chore(game/characters): more utils extraction

This commit is contained in:
Kazhnuz 2020-07-19 13:41:20 +02:00
parent 00396522fb
commit cd9b9f37e4
2 changed files with 38 additions and 21 deletions

View file

@ -1,4 +1,4 @@
local StatsUtils = {}
local CharUtils = {}
local CONST = {}
@ -13,20 +13,37 @@ CONST.MULT_STAT = 2
CONST.MULT_HP = 2.7
CONST.MULT_MP = 1.5
function StatsUtils.getExpValue(level)
function CharUtils.getExpValue(level)
return math.floor( ( CONST.EXP_MULTIPLICATOR * ( level ^ 3 ) ) / CONST.EXP_RATIO )
end
function StatsUtils.getStatValue(level, base)
function CharUtils.getStatValue(level, base)
return math.floor( (((base * CONST.MULT_STAT) * level)/100) ) + CONST.BASE_STAT
end
function StatsUtils.getHPValue(level, base)
function CharUtils.getHPValue(level, base)
return math.floor( (((base * CONST.MULT_HP) * level)/100) ) + CONST.BASE_HP + level
end
function StatsUtils.getPPValue(level, base)
function CharUtils.getPPValue(level, base)
return math.floor( (((base * CONST.MULT_MP) * level)/100) ) + CONST.BASE_MP
end
return StatsUtils
function CharUtils.charDataExists(name)
local dir = "datas/gamedata/characters/" .. name .. "/init.lua"
local fileinfo = love.filesystem.getInfo(dir)
return (fileinfo ~= nil)
end
function CharUtils.getCharacterData(charname)
-- va eprmettre de récupérer les données d'un personnage
local charfolder = "datas.gamedata.characters." .. charname
local character = require(charfolder)
character.base_stats = require(charfolder .. ".stats")
character.inventory = require(charfolder .. ".inventory")
character.skills = require(charfolder .. ".skills")
return character
end
return CharUtils

View file

@ -24,7 +24,7 @@
local CharacterManager = Object:extend()
local statsutils = require "game.abstractmobs.utils"
local charutils = require "game.abstractmobs.utils"
function CharacterManager:new(controller)
self.controller = controller
@ -37,7 +37,7 @@ end
function CharacterManager:init()
for k, name in pairs(self.namelist) do
if (self:charDataExists(name)) then
if (charutils.charDataExists(name)) then
self:initCharacter(name)
end
end
@ -62,11 +62,11 @@ end
function CharacterManager:initCharacter(id)
local stats = {}
local character = self:getCharacterData(id)
local character = charutils.getCharacterData(id)
stats.level = character.startlevel
stats.exp = statsutils.getExpValue(stats.level)
stats.exp_next = statsutils.getExpValue(stats.level + 1)
stats.exp = charutils.getExpValue(stats.level)
stats.exp_next = charutils.getExpValue(stats.level + 1)
stats.hpmax = character.base_stats.hpmax
stats.ppmax = character.base_stats.ppmax
stats.attack = character.base_stats.attack
@ -93,8 +93,8 @@ function CharacterManager:setLevel(id, newlevel)
self.list[id].stats.level = newlevel
local stats = self.list[id].stats
local exp, exp_next, exp_current
exp = statsutils.getExpValue(stats.level)
exp_next = statsutils.getExpValue(stats.level + 1)
exp = charutils.getExpValue(stats.level)
exp_next = charutils.getExpValue(stats.level + 1)
exp_current = self.list[id].stats.exp
self.list[id].stats.exp = math.max(math.min(exp_current, exp_next - 1), exp)
@ -112,14 +112,14 @@ function CharacterManager:recalculateStats(id)
local stats = character.stats
local base_stats = character.base_stats
stats.hpmax = statsutils.getHPValue(stats.level, base_stats.hpmax)
stats.ppmax = statsutils.getPPValue(stats.level, base_stats.ppmax)
stats.attack = statsutils.getStatValue(stats.level, base_stats.attack)
stats.power = statsutils.getStatValue(stats.level, base_stats.power)
stats.defense = statsutils.getStatValue(stats.level, base_stats.defense)
stats.mind = statsutils.getStatValue(stats.level, base_stats.mind)
stats.technic = statsutils.getStatValue(stats.level, base_stats.technic)
stats.speed = statsutils.getStatValue(stats.level, base_stats.speed)
stats.hpmax = charutils.getHPValue(stats.level, base_stats.hpmax)
stats.ppmax = charutils.getPPValue(stats.level, base_stats.ppmax)
stats.attack = charutils.getStatValue(stats.level, base_stats.attack)
stats.power = charutils.getStatValue(stats.level, base_stats.power)
stats.defense = charutils.getStatValue(stats.level, base_stats.defense)
stats.mind = charutils.getStatValue(stats.level, base_stats.mind)
stats.technic = charutils.getStatValue(stats.level, base_stats.technic)
stats.speed = charutils.getStatValue(stats.level, base_stats.speed)
end
function CharacterManager:getSkillList(id)