sonic-radiance/sonic-radiance.love/scenes/battlesystem/controllers/init.lua
2020-07-18 09:51:02 +02:00

102 lines
2.6 KiB
Lua

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"
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