local TurnController = Object:extend() local Player = require "scenes.battlesystem.controllers.player" local Ennemy = require "scenes.battlesystem.controllers.player" local maputils = require "scenes.battlesystem.utils" function TurnController:new(scene) self.scene = scene self.world = scene.world --self.player = Player(self) --self.ennemies = Ennemy(self) self.isActive = false self.currentlyPlaying = "" self.turns = {} self.turns.current = 1 self.turns.number = 0 self.turns.isFinished = true self.turns.changeBattler = true self.actionList = {} end function TurnController:startBattle() self.isActive = true end function TurnController:update(dt) if (self.isActive) then if (self.currentlyPlaying == "heroes") then --self.player:update(dt) elseif (self.currentlyPlaying == "ennemies") then --self.ennemies:update(dt) else self:nextAction() end end end function TurnController:nextAction() if (self.turns.isFinished) or (self.turns.current >= #self.actionList) then self:startNewTurn() else self.turns.current = self.turns.current + 1 core.debug:print("cbs/world", "switching to next action") end self.scene.hud:moveBattleCursor(self.turns.current) self:startAction() end function TurnController:startNewTurn() core.debug:print("cbs/world", "New Turn Starting") self.turns.current = 1 self.turns.isFinished = false self.turns.number = self.turns.number + 1 self:calculateTurn() end function TurnController:calculateTurn() self.actionList = self.world:generateActionList() table.sort(self.actionList, maputils.sortBattlers) end function TurnController:startAction() core.debug:print("cbs/world", "Starting action " .. self.turns.current) local nextAction = self.actionList[self.turns.current] print(nextAction) local nextActor = nextAction.actor if (nextActor.isDestroyed == true) then -- On skipe le personnage s'il a été detruit self:nextAction() else if (nextActor.side == "heroes") then --self.player:setActive(nextActor) self.currentlyPlaying = "heroes" self.actionList[self.turns.current].actor:setActive() elseif (nextActor.side == "ennemies") then --self.ennemies:setActive(nextActor) self.currentlyPlaying = "ennemies" self.actionList[self.turns.current].actor:setActive() end end end function TurnController:endAction() self.currentlyPlaying = "" end function TurnController:drawTurnList(x, y) end function TurnController:sendSignalToCurrentBattler(signal, subSignal) self.actionList[self.turns.current].actor:receiveSignal(signal, subSignal) end return TurnController