chore: port to parser system
This commit is contained in:
parent
aa9140406f
commit
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13 changed files with 57 additions and 257 deletions
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@ -1,17 +1,21 @@
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return {
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return {
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["wait"] = {"duration"},
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headings = {"name", "condition"},
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["addGFX"] = {'sprite', "origin", "x", "y", "affectedByDirection", 'blockProcess'},
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argumentLists = {
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["playSFX"] = {"sfx"},
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["wait"] = {"duration"},
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["sendDamage"] = {"power", "type", "element", "isSpecial"},
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["addGFX"] = {'sprite', "origin", "x", "y", "affectedByDirection", 'blockProcess'},
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["goTo"] = {"origin", "x", "y", "duration", "blockProcess"},
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["playSFX"] = {"sfx"},
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["setAnimation"] = {"animation", "blockProcess"},
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["sendDamage"] = {"power", "type", "element", "isSpecial"},
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["jump"] = {"power", "bounceNumber", "blockProcess"},
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["goTo"] = {"origin", "x", "y", "duration", "blockProcess"},
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["jumpTo"] = {"origin", "x", "y", "duration", "blockProcess"},
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["setAnimation"] = {"animation", "blockProcess"},
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["jumpBack"] = {"duration", "blockProcess"},
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["jump"] = {"power", "bounceNumber", "blockProcess"},
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["waitActorFinished"] = {"waitFor"},
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["jumpTo"] = {"origin", "x", "y", "duration", "blockProcess"},
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["addQTE"] = {"qteData", "origin", "blockProcess"},
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["jumpBack"] = {"duration", "blockProcess"},
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["useItemEffect"] = {},
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["waitActorFinished"] = {"waitFor"},
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--[name] = {args},
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["addQTE"] = {"qteData", "origin", "blockProcess"},
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["useItemEffect"] = {},
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--[name] = {args},
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},
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argumentWrapper = "arguments",
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}
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}
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-- The "origin" argument can have the different values
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-- The "origin" argument can have the different values
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@ -1,5 +1,9 @@
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return {
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return {
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["normal"] = {"category", "name", "number"},
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headings = {"type"},
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["boss"] = {"category", "name", "pvFactor", "statFactor", "cheapEffect"},
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argumentLists = {
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["rival"] = {"character", "level", "pvFactor"}
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["normal"] = {"category", "name", "number"},
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["boss"] = {"category", "name", "pvFactor", "statFactor", "cheapEffect"},
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["rival"] = {"character", "level", "pvFactor"}
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},
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argumentWrapper = "",
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}
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}
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@ -1,14 +1,18 @@
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return {
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return {
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["wait"] = {"duration"},
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headings = {"name", "condition"},
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["simpleMessage"] = {"message"},
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argumentLists = {
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["dialogBox"] = {"message", "title", "avatar"},
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["wait"] = {"duration"},
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["optionBox"] = {"message", "title", "avatar", "option1", "option2", "option3", "flag"},
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["simpleMessage"] = {"message"},
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["playSFX"] = {"sfx"},
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["dialogBox"] = {"message", "title", "avatar"},
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["getRings"] = {"number"},
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["optionBox"] = {"message", "title", "avatar", "option1", "option2", "option3", "flag"},
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["getItems"] = {"type", "item", "number"},
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["playSFX"] = {"sfx"},
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["teleport"] = {"area", "x", "y", "charDir"},
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["getRings"] = {"number"},
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["showGFX"] = {"x", "y", "spritename"}
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["getItems"] = {"type", "item", "number"},
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--[name] = {args...},
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["teleport"] = {"area", "x", "y", "charDir"},
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["showGFX"] = {"x", "y", "spritename"}
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--[name] = {args...},
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},
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argumentWrapper = "arguments",
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}
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}
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-- The "origin" argument can have the different values
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-- The "origin" argument can have the different values
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@ -1,6 +1,10 @@
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return {
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return {
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["heal"] = {"healType", "computationMode", "value"},
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headings = {"type"},
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["setStatus"] = {"status", "set"},
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argumentLists = {
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["protectElement"] = {"element"},
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["heal"] = {"healType", "computationMode", "value"},
