local FighterParent = require "scenes.battlesystem.controllers.fighters.parent" local HeroFighter = FighterParent:extend() local StatusBar = require "scenes.battlesystem.gui.statusbar" local SelectionSystem = require "scenes.battlesystem.controllers.fighters.systems.selection" local actionList = require "scenes.battlesystem.controllers.fighters.systems.actions" local POSITIONS = {3, 1, 5} local HEROES_LINE = 3; function HeroFighter:new(owner, character, id) self.name = character self.super.new(self, owner, true, id) self.statusbar = StatusBar(self) self.action = nil self.selection = nil end function HeroFighter:updateAssets(dt) self.statusbar:update(dt) if (self.action ~= nil) then if (self.action.isStarted) then self.action:update(dt) end end end function HeroFighter:update(dt) if (self.selection ~= nil) then self.selection:update(dt) end end function HeroFighter:getAbstract() return game.characters.list[self.name] end function HeroFighter:createActor() local x, y = HEROES_LINE, POSITIONS[self.id] return self.world.obj.Hero(self.world, x, y, self) end function HeroFighter:startAction() core.debug:print("cbs/heroFighter", "launching the action menu") self.action = nil self.turnSystem.scene.menu:set( self ) end function HeroFighter:endAction() end -- Basic actions function HeroFighter:doNothing() self:setInactive() end function HeroFighter:doBasicAction(action) self.action = actionList[action](self) self:verifyTargets() end function HeroFighter:useItem(item) self.action = actionList["item"](self, item) self:verifyTargets() end function HeroFighter:useSkill(skill) self.action = actionList["skill"](self, skill) self:verifyTargets() end function HeroFighter:verifyTargets() local needTarget, targetEnnemies = self.action:needTarget() if (needTarget) then if (targetEnnemies) then self.selection = SelectionSystem(self, self.owner.turnSystem.ennemies) else self.selection = SelectionSystem(self, self.owner) end else self.action:start() end end function HeroFighter:attack() self:doBasicAction("attack") end function HeroFighter:receiveTarget(target) self.selection = nil if (self.action ~= nil) then self.action:start() end end function HeroFighter:goBackToMenu() self.owner.turnSystem.scene.menusystem:activate() self.selection = nil end function HeroFighter:finishAction() self:setInactive() end -- LIFE functions function HeroFighter:setHP(value, relative) HeroFighter.super.setHP(self, value, relative) self.statusbar:updateHP() end function HeroFighter:setPP(value, relative) HeroFighter.super.setPP(self, value, relative) self.statusbar:updatePP() end -- DRAW FUNCTIONS function HeroFighter:drawIcon(x, y) local iconID = 1 self.assets.tileset["charicons"]:drawTile(iconID, x, y) end function HeroFighter:drawHUD() self.statusbar:draw() end return HeroFighter