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No commits in common. "bd5a68c2a7c40ad4c1cafb9569d775e19601c5ca" and "d7e721f49ac8943f0e9706a8646eca3e65b78651" have entirely different histories.
bd5a68c2a7
...
d7e721f49a
20 changed files with 35 additions and 196 deletions
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@ -3,10 +3,10 @@ local DataList = require "classes.datalist"
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local parseFile = require "libs.filereader"
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function BeastFile:new(folder, name, forceLevel)
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function BeastFile:new(folder, name)
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self.filepath = folder .. "/" .. name
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print("Loading " .. self.filepath)
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self.datas = DataList(forceLevel)
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self.datas = DataList()
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self:readLines()
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end
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@ -44,10 +44,4 @@ function BeastFile:prepareJson(simplercreatures, creatures, parent)
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self.datas:prepareJson(simplercreatures, creatures, parent)
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end
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function BeastFile:getRawData()
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local content = {}
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self.datas:prepareJson({}, content, "Nothing")
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return content[1]
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end
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return BeastFile
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@ -11,10 +11,7 @@ function StatHolder:applyCommand(command, args)
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end
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function StatHolder:reduce(level)
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local stat = self.commands.base + ((self.commands.lvl or 0) * level) + (self.commands.add or 0) + (self.commands.bonus or 0)
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local modulo = commands.structs[self.key].modulo or 1
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stat = math.floor(stat / modulo) * modulo
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return stat
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return self.commands.base + ((self.commands.lvl or 0) * level) + (self.commands.add or 0) + (self.commands.bonus or 0)
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end
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return StatHolder
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@ -60,8 +60,7 @@ function DataList.getHolder(key, value)
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return SimpleHolder(key, value)
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end
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function DataList:new(forceLevel)
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self.forceLevel = forceLevel
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function DataList:new()
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self.list = {}
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self.holders = {}
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self.reducedList = {}
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@ -85,10 +84,6 @@ function DataList:reduce()
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end
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end
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if (self.forceLevel ~= nil) then
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level = self.forceLevel
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end
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for _, rawdata in ipairs(self.list) do
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if (rawdata:canBeUsed(level)) then
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self.holders[rawdata:getKey()]:applyCommand(rawdata:getCommand(), rawdata.arguments)
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@ -96,33 +91,10 @@ function DataList:reduce()
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end
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for key, holder in pairs(self.holders) do
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--self.reducedList[key] = holder:reduce(level)
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self:addToReducedList(key, holder:reduce(level))
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self.reducedList[key] = holder:reduce(level)
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end
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if (self.forceLevel ~= nil) then
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self.reducedList["level"] = self.forceLevel
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end
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end
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function DataList:addToReducedList(key, data)
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local to = commands.structs[key].to or key
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local toSplited = utils.split(to, ".", true)
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if (#toSplited == 1) then
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self.reducedList[to] = data
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else
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local list = self.reducedList
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for i, toPart in ipairs(toSplited) do
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if (i == #toSplited) then
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list[toPart] = data
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else
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if (list[toPart] == nil) then
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list[toPart] = {}
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end
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list = list[toPart]
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end
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end
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end
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--TODO
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end
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function DataList:prepareJson(simplercreatures, creatures, parent)
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@ -1,43 +1,5 @@
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name;Loup
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level;4
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type;bete
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atk.base;50
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hab.base;70
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int.base;35
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sag.base;40
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vol.base;60
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cha.base;60
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dis.base;60
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per.base;70
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atk.lvl;4
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hab.lvl;5
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dis.lvl;3
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con.lvl;3
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pv.lvl;5
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pe.lvl;1
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armurephy.base;3 | 5
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armurepsy.base;0 | 5
