198 lines
3.9 KiB
Lua
198 lines
3.9 KiB
Lua
local FighterParent = Object:extend()
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local counter = 0
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local AERIAL_ACCURACY_FACTOR = 0
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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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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:sendDamage(target, value, accuracy, isSpecial, isAerial)
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local stats = self:getStats()
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local value = value / 10
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if (isSpecial) then
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value = value * stats.power
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else
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value = value * stats.attack
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end
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core.debug:print("cbs/battler", "Sending " .. value .." damage at " .. target.name)
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return target:receiveDamage(value, accuracy, isSpecial, isAerial, self)
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end
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function FighterParent:receiveDamage(value, accuracy, isSpecial, isAerial, fromWho)
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local stats = self:getStats()
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local isSuccess = true
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if (isSpecial) then
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value = value / stats.mind
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else
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value = value / stats.defense
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end
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print(self.abstract.data.isArieal)
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if (self.abstract.data.isAerial and not isAerial) then
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accuracy = accuracy * AERIAL_ACCURACY_FACTOR
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end
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isSuccess = (math.random(100) <= accuracy)
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if (isSuccess) then
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core.debug:print("cbs/fighter", "Taken " .. value .. " damage" )
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if (self.isDefending) then
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self:setHP(value * -0.66, true)
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else
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self:setHP(value * -1, true)
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self.actor:getHurt()
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end
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else
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self.actor:avoidedAttack()
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end
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return isSuccess
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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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counter = 0
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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:setInactive()
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self.isActive = false
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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: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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