267 lines
6.5 KiB
Lua
267 lines
6.5 KiB
Lua
local FighterParent = Object:extend()
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local battleutils = require "game.utils.battle"
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local STATS = require "datas.consts.stats"
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function FighterParent:new(owner, isHero, id)
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self.owner = owner
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self.turnSystem = owner.turnSystem
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self.world = owner.world
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self.isHero = isHero
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self.assets = self.turnSystem.scene.assets
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-- Note : l'ID est ici relatif à chaque quand, il n'est donc pas unique,
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-- ce qui est unique étant le combo id + isHero
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self.id = id
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self.abstract = self:getAbstract()
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self.actor = self:createActor()
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self.isActive = false
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self.isAlive = true
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self.isDefending = false
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self.action = nil
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self.statsBonus = {}
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end
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-- LIFE handling functions
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function FighterParent:setHP(value, relative)
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local relativeNumber = value
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if (not relative) then
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relativeNumber = relative - self.abstract.hp
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end
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self.abstract:setHP(value, relative)
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self.actor:setDamageNumber(relativeNumber)
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self:updateHP()
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end
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function FighterParent:setPP(value, relative)
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self.abstract:setPP(value, relative)
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self:updatePP()
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end
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function FighterParent:applyDeath()
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if (self.abstract:isAlive() ~= self.isAlive ) then
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if (self.abstract:isAlive()) then
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self:revive()
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else
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self:die()
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end
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end
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end
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function FighterParent:revive()
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self.isAlive = true
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self.isDefending = false
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self.actor:revive()
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end
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function FighterParent:die()
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self.isAlive = false
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self.actor:die()
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end
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function FighterParent:updatePP()
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-- Fonction vide
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end
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function FighterParent:updateHP()
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-- Fonction vide
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end
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function FighterParent:haveProtecType(type)
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return self.abstract:haveProtecType(type)
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end
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function FighterParent:sendDamageToAll(listTarget, value, type, element, isSpecial)
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for _, target in ipairs(listTarget) do
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self:sendDamage(target, value, type, element, isSpecial)
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end
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end
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function FighterParent:sendStatusToAll(listTarget, status, duration, force)
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for _, target in ipairs(listTarget) do
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self:sendStatus(target, status, duration, force)
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end
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end
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function FighterParent:getTargets(ourSide)
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if (self.isHero == ourSide) then
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return self.turnSystem.player:getTargets(true)
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else
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return self.turnSystem.ennemies:getTargets(true)
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end
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end
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function FighterParent:sendDamage(target, value, type, element, isSpecial)
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local damage = battleutils.computeLaunchingDamages(value, self, isSpecial)
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core.debug:print("cbs/battler", "Sending " .. damage .." damage at " .. target.name)
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if (battleutils.rollDice(self:getStat(STATS.ACCURACY))) then
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return target:receiveDamage(damage, type, element, isSpecial, self)
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else
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target.actor:avoidedAttack()
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return false
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end
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end
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function FighterParent:sendStatus(target, status, duration, force)
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core.debug:print("cbs/battler", "Sending status " .. status .." at " .. target.name)
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if ((not force) or battleutils.rollDice(self:getStat(STATS.ACCURACY))) then
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target:receiveStatus(status, duration, force)
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end
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end
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function FighterParent:receiveStatus(status, duration, force)
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if (force or (not battleutils.rollDice(self:getStat(STATS.LUCK)))) then
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self.abstract:addStatut(status, duration)
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end
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end
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function FighterParent:receiveDamage(value, type, element, isSpecial, fromWho)
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local damages = battleutils.computeReceivingDamages(value, self, isSpecial, self.isDefending)
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damages = battleutils.applyProtectTypes(damages, type, self.abstract:getProtecTypes())
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damages = battleutils.applyResistences(damages, element, self.abstract:getResistences())
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damages = battleutils.applyWeaknesses(damages, element, self.abstract:getWeaknesses())
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if (battleutils.rollDice(self:getStat(STATS.EVASION))) then
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self.actor:avoidedAttack()
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return false
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else
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self:applyDamage(damages)
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end
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return true
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end
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function FighterParent:applyDamage(damage)
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core.debug:print("cbs/fighter", "Taken " .. damage .. " damage" )
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self:setHP(damage * -1, true)
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self.owner:registerDamage(damage)
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if (not self.isDefending) then
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self.actor:getHurt()
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end
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if (not self.abstract:isAlive()) then
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self.owner:registerKO()
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end
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end
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function FighterParent:getAbstract()
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return {}
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end
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function FighterParent:createActor()
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return {}
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end
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function FighterParent:update(dt)
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if (self.action ~= nil) then
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if (self.action.isStarted) then
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self.action:update(dt)
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end
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end
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end
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function FighterParent:updateAssets(dt)
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-- Vide pour l'instant
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end
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function FighterParent:setActive()
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self.isActive = true
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if (self.isDefending) then
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self.actor:changeAnimation("idle")
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self.actor.isDefending = false
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end
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self:startAction()
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end
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function FighterParent:applyRegen()
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local regenStat = self:getStat(STATS.HPREGEN)
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if (regenStat ~= 0) then
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self:setHP(regenStat*self:getStat(STATS.HPMAX)/100, true)
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end
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local regenStat = self:getStat(STATS.PPREGEN)
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if (regenStat ~= 0) then
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self:setPP(regenStat*self:getStat(STATS.PPMAX)/100, true)
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end
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end
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function FighterParent:setInactive()
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self.isActive = false
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self:applyRegen()
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self.turnSystem:endAction()
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end
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function FighterParent:getNbrActionPerTurn()
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return self.abstract.turns
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end
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function FighterParent:getStat(statname)
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local stat = (self.abstract.stats:get(statname) * self:getStatBonusValue(statname)) + self.abstract:getStatutsStat(statname)
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if (self.abstract:haveStatuts("cursed") and (statname == "evasion")) then
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return math.max(0, stat)
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end
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return stat
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end
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function FighterParent:getStatBonusValue(statname)
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if (utils.table.contain(STATS.NOBONUS, statname)) then
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return 1
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else
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return STATS.BONUS[self:getStatBonus(statname) + 5]
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end
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end
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function FighterParent:getStatBonus(statname)
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return self.statsBonus[statname] or 0
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end
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function FighterParent:setStatBonus(statname, value, relative)
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local statBonus = 0
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if (relative) then
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statBonus = self:getStatBonus(statname)
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end
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self.statsBonus[statname] = math.max(-4, math.min(statBonus + value, 4))
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end
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function FighterParent:getStats()
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return self.abstract:getStats()
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end
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function FighterParent:startAction()
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end
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function FighterParent:finishAction()
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self.action = nil
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self:setInactive()
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end
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function FighterParent:getUniqueIdentificator()
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local side = 1
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if (self.isHero == false) then
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side = -1
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end
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return self.id * side
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end
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function FighterParent:getNonUniqueIdentificator()
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return self.id
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end
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function FighterParent:canFight()
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return self.isAlive
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end
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-- DRAW FUNCTIONS
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function FighterParent:drawIcon(x, y)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.rectangle("fill", x, y, 16, 16)
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end
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return FighterParent
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