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armurespe.base;1 | 5
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armurephy.base;6 | 10
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armurepsy.base;1 | 10
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armurespe.base;2 | 10
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armurephy.base;9 | 15
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armurepsy.base;2 | 15
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armurespe.base;3 | 15
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competence;Chasse;10;
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competence.lvl;Chasse;5;
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competence;Pistage;10;
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competence.lvl;Pistage;5;
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armes;Griffe;2;
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armes;Croc;3;
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skill;Morsure;Une attaque qui utilise les crocs et fait 1 blessure;
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skill;Griffure;Fait deux attaques à -30% de chance d'échouer;
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atk.base;60
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competence;morsure
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competence;griffure
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competence;dechirement | 10
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@ -1,5 +0,0 @@
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nomType;aerien
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categorie;biologique
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faiblesse;air
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resistance;terre
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skill;Vol;Peut voler
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@ -1,5 +0,0 @@
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nomType;aquatique
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categorie;biologique
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faiblesse;foudre
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resistance;eau
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skill;Aquatique;N'a pas de malus dans l'eau
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@ -1,3 +0,0 @@
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nomType;bête
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categorie;biologique
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faiblesse;metal
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@ -1,5 +0,0 @@
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nomType;feufolet
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categorie;non-biologique
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faiblesse;eau
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faiblesse;terre
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resistance;glace
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@ -1,6 +0,0 @@
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nomType;gelatineux
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categorie;non-biologique
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faiblesse;metal
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faiblesse;son
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resistance;force
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resistance;eau
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@ -1,4 +0,0 @@
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nomType;créature de glace
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categorie;non-biologique
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faiblesse;feu
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resistance;glace
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@ -1,2 +0,0 @@
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nomType;humanoïde
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categorie;biologique
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@ -1,3 +0,0 @@
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nomType;insecte
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categorie;biologique
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faiblesse;feu
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@ -1,5 +0,0 @@
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nomType;machine
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categorie;non-biologique
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immunite;poison
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faiblesse;foudre
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faiblesse;eau
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@ -1,4 +0,0 @@
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nomType;mineraloïde
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categorie;non-biologique
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resistance;poison
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resistance;feu
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@ -1,3 +0,0 @@
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nomType;reptile
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categorie;biologique
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faiblesse;glace
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@ -1,4 +0,0 @@
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nomType;vegetal
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categorie;biologique
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faiblesse;feu
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resistance;vegetal
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@ -1,5 +0,0 @@
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nomType;volute
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categorie;non-biologique
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faiblesse;air
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resistance;terre
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resistance;metal
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@ -15,7 +15,7 @@ end
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local function addStatCommands(name, value)
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addCommands(name .. ".base", name, value.default)
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addCommands(name .. ".lvl", name, value.lvl or 0)
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addCommands(name .. ".lvl", name, 0)
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addCommands(name .. ".add", name, 0)
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addCommands(name .. ".bonus", name, 0)
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end
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48
struct.lua
48
struct.lua
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@ -1,29 +1,29 @@
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return {
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name={contentType = "string", preParse = true, to="name"},
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nomType={contentType = "string", to="type"},
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categorie={contentType = "string", to="categorie"},
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faiblesse={contentType = "list", args=1},
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resistence={contentType = "list", args=1},
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immunite={contentType = "list", args=1},
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name={contentType = "string", preParse = true},
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nomType={contentType = "string"},
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categorie={contentType = "string"},
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faiblesses={contentType = "string"},