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["blockStatus"] = {"blockWhat"},
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["setStatus"] = {"status", "set"},
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["protectElement"] = {"element"},
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["blockStatus"] = {"blockWhat"},
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},
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argumentWrapper = "",
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}
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}
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@ -1,3 +1,7 @@
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return {
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return {
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["simplePrompt"] = {"key", "duration"}
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headings = {"name"},
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argumentLists = {
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["simplePrompt"] = {"key", "duration"}
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},
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argumentWrapper = "arguments",
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}
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}
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@ -1,7 +1,6 @@
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local EventManager = Object:extend()
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local EventManager = Object:extend()
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local stepObjectList = require "game.events.event"
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local stepObjectList = require "game.events.event"
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local eventUtils = require "game.events.utils"
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local Conditions = require "game.events.conditions"
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local Conditions = require "game.events.conditions"
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@ -73,7 +72,7 @@ end
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function EventManager:switchStep()
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function EventManager:switchStep()
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if self:haveNextStep() then
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if self:haveNextStep() then
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self.currentStepId = self.currentStepId + 1
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self.currentStepId = self.currentStepId + 1
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local stepData = eventUtils.getStepDatas(self.stepList[self.currentStepId])
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local stepData = core.datas:parse("eventstep", self.stepList[self.currentStepId])
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core.debug:print("event", "Starting step " .. stepData.name)
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core.debug:print("event", "Starting step " .. stepData.name)
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if (not self:testCondition(stepData.condition)) then
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if (not self:testCondition(stepData.condition)) then
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self:switchStep()
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self:switchStep()
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@ -1,45 +0,0 @@
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local EventUtils = {}
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-- steps utils
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function EventUtils.getStepStructure(stepName)
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local stepTypeList = require "datas.parsers.eventstep"
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return stepTypeList[stepName]
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end
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function EventUtils.stepExists(stepName)
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return (EventUtils.getStepStructure(stepName) ~= nil)
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end
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function EventUtils.validateStep(stepBaseDatas)
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local structure = EventUtils.getStepStructure(stepBaseDatas[1])
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if (structure == nil) then
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return false
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else
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return ((#structure + 2) == #stepBaseDatas)
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end
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end
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function EventUtils.getStepDatas(stepBaseDatas)
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local stepData = {}
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stepData.name = stepBaseDatas[1]
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if (EventUtils.validateStep(stepBaseDatas)) then
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stepData.condition = stepBaseDatas[2]
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local structure = EventUtils.getStepStructure(stepData.name)
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stepData.arguments = {}
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for i, argumentName in ipairs(structure) do
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local argumentContent = stepBaseDatas[i + 2]
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stepData.arguments[argumentName] = argumentContent
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end
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return stepData
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else
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error("L'étape " .. stepData.name .. " à un nbr d'argument incorrect")
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end
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end
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return EventUtils
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@ -1,6 +1,5 @@
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local EffectManager = Object:extend()
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local EffectManager = Object:extend()
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local itemutils = require "game.utils.items"
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local effectList = require "game.loot.effects"
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local effectList = require "game.loot.effects"
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function EffectManager:new()
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function EffectManager:new()
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@ -45,7 +44,7 @@ function EffectManager:getEffectStrings(character)
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end
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end
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function EffectManager:getEffectObject(rawEffectData, character, duration)
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function EffectManager:getEffectObject(rawEffectData, character, duration)
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local effect = itemutils.getItemEffectData(rawEffectData)
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local effect = core.datas:parse("itemeffects", rawEffectData)
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if (effectList[effect.type] ~= nil) then
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if (effectList[effect.type] ~= nil) then
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return effectList[effect.type](effect, character, duration)
