphyAction[9]
if affectedByDirection then
dx = dx * self.choregraphy.direction
end
xx = xx + dx
yy = yy + dy
self.choregraphy.haveSentDamage = self:sendDamage(xx, yy, power, accuracy, isSpecial, isAerial)
elseif type == "addGFX" then elseif type == "addGFX" then
local sprite = choregraphyAction[3] self:chorAddGFX(args)
local dx = choregraphyAction[4]
local dy = choregraphyAction[5]
local affectedByDirection = choregraphyAction[6]
if (affectedByDirection) then
dx = dx * self.direction
end
local blockProcess = choregraphyAction[7]
local x = self.x
local y = self.y
local z = 0
self.world.obj.GFX(self.world, x + dx, y + dy, z, sprite, self, blockProcess)
elseif type == "playSFX" then elseif type == "playSFX" then
local sfx = choregraphyAction[3] self.assets.sfx[args.sfx]:play()
self.assets.sfx[sfx]:play()
elseif type == "dashForward" then elseif type == "dashForward" then
local speed = choregraphyAction[3] self:setMotionX(self.direction, args.speed)
local blockProcess = choregraphyAction[4] self:blockChoregraphy(args.blockProcess, "action_dashForward")
self:setMotionX(self.direction, speed) elseif type == "jump" then
if (blockProcess) then self:chorJump(args)
self.choregraphy.blockedBy = "action_dashForward"
self.choregraphy.changeAction = false
end
elseif type == "jumpBack" then
local blockProcess = choregraphyAction[3]
if (blockProcess) then
self.choregraphy.blockedBy = "action_jumpBack"
self.choregraphy.changeAction = false
end
self:jumpTo(self.choregraphy.startx, self.choregraphy.starty, 32, "action_jumpBack", false)
else else
core.debug:warning("cbs/hero", "unknown action type " .. type) core.debug:warning("cbs/hero", "unknown action type " .. type .. ' (' .. args.name .. ')')
end
end
function Hero:chorSetAnimation(args)
self:changeAnimation(args.animation)
self:blockChoregraphy(args.blockProcess, args.animation)
end
function Hero:chorAddGFX(args)
local dx = args.dx
if (args.affectedByDirection) then
dx = dx * self.direction
end
local x = self.x
local y = self.y
local z = 0
self.world.obj.GFX(self.world, x + dx, y + args.dy, z, args.sprite, self, args.blockProcess)
end
function Hero:chorSendDamageToPoint(args)
local xx, yy
if args.name == "sendDamageFromCursor" then
xx = self.choregraphy.dx
yy = self.choregraphy.dy
elseif args.name == "sendDamageFromPos" then
xx = utils.math.round(self.x)
yy = utils.math.round(self.y)
end
local dx = args.dx
if (args.affectedByDirection) then
dx = dx * self.choregraphy.direction
end
xx = xx + dx
yy = yy + args.dy
self.choregraphy.haveSentDamage = self:sendDamage(xx, yy, args.power, args.accuracy, args.isSpecial, args.isAerial)
end
function Hero:chorJump(args)
local xx, yy
if args.name == "jumpBack" then
xx, yy = self.choregraphy.startx, self.choregraphy.starty
elseif args.name == "jumpToCursor" then
xx, yy = self.choregraphy.dx, self.choregraphy.dy
end
self:jumpTo(xx, yy, 32, "action_jumpBack", false)
self:blockChoregraphy(args.blockProcess, "action_jumpBack")
end
function Hero:blockChoregraphy(isBlocked, blockedBy)
if (isBlocked) then
self.choregraphy.blockedBy = blockedBy
self.choregraphy.changeAction = false
end end
end end
@ -448,7 +444,7 @@ function Hero:sendDamageToArea(effectArea, power, accuracy, isSpecial, isAerial)
end end
end end
return test self.choregraphy.haveSentDamage = test
end end
function Hero:wait(time) function Hero:wait(time)

View file

@ -85,23 +85,15 @@ end
-- INFO FUNCTIONS -- INFO FUNCTIONS
-- Get info from the world -- Get info from the world
function World:caseIsEmpty(x, y) function World:caseIsEmpty(x, y, notThisActor)
local isEmpty = true local actor = self:getActorInCase(x, y, notThisActor)
for i, actor in ipairs(self.actors) do return (actor == nil)
if (actor.x == x) and (actor.y == y) then
isEmpty = false
else
isEmpty = true
end
end
return isEmpty
end end
function World:getActorInCase(x, y) function World:getActorInCase(x, y, notThisActor)
for i, actor in ipairs(self.actors) do for i, actor in ipairs(self.actors) do
if (actor.x == x) and (actor.y == y) then if (actor.x == x) and (actor.y == y) and (actor ~= notThisActor) then
core.debug:print("cbs/world", "one actor found in case <" .. x .. ";" .. y .. ">") core.debug:print("cbs/world", "one actor found in case <" .. x .. ";" .. y .. ">")
return actor return actor
end end