From b41394636846fe9639d15e09c7e288dcc277ad3d Mon Sep 17 00:00:00 2001 From: Kazhnuz Date: Sat, 2 May 2020 13:01:43 +0200 Subject: [PATCH] chore: completely extract the choregraphy system from actor --- .../scenes/battlesystem/actors/gfx.lua | 3 + .../scenes/battlesystem/actors/hero.lua | 206 ++---------------- .../actors/systems/actions/addGFX.lua | 36 +++ .../actors/systems/actions/dashForward.lua | 19 ++ .../actors/systems/actions/init.lua | 14 ++ .../actors/systems/actions/jump.lua | 40 ++++ .../actors/systems/actions/parent.lua | 29 +++ .../actors/systems/actions/playSFX.lua | 14 ++ .../actors/systems/actions/sendDamage.lua | 38 ++++ .../systems/actions/sendDamageToPoint.lua | 29 +++ .../actors/systems/actions/setAnimation.lua | 24 ++ .../actors/systems/actions/wait.lua | 19 ++ .../actors/systems/choregraphy.lua | 95 ++++++++ 13 files changed, 381 insertions(+), 185 deletions(-) create mode 100644 sonic-radiance.love/scenes/battlesystem/actors/systems/actions/addGFX.lua create mode 100644 sonic-radiance.love/scenes/battlesystem/actors/systems/actions/dashForward.lua create mode 100644 sonic-radiance.love/scenes/battlesystem/actors/systems/actions/init.lua create mode 100644 sonic-radiance.love/scenes/battlesystem/actors/systems/actions/jump.lua create mode 100644 sonic-radiance.love/scenes/battlesystem/actors/systems/actions/parent.lua create mode 100644 sonic-radiance.love/scenes/battlesystem/actors/systems/actions/playSFX.lua create mode 100644 sonic-radiance.love/scenes/battlesystem/actors/systems/actions/sendDamage.lua create mode 100644 sonic-radiance.love/scenes/battlesystem/actors/systems/actions/sendDamageToPoint.lua create mode 100644 sonic-radiance.love/scenes/battlesystem/actors/systems/actions/setAnimation.lua create mode 100644 sonic-radiance.love/scenes/battlesystem/actors/systems/actions/wait.lua create mode 100644 sonic-radiance.love/scenes/battlesystem/actors/systems/choregraphy.lua diff --git a/sonic-radiance.love/scenes/battlesystem/actors/gfx.lua b/sonic-radiance.love/scenes/battlesystem/actors/gfx.lua index acdec2f..91cfdf4 100644 --- a/sonic-radiance.love/scenes/battlesystem/actors/gfx.lua +++ b/sonic-radiance.love/scenes/battlesystem/actors/gfx.lua @@ -15,6 +15,9 @@ end function GFX:animationEnded(animation) core.debug:print("gfx", 'Current animation "' .. animation .. '" have ended, destroying gfx') + if (self.blockProcess) and (self.creator ~= nil) and (self.creator.getSignal ~= nil) then + self.creator:getSignal("gfxEnded") + end self:destroy() end diff --git a/sonic-radiance.love/scenes/battlesystem/actors/hero.lua b/sonic-radiance.love/scenes/battlesystem/actors/hero.lua index 5599c02..7c71e50 100644 --- a/sonic-radiance.love/scenes/battlesystem/actors/hero.lua +++ b/sonic-radiance.love/scenes/battlesystem/actors/hero.lua @@ -4,6 +4,8 @@ local Hero = Battler:extend() local gui = require "game.modules.gui" local StatusBar = require "scenes.battlesystem.gui.statusbar" +local ChoregraphySystem = require "scenes.battlesystem.actors.systems.choregraphy" + -- INIT FUNCTIONS -- Initialize the hero @@ -82,7 +84,7 @@ function Hero:setActive() self.world.cursor:set(self.startx, self.starty, "cursorMove") - self:talk("turnstart") + --self:talk("turnstart") self.directionPrevious = self.direction end @@ -98,9 +100,7 @@ function Hero:update(dt) -- Calculate speed to calculate animation speed self:updateSpeed(dt) - if (self.isChoregraphyActive) then - self:updateChoregraphy() - end + self:updateChoregraphy(dt) if (self.scene:haveMenus()) then self:changeDirection(dt) @@ -232,8 +232,8 @@ function Hero:applyMotion(dt) else self.x = dx self.motion = 0 - if (self.choregraphy.blockedBy == 'action_dashForward') then - self.choregraphy.changeAction = true + if (self.blockingChoregraphy == 'action_dashForward') then + self:unblockChoregraphy() self.direction = self.choregraphy.direction end end @@ -296,9 +296,9 @@ function Hero:timerResponse(timer) self.direction = self.directionPrevious elseif timer == 'action_jumpBack' then self.unlockDirection = true - self.choregraphy.changeAction = true - elseif timer == self.choregraphy.blockedBy and self.choregraphy.changeAction == false then - self.choregraphy.changeAction = true + self:unblockChoregraphy() + elseif timer == self.choregraphy.blockedBy then + self:unblockChoregraphy() end end @@ -306,6 +306,7 @@ end -- All functions related to actions function Hero:switchActiveBattler() + print("Switching