local FighterParent = Object:extend() local counter = 0 function FighterParent:new(owner, isHero, id) self.owner = owner self.turnSystem = owner.turnSystem self.world = owner.world self.isHero = isHero -- Note : l'ID est ici relatif à chaque quand, il n'est donc pas unique, -- ce qui est unique étant le combo id + isHero self.id = id self.abstract = self:getAbstract() self.actor = self:createActor() self.isActive = false end function FighterParent:getAbstract() return {} end function FighterParent:createActor() return {} end function FighterParent:update(dt) counter = counter + dt if (counter > 5) then counter = 0 self:setInactive() end end function FighterParent:setActive() counter = 0 self.isActive = true self:startAction() end function FighterParent:setInactive() self.isActive = false self.turnSystem:nextAction() end function FighterParent:getNbrActionPerTurn() return self.abstract.turns end function FighterParent:getStats() return self.abstract:getStats() end function FighterParent:startAction() end function FighterParent:getUniqueIdentificator() local side = 1 if (isHero == false) then side = -1 end return self.id * side end function FighterParent:getNonUniqueIdentificator() return self.id end function FighterParent:canFight() return true end return FighterParent