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resistences={contentType = "string"},
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immunites={contentType = "string"},
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level={contentType = "number", default = 0, preParse = true},
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pression={contentType = "number", default = 5},
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atk= {dataType= "stat", modulo= 5, default= 50, max=255, min=10, to="stats.for"},
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con= {dataType= "stat", modulo= 5, default= 50, max=255, min=10, to="stats.con"},
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hab= {dataType= "stat", modulo= 5, default= 50, max=255, min=10, to="stats.hab"},
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int= {dataType= "stat", modulo= 5, default= 50, max=255, min=10, to="stats.int"},
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sag= {dataType= "stat", modulo= 5, default= 50, max=255, min=10, to="stats.sag"},
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vol= {dataType= "stat", modulo= 5, default= 50, max=255, min=10, to="stats.vol"},
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cha= {dataType= "stat", modulo= 5, default= 50, max=255, min=10, to="stats.cha"},
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dis= {dataType= "stat", modulo= 5, default= 50, max=255, min=10, to="stats.dis"},
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rel= {dataType= "stat", modulo= 5, default= 50, max=255, min=10, to="stats.rel"},
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per= {dataType= "stat", modulo= 5, default= 50, max=255, min=10, to="stats.per"},
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pv= {dataType= "stat", modulo= 1, default= 12, max=9999999, min=1, to="vita.pv", lvl=3},
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pe= {dataType= "stat", modulo= 1, default= 12, max=9999999, min=1, to="vita.pe", lvl=3},
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eclat= {dataType= "stat", modulo= 1, default= 10, max=200, min=1, to="vita.eclat"},
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armurephy= {dataType= "stat", modulo= 1, default= 0, max=9999999, min=0, to="armure.phy"},
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armurepsy= {dataType= "stat", modulo= 1, default= 0, max=9999999, min=0, to="armure.psy"},
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armurespe= {dataType= "stat", modulo= 1, default= 0, max=9999999, min=0, to="armure.spe"},
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atk= {dataType= "stat", modulo= 5, default= 50, max=255, min=10},
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con= {dataType= "stat", modulo= 5, default= 50, max=255, min=10},
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hab= {dataType= "stat", modulo= 5, default= 50, max=255, min=10},
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int= {dataType= "stat", modulo= 5, default= 50, max=255, min=10},
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sag= {dataType= "stat", modulo= 5, default= 50, max=255, min=10},
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vol= {dataType= "stat", modulo= 5, default= 50, max=255, min=10},
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cha= {dataType= "stat", modulo= 5, default= 50, max=255, min=10},
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dis= {dataType= "stat", modulo= 5, default= 50, max=255, min=10},
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rel= {dataType= "stat", modulo= 5, default= 50, max=255, min=10},
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per= {dataType= "stat", modulo= 5, default= 50, max=255, min=10},
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pv= {dataType= "stat", modulo= 1, default= 12, max=9999999, min=1},
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pe= {dataType= "stat", modulo= 1, default= 12, max=9999999, min=1},
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eclat= {dataType= "stat", modulo= 1, default= 10, max=200, min=1},
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armurephy= {dataType= "stat", modulo= 1, default= 0, max=9999999, min=0},
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armurepsy= {dataType= "stat", modulo= 1, default= 0, max=9999999, min=0},
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armurespe= {dataType= "stat", modulo= 1, default= 0, max=9999999, min=0},
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armes= {dataType= "list", args=2},
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competence= {dataType= "comp", args=3}, -- on va le gérer différemment comme du code lol sinon c'est trop relou
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skill= {dataType= "list", args=2},
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skill= {dataType= "list", args=2}, -- on va le gérer différemment comme du code lol sinon c'est trop relou
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armes= {dataType= "list", args=1},
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}
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32
view.lua
32
view.lua
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@ -1,32 +0,0 @@
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require "libs"
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local config = require "config"
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local BeastFile = require "classes.beastfile"
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local beast = BeastFile("data", arg[1] .. ".beast", tonumber(arg[2]))
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local creature = beast:getRawData()
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print(creature.name, "Lvl:" .. creature.level, "Pression:" .. creature.pression, creature["type"], creature.categorie)
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print(" ", "------")
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print("FOR:" .. creature.stats["for"], "INT:" .. creature.stats.int, "CHA:" .. creature.stats.cha)
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print("CON:" .. creature.stats.con, "SAG:" .. creature.stats.sag, "DIS:" .. creature.stats.dis)
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print("HAB:" .. creature.stats.hab, "VOL:" .. creature.stats.vol, "REL:" .. creature.stats.rel)
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print(" ", "PER:" .. creature.stats.per)
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print(" ", "------")
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print("PV:" .. creature.vita.pv, "PE:" .. creature.vita.pe, "Eclat:" .. creature.vita.eclat)
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print("Armure", "Phy:" .. creature.armure.phy, "Psy:" .. creature.armure.psy, "Spe:" .. creature.armure.spe)
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print(" ", "------")
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print("Armes:")
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for key, value in ipairs(creature.armes) do
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print(value[1], value[2])
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end
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print(" ", "------")
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print("Competences:")
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for key, value in ipairs(creature.competence) do
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print(value.name, value.value)
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end
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print(" ", "------")
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print("Skills:")
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for key, value in ipairs(creature.skill) do
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print(value[1], value[2])
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end
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