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return effectList[effect.type](effect, character, duration)
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else
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else
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@ -1,43 +1,3 @@
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local BattleUtils = {}
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local BattleUtils = {}
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-- ENNEMY FUNCTIONS
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function BattleUtils.getEnnemyTypeStructure(type)
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local typeList = require "datas.parsers.ennemytype"
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return typeList[type]
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end
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function BattleUtils.ennemyTypeExists(type)
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return (BattleUtils.getEnnemyTypeStructure(type) ~= nil)
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end
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function BattleUtils.validateEnnemyType(ennemyBaseData)
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local structure = BattleUtils.getEnnemyTypeStructure(ennemyBaseData[1])
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if (structure == nil) then
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return false
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else
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return ((#structure + 1) == #ennemyBaseData)
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end
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end
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function BattleUtils.getEnnemyData(ennemyBaseData)
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local ennemyData = {}
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ennemyData.type = ennemyBaseData[1]
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if (BattleUtils.validateEnnemyType(ennemyBaseData)) then
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local structure = BattleUtils.getEnnemyTypeStructure(ennemyData.type)
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for i, argumentName in ipairs(structure) do
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local argumentContent = ennemyBaseData[i + 1]
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ennemyData[argumentName] = argumentContent
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end
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return ennemyData
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else
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error("Le type d'ennemy " .. ennemyData.type .. " à un nbr d'argument incorrect")
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end
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end
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return BattleUtils
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return BattleUtils
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@ -1,89 +0,0 @@
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local ChoregraphyUtils = {}
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-- steps utils
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function ChoregraphyUtils.getStepStructure(stepName)
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local stepTypeList = require "datas.parsers.choregraphystep"
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return stepTypeList[stepName]
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end
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function ChoregraphyUtils.stepExists(stepName)
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return (ChoregraphyUtils.getStepStructure(stepName) ~= nil)
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end
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function ChoregraphyUtils.validateStep(stepBaseDatas)
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local structure = ChoregraphyUtils.getStepStructure(stepBaseDatas[1])
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if (structure == nil) then
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return false
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else
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return ((#structure + 2) == #stepBaseDatas)
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end
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end
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function ChoregraphyUtils.getStepDatas(stepBaseDatas)
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local stepData = {}
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stepData.name = stepBaseDatas[1]
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if (ChoregraphyUtils.validateStep(stepBaseDatas)) then
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stepData.condition = stepBaseDatas[2]
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local structure = ChoregraphyUtils.getStepStructure(stepData.name)
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stepData.arguments = {}
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for i, argumentName in ipairs(structure) do
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local argumentContent = stepBaseDatas[i + 2]
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stepData.arguments[argumentName] = argumentContent
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end
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return stepData
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else
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error("L'étape " .. stepData.name .. " à un nbr d'argument incorrect")
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end
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end
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-- QTE utils
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function ChoregraphyUtils.getQteStructure(qteName)
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local stepTypeList = require "datas.parsers.qtesteps"
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return stepTypeList[qteName]
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end
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function ChoregraphyUtils.qteExists(qteName)
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return (ChoregraphyUtils.getQteStructure(qteName) ~= nil)
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end
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function ChoregraphyUtils.validateQte(qteBaseDatas)
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local structure = ChoregraphyUtils.getQteStructure(qteBaseDatas[1])
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if (structure == nil) then
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return false
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else
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return ((#structure + 1) == #qteBaseDatas)
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end
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end
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function ChoregraphyUtils.getQteDatas(qteBaseDatas)
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local qteData = {}
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qteData.name = qteBaseDatas[1]
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if (ChoregraphyUtils.validateQte(qteBaseDatas)) then
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local structure = ChoregraphyUtils.getQteStructure(qteData.name)
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qteData.arguments = {}
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for i, argumentName in ipairs(structure) do
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local argumentContent = qteBaseDatas[i + 1]
