sonic-radiance/sonic-radiance.love/scenes/battlesystem/fighters/ennemies.lua
Kazhnuz 2932a7d85a improvement: port the cbs menus and gui
Make them handled by a single screen, removing a lot of dispersed
drawing code in the turns handler
2021-09-16 22:26:59 +02:00

52 lines
1.5 KiB
Lua

local FighterControllerParent = require "scenes.battlesystem.fighters.parent"
local EnnemyController = FighterControllerParent:extend()
local Villain = require "scenes.battlesystem.fighters.ennemy"
local STATS = require "datas.consts.stats"
function EnnemyController:new(owner, battleData)
self.super.new(self, owner)
self:initVillains(battleData)
end
function EnnemyController:initVillains(battleData)
for i,ennemyBaseData in ipairs(battleData.ennemies) do
local ennData = core.datas:parse("ennemytype", ennemyBaseData)
if (ennData.type == "normal") then
self:addVillain(ennData)
elseif (ennData.type == "boss") then
self:addBoss(ennData)
else
core.debug:warning("unknown type " .. ennData.type)
end
end
end
function EnnemyController:addVillain(ennData)
for i=1, ennData.number do
self:add(Villain(self, ennData.category, ennData.name, self:count() + 1))
end
end
function EnnemyController:getHighestSpeed()
local highestSpeed = 0
for i, villain in ipairs(self.list) do
local currentSpeed = villain:getStat(STATS.SPEED)
if (currentSpeed > highestSpeed) then
highestSpeed = currentSpeed
end
end
return highestSpeed
end
function EnnemyController:addBoss(ennData)
local boss = Villain(self, ennData.category, ennData.name, self:count() + 1)
boss:setBonus(ennData.pvFactor, ennData.statFactor)
boss.isBoss = true
boss:setCheapEffect(ennData.cheapEffect)
self.turnSystem.canFleeBattle = false
self:add(boss)
boss:createHPBar()
end
return EnnemyController