a2d0975cde
Fix #27
134 lines
3.3 KiB
Lua
134 lines
3.3 KiB
Lua
local TurnController = Object:extend()
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local Player = require "scenes.battlesystem.controllers.player"
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local Ennemy = require "scenes.battlesystem.controllers.ennemy"
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local HUD = require "scenes.battlesystem.gui.hud"
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local maputils = require "scenes.battlesystem.utils"
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function TurnController:new(scene, battleData)
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self.scene = scene
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self.world = scene.world
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self.isActive = false
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self.currentlyPlaying = ""
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self.turns = {}
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self.turns.current = 1
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self.turns.number = 0
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self.turns.isFinished = true
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self.turns.changeBattler = true
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self.actionList = {}
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self.currentFighter = nil
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self.hud = HUD(self)
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self.player = Player(self)
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self.ennemies = Ennemy(self, battleData)
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end
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function TurnController:startBattle()
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self.isActive = true
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self.hud:movePlayerHUD(true)
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end
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function TurnController:finishBattle()
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self.isActive = false
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self.actionlist = {}
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self.hud:movePlayerHUD(false)
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self.scene:finishBattle()
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end
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function TurnController:update(dt)
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self.player:update(dt)
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self.ennemies:update(dt)
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self.hud:update(dt)
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if (self.isActive) then
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if (self.currentFighter ~= nil) then
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self.currentFighter:update(dt)
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else
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if (self.player:countAlive() > 0) then
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self:nextAction()
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end
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end
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end
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end
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function TurnController:nextAction()
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if (self.turns.isFinished) or (self.turns.current >= #self.actionList) then
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self:startNewTurn()
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else
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self.turns.current = self.turns.current + 1
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core.debug:print("cbs/turns", "switching to next action")
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end
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self:startAction()
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end
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function TurnController:startNewTurn()
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core.debug:print("cbs/turns", "New Turn Starting")
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self.turns.current = 1
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self.turns.isFinished = false
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self.turns.number = self.turns.number + 1
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self:calculateTurn()
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end
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function TurnController:calculateTurn()
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self.actionList = {}
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self.player:putActions(self.actionList)
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self.ennemies:putActions(self.actionList)
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table.sort(self.actionList, maputils.sortBattlers)
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end
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function TurnController:removeAllActionsFromFighter(fighterToRemove)
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for i, action in ipairs(self.actionlist) do
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if action.fighter == fighterToRemove then
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table.remove(self.actionlist, i)
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end
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end
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end
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function TurnController:applyDeath()
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local ennemiesAlive = self.ennemies:applyDeath()
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if (ennemiesAlive == 0) then
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self:finishBattle()
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end
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self.player:applyDeath()
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end
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function TurnController:startAction()
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core.debug:print("cbs/turns", "Starting action " .. self.turns.current)
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local nextAction = self.actionList[self.turns.current]
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print(nextAction)
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local nextFighter = nextAction.fighter
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if (not nextFighter:canFight()) then
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-- On skipe le personnage s'il a été detruit
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self:nextAction()
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else
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self.currentFighter = nextFighter
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core.debug:print("cbs/turns", "Activating " .. self.currentFighter.name)
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self.currentFighter:setActive()
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self.hud:moveBattleCursor(self.turns.current)
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end
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end
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function TurnController:endAction()
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self.currentFighter = nil
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end
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function TurnController:sendSignalToCurrentBattler(signal, subSignal)
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self.actionList[self.turns.current].actor:receiveSignal(signal, subSignal)
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end
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function TurnController:draw()
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self.hud:draw()
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self.player:draw()
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self.ennemies:draw()
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end
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return TurnController
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