Active Battler") self.tweens:newTimer(0.15, "switchActiveBattler") end @@ -313,198 +314,34 @@ end -- All functions related to the choregraphy system function Hero:initChoregraphySystem() - self.choregraphy = {} - self.choregraphy.current = 0 - self.choregraphy.isFinished = false - self.choregraphy.changeAction = true - self.choregraphy.data = {} - self.choregraphy.effectArea = nil - self.choregraphy.dx = self.x - self.choregraphy.dy = self.y - self.choregraphy.blockedBy = "" - - self.choregraphy.startx = self.x - self.choregraphy.starty = self.y - self.choregraphy.direction = self.direction - - self.isChoregraphyActive = false + self.choregraphy = ChoregraphySystem(self) + self.blockingChoregraphy = nil end function Hero:attack(id, dx, dy) local skill = game.skills:getSkillData("attack") - self:startChoregraphy(skill, dx, dy) + self.choregraphy:start(skill, dx, dy) end function Hero:useSkill(id, dx, dy) local skill = game.skills:getSkillData(id) self:setPP(skill.cost * -1, true) - self:startChoregraphy(skill, dx, dy) -end - -function Hero:startChoregraphy(skill, dx, dy) - local skill = skill - self.choregraphy.current = 0 - self.choregraphy.isFinished = false - self.choregraphy.changeAction = true - self.choregraphy.data = skill.choregraphy - self.choregraphy.effectArea = skill.effectArea - - self.choregraphy.startx = self.x - self.choregraphy.starty = self.y - self.choregraphy.direction = self.direction - - self.choregraphy.dx = dx or self.x - self.choregraphy.dy = dy or self.y - - self.choregraphy.haveSentDamage = false - - self.isChoregraphyActive = true + self.choregraphy:start(skill, dx, dy) end function Hero:updateChoregraphy(dt) - if (self.choregraphy.changeAction) then - self:switchAction() - end -end - -function Hero:switchAction() - self.choregraphy.current = self.choregraphy.current + 1 - local nextAction = self.choregraphy.data[self.choregraphy.current] - if nextAction == nil then - self.isChoregraphyActive = false - self:switchActiveBattler() - else - local args = game.skills:getActionArguments(nextAction) - local condition = args.condition - if (condition == "sentDamage") and (not self.choregraphy.haveSentDamage) then - core.debug:print("cbs/hero", "you didn't do damage, skipping " .. args.name) - self:switchAction() - else - self:doChoregraphyAction(nextAction) - end - - end -end - -function Hero:doChoregraphyAction(choregraphyAction) - local args = game.skills:getActionArguments(choregraphyAction) - local type = args.type or "unknown" - local effectArea = self.choregraphy.effectArea - self.choregraphy.changeAction = true - - if type == "wait" then - local duration = choregraphyAction[3] or 1 - self:wait(args.duration) - elseif type == "setAnimation" then - self:chorSetAnimation(args) - elseif type == "sendDamage" then - self:sendDamageToArea(effectArea, args.power, args.accuracy, args.isSpecial, args.isAerial) - elseif type == "sendDamageToPoint" then - self:chorSendDamageToPoint(args) - elseif type == "addGFX" then - self:chorAddGFX(args) - elseif type == "playSFX" then - self.assets.sfx[args.sfx]:play() - elseif type == "dashForward" then - self:setMotionX(self.direction, args.speed) - self:blockChoregraphy(args.blockProcess, "action_dashForward") - elseif type == "jump" then - self:chorJump(args) - else - 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 - local spinjump = true - local factor = 1 - local easing = 'inOutQuad' - if args.name == "jumpBack" then - xx, yy = self.choregraphy.startx, self.choregraphy.starty - self.directionLocked = true - spinjump = false - factor = 2 - easing = 'outQuad' - elseif args.name == "jumpToCursor" then - xx, yy = self.choregraphy.dx, self.choregraphy.dy - end - - local dist = utils.math.pointDistance(self.x, self.y, xx, yy) - local jumpHeight = dist * 16 / factor - - self:jumpTo(xx, yy, jumpHeight, "action_jumpBack", spinjump, 1, easing) - self:blockChoregraphy(args.blockProcess, "action_jumpBack") + self.choregraphy:update(dt) end function Hero:blockChoregraphy(isBlocked, blockedBy) if (isBlocked) then - self.choregraphy.blockedBy = blockedBy - self.choregraphy.changeAction = false + self.blockingChoregraphy = blockedBy end end -function Hero:sendDamageToArea(effectArea, power, accuracy, isSpecial, isAerial) - local dx = effectArea[1] - if effectArea[5] then - dx = dx * self.choregraphy.direction - end - local ox = self.choregraphy.startx + dx - local oy = self.choregraphy.starty + effectArea[2] - local