194 lines
5.3 KiB
Lua
194 lines
5.3 KiB
Lua
-- game/characters :: The character handler. This object handle all the character
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-- and is able to get and set datas about them.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local Serializable = require "birb.classes.serializable"
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local CharacterManager = Serializable:extend()
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local AbstractCharacter = require "game.abstractmobs.character"
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local startdata = require "datas.gamedata.startdata"
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function CharacterManager:new(controller)
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self.controller = controller
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self.namelist = require "datas.gamedata.characters"
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self.list = {}
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self.team = startdata.baseteam
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self.active = 1
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self:init()
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CharacterManager.super.new(self, {"team"}, {"list"}, {list = AbstractCharacter})
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end
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function CharacterManager:init()
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for k, name in pairs(self.namelist) do
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if (core.datas:exists("characters", name)) then
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self.list[name] = AbstractCharacter(name)
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end
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end
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end
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-- WRAPPER FUNCTIONS
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-- Simple wrappers around characters functions
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function CharacterManager:setLevel(name, newlevel)
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self.list[name]:setLevel(newlevel)
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end
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function CharacterManager:levelUp(name)
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self.list[name]:levelUp()
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end
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function CharacterManager:recalculateStats(name)
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self.list[name]:createStats()
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end
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function CharacterManager:heal(name)
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self.list[name]:heal()
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end
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-- DATA FUNCTIONS
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-- function to handle saving
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function CharacterManager:getData()
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local data = {}
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data.team = self.team
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data.list = {}
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for name, character in pairs(self.list) do
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data.list[name] = character:getData()
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end
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return data
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end
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function CharacterManager:setData(data)
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local data = data
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self.team = data.team
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for name, charData in pairs(data.list) do
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print(self.list[name])
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self.list[name]:setData(charData)
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end
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end
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-- TEAM FUNCTIONS
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-- Team handling and management
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function CharacterManager:addToTeam(name)
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self:heal(name)
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if (#self.team < 4) then
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table.insert(self.team, name)
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end
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end
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function CharacterManager:removeToTeam(teamid)
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if (#self.team > 1) then
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table.remove(self.team, teamid)
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end
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end
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function CharacterManager:getPositionInTeam(charName)
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local charId = -1
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for i,name in ipairs(self.team) do
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if (name == charName) then
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charId = i
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end
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end
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return charId
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end
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function CharacterManager:addOrRemoveToTeam(charName)
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local charId = self:getPositionInTeam(charName)
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if (charId == -1) then
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self:addToTeam(charName)
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else
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self:removeToTeam(charId)
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if (charId < self.active) then
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self.active = self.active - 1
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end
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end
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self:fixActiveCharacter()
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end
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function CharacterManager:setActiveCharacter(direction)
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local direction = direction or 1
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local count = direction
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self.active = self.active + utils.math.sign(direction)
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if (self.active > #self.team) then
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self.active = 1
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end
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if (self.active < 1) then
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self.active = #self.team
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end
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if (self.list[self.team[self.active]].hp <= 0) and not game.difficulty:get("playerKoChar") then
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count = count + self:setActiveCharacter(direction)
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end
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return count
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end
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function CharacterManager:fixActiveCharacter()
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if (self.active < 1) then
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self.active = 1
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elseif (self.active > #self.team) then
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self.active = #self.team
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end
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end
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function CharacterManager:getActiveCharacter()
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return self.team[self.active]
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end
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function CharacterManager:getActiveCharacterData()
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return self.list[self.team[self.active]]
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end
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-- SCENES FUNCTIONS
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-- Handle damages from the scenes
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function CharacterManager:sendDamageFromMap(name, damageRatio)
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local character = self.list[name]
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if (character.hp > 0) then
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local newHP = math.floor(character.hp - (character.stats.hpmax * damageRatio))
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if (not game.difficulty:get("hazardMakesKo")) then
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newHP = math.max(1, newHP)
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end
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self.list[name]:setHP(newHP, false)
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end
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end
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function CharacterManager:loadSprite(assets, name)
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assets:addSprite(name, "datas/gamedata/characters/" .. name .. "/sprites")
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end
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-- DEBUG FUNCTIONS
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function CharacterManager:printCharacter(id)
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local character = self.list[id]
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core.debug:print(id .. ". " .. character.fullname)
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core.debug:print("Lvl " .. character.level .. " (" .. character.exp .. "/" .. character.exp_next .. " exp)")
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end
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function CharacterManager:printTeam()
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for i,v in ipairs(self.team) do
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self:printCharacter(v)
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core.debug:print("-----")
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end
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end
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return CharacterManager
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