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qteData.arguments[argumentName] = argumentContent
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end
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return qteData
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else
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error("Le QTE " .. qteData.name .. " à un nbr d'argument incorrect")
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end
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end
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return ChoregraphyUtils
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local ItemUtils = {}
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-- VALIDATION FUNCTIONS
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function ItemUtils.getItemEffectStructure(type)
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local typeList = require "datas.parsers.itemeffects"
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return typeList[type]
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end
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function ItemUtils.itemEffectExists(type)
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return (ItemUtils.getItemEffectStructure(type) ~= nil)
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end
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function ItemUtils.validateItemEffect(effectBaseData)
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local structure = ItemUtils.getItemEffectStructure(effectBaseData[1])
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if (structure == nil) then
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return false
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else
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return ((#structure + 1) == #effectBaseData)
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end
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end
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function ItemUtils.getItemEffectData(effectBaseData)
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local effectData = {}
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effectData.type = effectBaseData[1]
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if (ItemUtils.validateItemEffect(effectBaseData)) then
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local structure = ItemUtils.getItemEffectStructure(effectData.type)
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for i, argumentName in ipairs(structure) do
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local argumentContent = effectBaseData[i + 1]
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effectData[argumentName] = argumentContent
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end
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return effectData
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else
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error("Le type d'effet d'objet " .. effectData.type .. " à un nbr d'argument incorrect")
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end
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end
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return ItemUtils
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local Villain = require "scenes.battlesystem.controllers.fighters.villain"
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local Villain = require "scenes.battlesystem.controllers.fighters.villain"
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local battleutils = require "game.utils.battle"
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function EnnemyController:new(owner, battleData)
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function EnnemyController:new(owner, battleData)
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self.super.new(self, owner)
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self.super.new(self, owner)
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self:initVillains(battleData)
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self:initVillains(battleData)
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@ -12,7 +10,7 @@ end
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function EnnemyController:initVillains(battleData)
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function EnnemyController:initVillains(battleData)
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for i,ennemyBaseData in ipairs(battleData.ennemies) do
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for i,ennemyBaseData in ipairs(battleData.ennemies) do
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local ennData = battleutils.getEnnemyData(ennemyBaseData)
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local ennData = core.datas:parse("ennemytype", ennemyBaseData)
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if (ennData.type == "normal") then
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if (ennData.type == "normal") then
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self:addVillain(ennData)
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self:addVillain(ennData)
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elseif (ennData.type == "boss") then
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elseif (ennData.type == "boss") then
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local ChoregraphySystem = Object:extend()
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local ChoregraphySystem = Object:extend()
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local choregraphyUtils = require "game.utils.choregraphy"
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local stepObjectList = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step"
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local stepObjectList = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step"
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local qteObjectList = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.qte"
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local qteObjectList = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.qte"
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@ -38,7 +37,7 @@ end
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||||||
function ChoregraphySystem:switchStep()
|
function ChoregraphySystem:switchStep()
|
||||||
if self:haveNextStep() then
|
if self:haveNextStep() then
|
||||||
self.currentStepId = self.currentStepId + 1
|
self.currentStepId = self.currentStepId + 1
|
||||||
local stepData = choregraphyUtils.getStepDatas(self.stepList[self.currentStepId])
|
local stepData = core.datas:parse("choregraphystep", self.stepList[self.currentStepId])
|
||||||
core.debug:print("cbs/choregraphy", "Starting step " .. stepData.name)
|
core.debug:print("cbs/choregraphy", "Starting step " .. stepData.name)
|
||||||
if (stepObjectList[stepData.name] ~= nil and self:checkCondition(stepData.condition)) then
|
if (stepObjectList[stepData.name] ~= nil and self:checkCondition(stepData.condition)) then
|
||||||
self.currentStep = stepObjectList[stepData.name](self, stepData.arguments)
|
self.currentStep = stepObjectList[stepData.name](self, stepData.arguments)
|
||||||
|
@ -58,7 +57,7 @@ function ChoregraphySystem:checkCondition(condition)
|
||||||
end
|
end
|
||||||
|
|
||||||
function ChoregraphySystem:addQTE(action, origin, qteBaseData, blockProcess)
|
function ChoregraphySystem:addQTE(action, origin, qteBaseData, blockProcess)
|
||||||
local qteData = choregraphyUtils.getQteDatas(qteBaseData)
|
local qteData = core.datas:parse("qtesteps", qteBaseData)
|
||||||
if (qteObjectList[qteData.name] ~= nil) then
|
if (qteObjectList[qteData.name] ~= nil) then
|
||||||
core.debug:print("cbs/choregraphy", "Starting qte " .. qteData.name)
|
core.debug:print("cbs/choregraphy", "Starting qte " .. qteData.name)
|
||||||
self.qte.current = qteObjectList[qteData.name](self, qteData.arguments, 0, 0)
|
self.qte.current = qteObjectList[qteData.name](self, qteData.arguments, 0, 0)
|
||||||
|
|
Loading…
Reference in a new issue