sonic-radiance/sonic-radiance.love/scenes/battlesystem/controllers/fighters/systems/choregraphy/init.lua
2021-03-12 21:14:17 +01:00

87 lines
2.4 KiB
Lua

local ChoregraphySystem = Object:extend()
local choregraphyUtils = require "game.utils.choregraphy"
local stepObjectList = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step"
local qteObjectList = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.qte"
function ChoregraphySystem:new(action, choregraphy)
self.action = action
self.fighter = action.fighter
self.actor = self.fighter.actor
self.assets = self.fighter.actor.assets
self.world = self.actor.world
self.target = action.target
self.currentStepId = 0
self.currentStep = nil
self.stepList = choregraphy
self.qte = {}
self.qte.current = nil
self.qte.wasSuccess = false
end
function ChoregraphySystem:update(dt)
if (self.qte.current ~= nil) then
self.qte.current:update(dt)
end
if (self.currentStep ~= nil) then
self.currentStep:updateStep(dt)
else
self:switchStep()
end
end
function ChoregraphySystem:switchStep()
if self:haveNextStep() then
self.currentStepId = self.currentStepId + 1
local stepData = choregraphyUtils.getStepDatas(self.stepList[self.currentStepId])
core.debug:print("cbs/choregraphy", "Starting step " .. stepData.name)
if (stepObjectList[stepData.name] ~= nil) then
self.currentStep = stepObjectList[stepData.name](self, stepData.arguments)
end
else
self:endChoregraphy()
end
end
function ChoregraphySystem:addQTE(action, origin, qteBaseData, blockProcess)
local qteData = choregraphyUtils.getQteDatas(qteBaseData)
if (qteObjectList[qteData.name] ~= nil) then
self.qte.current = qteObjectList[qteData.name](self, qteData.arguments)
self.qte.current:blockAction(action, blockProcess)
self.qte.current:setOrigin(origin)
end
end
function ChoregraphySystem:sendDamage(power, accuracy, isSpecial, isAerial)
if (self.target ~= nil) then
if (self.fighter.isAlive) then
self.fighter:sendDamage(self.target, power, accuracy, isSpecial, isAerial)
return true
else
return false
end
end
end
function ChoregraphySystem:useItemEffect()
self.action:useItemEffect()
end
function ChoregraphySystem:endStep()
self.currentStep = nil
end
function ChoregraphySystem:endChoregraphy()
self.actor:choregraphyEnded()
self.action:choregraphyEnded()
self.fighter.turnSystem:applyDeath()
end
function ChoregraphySystem:haveNextStep()
return ((self.currentStepId + 1) <= #self.stepList)
end
return ChoregraphySystem