grid = self.maputils.maskToMap(ox, oy, effectArea[3], effectArea[4], self.choregraphy.direction) - - local test = false - - for i, line in ipairs(grid) do - for j, case in ipairs(line) do - if grid[i][j] == 1 then - test = self:sendDamage(j, i, power, accuracy, isSpecial, isAerial) - end - end - end - - self.choregraphy.haveSentDamage = test -end - -function Hero:wait(time) - self.tweens:newTimer(time, "wait") - self.choregraphy.changeAction = false +function Hero:unblockChoregraphy() + self.choregraphy:endAction() + self.blockingChoregraphy = "" end -- ASSETS FUNCTIONS @@ -519,9 +356,8 @@ function Hero:initSprite() end function Hero:animationEnded(animation) - if (animation == self.choregraphy.blockedBy) then - self.choregraphy.blockedBy = "" - self.choregraphy.changeAction = true + if (animation == self.blockingChoregraphy) then + self:unblockChoregraphy() end end diff --git a/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/addGFX.lua b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/addGFX.lua new file mode 100644 index 0000000..08f88c9 --- /dev/null +++ b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/addGFX.lua @@ -0,0 +1,36 @@ +local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent" +local GFXAction = ChoregraphyActionParent:extend() + +function GFXAction:new(controller, args, effectArea) + GFXAction.super.new(self, controller, args, effectArea) +end + +function GFXAction:start() + local dx = self.args.dx + + if (self.args.affectedByDirection) then + dx = dx * self.actor.direction + end + + local x = self.actor.x + local y = self.actor.y + local z = 0 + + self.actor.world.obj.GFX(self.actor.world, x + dx, y + self.args.dy, z, self.args.sprite, self, self.args.blockProcess) + if (not self.args.blockProcess) then + self:finish() + end +end + +function GFXAction:update(dt) + +end + +function GFXAction:getSignal(signal) + if (signal == "gfxEnded") then + self:finish() + end +end + + +return GFXAction diff --git a/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/dashForward.lua b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/dashForward.lua new file mode 100644 index 0000000..02e3918 --- /dev/null +++ b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/dashForward.lua @@ -0,0 +1,19 @@ +local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent" +local DashAction = ChoregraphyActionParent:extend() + +function DashAction:new(system, args, effectArea) + DashAction.super.new(self, system, args, effectArea) +end + +function DashAction:start() + self.actor:setMotionX(self.actor.direction, self.args.speed) + self.actor:blockChoregraphy(self.args.blockProcess, "action_dashForward") +end + +function DashAction:getSignal(signal) + if (signal == "actorHaveFinished") then + self:finish() + end +end + +return DashAction; diff --git a/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/init.lua b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/init.lua new file mode 100644 index 0000000..4c819f9 --- /dev/null +++ b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/init.lua @@ -0,0 +1,14 @@ +local actions = {} + +local baseURI = "scenes.battlesystem.actors.systems.actions." + +actions["addGFX"] = require(baseURI .. "addGFX") +actions["dashForward"] = require(baseURI .. "dashForward") +actions["jump"] = require(baseURI .. "jump") +actions["playSFX"] = require(baseURI .. "playSFX") +actions["sendDamage"] = require(baseURI .. "sendDamage") +actions["sendDamageToPoint"] = require(baseURI .. "sendDamageToPoint") +actions["setAnimation"] = require(baseURI .. "setAnimation") +actions["wait"] = require(baseURI .. "wait") + +return actions diff --git a/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/jump.lua b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/jump.lua new file mode 100644 index 0000000..ba8507c --- /dev/null +++ b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/jump.lua @@ -0,0 +1,40 @@ +local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent" +local JumpAction = ChoregraphyActionParent:extend() + +function JumpAction:new(system, args, effectArea) + JumpAction.super.new(self, system, args, effectArea) +end + +function JumpAction:start() + local xx, yy + local spinjump = true + local factor = 1 + local easing = 'inOutQuad' + if self.args.name == "jumpBack" then + xx, yy = self.controller.startx, self.controller.starty + self.actor.directionLocked = true + spinjump = false + factor = 2 + easing = 'outQuad' + elseif self.args.name == "jumpToCursor" then + xx, yy = self.controller.dx, self.controller.dy + end + + local dist = utils.math.pointDistance(self.actor.x, self.actor.y, xx, yy) + local jumpHeight = dist * 16 / factor + + self.actor:jumpTo(xx, yy, jumpHeight, "action_jumpBack", spinjump, 1, easing) + self.actor:blockChoregraphy(self.args.blockProcess, "action_jumpBack") + if (not self.args.blockProcess) then + self:finish() + end +end + +function JumpAction:getSignal(signal) + if (signal == "actorHaveFinished") then + self:finish() + end +end + + +return JumpAction diff --git a/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/parent.lua b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/parent.lua new file mode 100644 index 0000000..38ec360 --- /dev/null +++ b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/parent.lua @@ -0,0 +1,29 @@ +local ChoregraphyAction = Object:extend() + +function ChoregraphyAction:new(controller, args, effectArea) + self.controller = controller + self.actor = controller.actor + + self.args = args; + self.effectArea = effectArea; + self:start() +end + +function ChoregraphyAction:start() + self:finish() +end + +function ChoregraphyAction:update(dt) + +end + +function ChoregraphyAction:getSignal(signal) + +end + +function ChoregraphyAction:finish() + print("action finished") + self.controller:endAction() +end + +return ChoregraphyAction; diff --git a/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/playSFX.lua b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/playSFX.lua new file mode 100644 index 0000000..8f085b0 --- /dev/null +++ b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/playSFX.lua @@ -0,0 +1,14 @@ +local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent" +local PlaySFX = ChoregraphyActionParent:extend() + +function PlaySFX:new(system, args, effectArea) + PlaySFX.super.new(self, system, args, effectArea) +end + +function PlaySFX:start() + self.actor.assets.sfx[self.args.sfx]:play() + self:finish() +end + + +return PlaySFX diff --git a/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/sendDamage.lua b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/sendDamage.lua new file mode 100644 index 0000000..262fbf9 --- /dev/null +++ b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/sendDamage.lua @@ -0,0 +1,38 @@ +local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent" +local SendDamage = ChoregraphyActionParent:extend() + +local maputils = require "scenes.battlesystem.utils" + +function SendDamage:new(system, args, effectArea) + SendDamage.super.new(self, system, args, effectArea) +end + +function SendDamage:start() + local power = self.args.power + local accuracy = self.args.accuracy + local isSpecial = self.args.isSpecial + local isAerial = self.args.isAerial + + local dx = self.effectArea[1] + if self.effectArea[5] then + dx = dx * self.controller.direction + end + local ox = self.controller.startx + dx + local oy = self.controller.starty + self.effectArea[2] + local grid = maputils.maskToMap(ox, oy, self.effectArea[3], self.effectArea[4], self.controller.direction) + + local test = false + + for i, line in ipairs(grid) do + for j, case in ipairs(line) do + if grid[i][j] == 1 then + test = self.actor:sendDamage(j, i, power, accuracy, isSpecial, isAerial) + end + end + end + + self.controller.haveSentDamage = test + self:finish() +end + +return SendDamage diff --git a/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/sendDamageToPoint.lua b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/sendDamageToPoint.lua new file mode 100644 index 0000000..c90cb49 --- /dev/null +++ b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/sendDamageToPoint.lua @@ -0,0 +1,29 @@ +local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent" +local SendDamage = ChoregraphyActionParent:extend() + +function SendDamage:new(system, args, effectArea) + SendDamage.super.new(self, system, args, effectArea) +end + +function SendDamage:start() + local xx, yy + if self.args.name == "sendDamageFromCursor" then + xx = self.controller.dx + yy = self.controller.dy + elseif self.args.name == "sendDamageFromPos" then + xx = utils.math.round(self.actor.x) + yy = utils.math.round(self.actor.y) + end + + local dx = self.args.dx + if (self.args.affectedByDirection) then + dx = dx * self.controller.direction + end + xx = xx + dx + yy = yy + self.args.dy + self.controller.haveSentDamage = self.actor:sendDamage(xx, yy, self.args.power, self.args.accuracy, self.args.isSpecial, self.args.isAerial) + + self:finish() +end + +return SendDamage diff --git a/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/setAnimation.lua b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/setAnimation.lua new file mode 100644 index 0000000..ee26427 --- /dev/null +++ b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/setAnimation.lua @@ -0,0 +1,24 @@ +local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent" +local AnimationSetterAction = ChoregraphyActionParent:extend() + +function AnimationSetterAction:new(controller, args, effectArea) + AnimationSetterAction.super.new(self, controller, args, effectArea) +end + +function AnimationSetterAction:start() + self.actor:changeAnimation(self.args.animation) + self.actor:blockChoregraphy(self.args.blockProcess, self.args.animation) + if (self.args.blockProcess == false) then + self:finish() + end +end + +function AnimationSetterAction:update(dt) + +end + +function AnimationSetterAction:getSignal(signal) + +end + +return AnimationSetterAction; diff --git a/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/wait.lua b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/wait.lua new file mode 100644 index 0000000..53cf628 --- /dev/null +++ b/sonic-radiance.love/scenes/battlesystem/actors/systems/actions/wait.lua @@ -0,0 +1,19 @@ +local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent" +local WaitAction = ChoregraphyActionParent:extend() + +function WaitAction:new(controller, args, effectArea) + WaitAction.super.new(self, controller, args, effectArea) +end + +function WaitAction:start() + self.timer = 0 +end + +function WaitAction:update(dt) + self.timer = self.timer + dt + if (self.timer > self.args.duration) then + self:finish() + end +end + +return WaitAction; diff --git a/sonic-radiance.love/scenes/battlesystem/actors/systems/choregraphy.lua b/sonic-radiance.love/scenes/battlesystem/actors/systems/choregraphy.lua new file mode 100644 index 0000000..4e0855d --- /dev/null +++ b/sonic-radiance.love/scenes/battlesystem/actors/systems/choregraphy.lua @@ -0,0 +1,95 @@ +local ChoregraphySystem = Object:extend() + +local actionList = require "scenes.battlesystem.actors.systems.actions" + +function ChoregraphySystem:new(actor) + self.actor = actor + self:init({}, nil, self.actor.x, self.actor.y, false) +end + +function ChoregraphySystem:init(choregraphy, effectArea, dx, dy, isActive) + self.current = 0 + self.action = nil + self.isFinished = false + + self.data = choregraphy + self.effectArea = effectArea + + self.startx = self.actor.x + self.starty = self.actor.y + self.direction = self.actor.direction + + self.dx = dx or self.actor.x + self.dy = dy or self.actor.y + + self.haveSentDamage = false + + self.isActive = isActive + self.actionHaveEnded = false +end + +function ChoregraphySystem:start(skill, dx, dy) + local skill = skill + self:init(skill.choregraphy, skill.effectArea, dx, dy, true) +end + +function ChoregraphySystem:finish() + self.isActive = false + self.actor:switchActiveBattler() +end + +function ChoregraphySystem:update(dt) + if (self.actionHaveEnded) then + self.action = nil + self.actionHaveEnded = false + end + + if (self.isActive) then + if (self.action == nil) then + self:switchAction() + else + self.action:update(dt) + end + end +end + +function ChoregraphySystem:switchAction() + self.current = self.current + 1 + local nextAction = self.data[self.current] + + if (nextAction == nil) then + print("finished") + self:finish() + else + local args = game.skills:getActionArguments(nextAction) + local condition = args.condition + if (condition == "sentDamage") and (not self.haveSentDamage) then + core.debug:print("cbs/hero", "you didn't do damage, skipping " .. args.name) + self:switchAction() + else + self:doAction(nextAction) + end + + end +end + +function ChoregraphySystem:doAction(choregraphyAction) + local args = game.skills:getActionArguments(choregraphyAction) + local type = args.type or "unknown" + local effectArea = self.effectArea + + local action = actionList[type] + + if (action == nil) then + core.debug:warning("cbs/hero", "unknown action type " .. type .. ' (' .. args.name .. ')') + else + self.action = action(self, args, effectArea) + end +end + +function ChoregraphySystem:endAction() + self.action = nil + self.actionHaveEnded = true +end + +return ChoregraphySystem