sonic-radiance/sonic-radiance.love/game/characters.lua
2021-04-19 18:04:29 +02:00

195 lines
5.7 KiB
Lua

-- game/characters :: The character handler. This object handle all the character
-- and is able to get and set datas about them.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local CharacterManager = Object:extend()
local charutils = require "game.utils.characters"
local AbstractCharacter = require "game.abstractmobs.character"
local startdata = require "datas.gamedata.startdata"
function CharacterManager:new(controller)
self.controller = controller
self.namelist = require "datas.gamedata.characters"
self.list = {}
self.team = startdata.baseteam
self.active = 1
self:init()
end
function CharacterManager:init()
for k, name in pairs(self.namelist) do
if (charutils.charDataExists(name)) then
self.list[name] = AbstractCharacter(name)
end
end
end
function CharacterManager:setLevel(name, newlevel)
self.list[name]:setLevel(newlevel)
end
function CharacterManager:levelUp(name)
self.list[name]:levelUp()
end
function CharacterManager:recalculateStats(id)
local character = self.list[id]
local stats = character.stats
local base_stats = character.base_stats
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:getData()
local data = {}
data.team = self.team
data.list = {}
for name, character in pairs(self.list) do
data.list[name] = character:getData()
end
return data
end
function CharacterManager:setData(data)
local data = data
self.team = data.team
self.list = {}
for name, charData in pairs(data.list) do
local character = AbstractCharacter(name)
character:setData(charData)
self.list[name] = character
end
end
function CharacterManager:heal(name)
self.list[name]:heal()
end
function CharacterManager:sendDamageFromMap(name, damageRatio)
local character = self.list[name]
if (character.hp > 0) then
local newHP = math.floor(character.hp - (character.stats.hpmax * damageRatio))
if (not game.difficulty:get("hazardMakesKo")) then
newHP = math.max(1, newHP)
end
self.list[name]:setHP(newHP, false)
end
end
function CharacterManager:addToTeam(name)
self:heal(name)
if (#self.team < 4) then
table.insert(self.team, name)
end
end
function CharacterManager:removeToTeam(teamid)
if (#self.team > 1) then
table.remove(self.team, teamid)
end
end
function CharacterManager:getPositionInTeam(charName)
local charId = -1
for i,name in ipairs(self.team) do
if (name == charName) then
charId = i
end
end
return charId
end
function CharacterManager:addOrRemoveToTeam(charName)
local charId = self:getPositionInTeam(charName)
if (charId == -1) then
self:addToTeam(charName)
else
self:removeToTeam(charId)
if (charId < self.active) then
self.active = self.active - 1
end
end
self:fixActiveCharacter()
end
function CharacterManager:setActiveCharacter(direction)
local direction = direction or 1
local count = direction
self.active = self.active + utils.math.sign(direction)
if (self.active > #self.team) then
self.active = 1
end
if (self.active < 1) then
self.active = #self.team
end
if (self.list[self.team[self.active]].hp <= 0) and not game.difficulty:get("playerKoChar") then
count = count + self:setActiveCharacter(direction)
end
return count
end
function CharacterManager:fixActiveCharacter()
if (self.active < 1) then
self.active = 1
elseif (self.active > #self.team) then
self.active = #self.team
end
end
function CharacterManager:getActiveCharacter()
return self.team[self.active]
end
function CharacterManager:getActiveCharacterData()
return self.list[self.team[self.active]]
end
function CharacterManager:loadSprite(assets, name)
assets:addSprite(name, "datas/gamedata/characters/" .. name .. "/sprites")
end
-- DEBUG FUNCTIONS
function CharacterManager:printCharacter(id)
local character = self.list[id]
core.debug:print(id .. ". " .. character.fullname)
core.debug:print("Lvl " .. character.level .. " (" .. character.exp .. "/" .. character.exp_next .. " exp)")
end
function CharacterManager:printTeam()
for i,v in ipairs(self.team) do
self:printCharacter(v)
core.debug:print("-----")
end
end
return CharacterManager