102 lines
2.6 KiB
Lua
102 lines
2.6 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.player"
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local maputils = require "scenes.battlesystem.utils"
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function TurnController:new(scene)
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self.scene = scene
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self.world = scene.world
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--self.player = Player(self)
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--self.ennemies = Ennemy(self)
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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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end
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function TurnController:startBattle()
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self.isActive = true
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end
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function TurnController:update(dt)
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if (self.isActive) then
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if (self.currentlyPlaying == "heroes") then
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--self.player:update(dt)
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elseif (self.currentlyPlaying == "ennemies") then
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--self.ennemies:update(dt)
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else
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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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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/world", "switching to next action")
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end
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self.scene.hud:moveBattleCursor(self.turns.current)
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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/world", "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 = self.world:generateActionList()
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table.sort(self.actionList, maputils.sortBattlers)
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end
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function TurnController:startAction()
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core.debug:print("cbs/world", "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 nextActor = nextAction.actor
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if (nextActor.isDestroyed == true) 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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if (nextActor.side == "heroes") then
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--self.player:setActive(nextActor)
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self.currentlyPlaying = "heroes"
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self.actionList[self.turns.current].actor:setActive()
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elseif (nextActor.side == "ennemies") then
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--self.ennemies:setActive(nextActor)
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self.currentlyPlaying = "ennemies"
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self.actionList[self.turns.current].actor:setActive()
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end
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end
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end
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function TurnController:endAction()
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self.currentlyPlaying = ""
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end
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function TurnController:drawTurnList(x, y)
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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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return TurnController
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