sonic-radiance/sonic-radiance.love/game/abstractmobs/character.lua

92 lines
2.6 KiB
Lua

AbstractMobParent = require "game.abstractmobs.parent"
AbstractCharacter = AbstractMobParent:extend()
local charutils = require "game.utils.characters"
function AbstractCharacter:new(name)
self.simplename = name
self.super.new(self)
end
function AbstractCharacter:initBasicElements()
self.data = charutils.getCharacterData(self.simplename)
self.name = self.data.name
self.fullname = self.data.fullname
self.turns = self.data.turns
self.level = self.data.startlevel
self.exp = charutils.getExpValue(self.level)
self.exp_next = charutils.getExpValue(self.level + 1)
end
function AbstractCharacter:createStats()
local stats = {}
local base_stats = self.data.stats
stats.hpmax = charutils.getHPValue(self.level, base_stats.hpmax)
stats.ppmax = charutils.getPPValue(self.level, base_stats.ppmax)
stats.attack = charutils.getStatValue(self.level, base_stats.attack)
stats.power = charutils.getStatValue(self.level, base_stats.power)
stats.defense = charutils.getStatValue(self.level, base_stats.defense)
stats.mind = charutils.getStatValue(self.level, base_stats.mind)
stats.technic = charutils.getStatValue(self.level, base_stats.technic)
stats.speed = charutils.getStatValue(self.level, base_stats.speed)
return stats
end
function AbstractCharacter:createSkills()
local learnedlist = {}
for i, v in ipairs(self.data.skills) do
local tech_name, tech_level, isLearned = v[1], v[2], false
if tech_level <= self.level then
local canLearn = true
for i, learnedSkill in ipairs(learnedlist) do
-- We check if the skill have already been learned, to level-up it
if learnedSkill.name == tech_name then
canLearn = false
learnedSkill.level = learnedSkill.level + 1
end
end
if (canLearn) then
local skilldata = {}
skilldata.name = tech_name
skilldata.level = 1
skilldata.learnedAt = tech_level
table.insert(learnedlist, skilldata)
end
end
-- On continue ensuite d'itérer dans la liste
end
return learnedlist
end
function AbstractCharacter:setLevel(newlevel)
self.level = newlevel
local exp, exp_next, exp_current
local exp_min = charutils.getExpValue(self.level)
local exp_max = charutils.getExpValue(self.level + 1)
exp = self.exp
self.exp = math.max(math.min(exp, exp_max - 1), exp_min)
self.exp_next = exp_max
self.stats = self:createStats()
end
function AbstractCharacter:levelUp()
self:setLevel(self.level + 1)
end
function AbstractCharacter:heal()
self:initLife()
end
return AbstractCharacter