Extracted the fight calculation

foo
Hecht 4 days ago
parent fef8caec93
commit 84cff2ebbf

@ -17,7 +17,7 @@ config/icon="res://icon.svg"
[autoload]
API="*res://scenes/Global/API.tscn"
API="res://scenes/Global/API.tscn"
Dialogic="*res://addons/dialogic/Core/DialogicGameHandler.gd"
[dialogic]

@ -1,165 +1,28 @@
extends Node
class Someone extends Object:
var name : String
func _init(name : String) -> void:
self.name = name
const MotionLib = preload("res://scenes/Global/MotionLib.gd")
class Motion extends Object:
var originator : Someone
var animation : String
var stamina_change : float
func _init(originator : Someone, animation : String, stamina_change : float = 0) -> void:
self.originator = originator
self.animation = animation
self.stamina_change = stamina_change
class Recover extends Motion:
''' Animation '''
class Skill:
pass
class Reaction extends Motion:
var hp_change : float
func _init(originator : Someone, animation: String, stamina_costs: float, hp_change : float):
super._init(originator, animation, -stamina_costs)
self.hp_change = hp_change
class Counter extends Reaction:
var damage : float
func _init(originator : Someone, animation: String, stamina_costs: float, damage : float):
super._init(originator, animation, -stamina_costs, 0)
self.damage = damage
class Defense extends Reaction:
var successful : bool
func _init(originator : Someone, animation: String, stamina_costs: float, hp_change : float):
super._init(originator, animation, -stamina_costs, hp_change)
self.successful = hp_change == 0.0
class Block extends Defense:
func _init(originator : Someone, animation : String, stamina_costs: float, hp_change : float):
super._init(originator, animation, stamina_costs, hp_change)
class Evade extends Defense:
''' Successfully, evaded? '''
func _init(originator : Someone, animation : String, stamina_costs: float, hp_change : float):
super._init(originator, animation, stamina_costs, hp_change)
class Absorb extends Reaction:
''' Actually, accept being hit '''
func _init(originator : Someone, animation: String, stamina_costs: float, hp_change : float):
super._init(originator, animation, -stamina_costs, hp_change)
class Action extends Motion:
class Action extends Skill:
pass
class ActionOnSelf extends Action:
class Reaction extends Skill:
pass
class Wait extends ActionOnSelf:
func _init(originator : Someone, animation : String, stamina_gain : float):
super._init(originator, animation, stamina_gain)
class Buff extends ActionOnSelf:
func _init(originator : Someone, animation : String) -> void:
super._init(originator, animation, 1.0)
class ActionOnOpponent extends Action:
var opponent : Someone
var reaction : Reaction
func _init(originator : Someone, animation : String, opponent : Someone, stamina_costs : float, reaction : Reaction) -> void:
super._init(originator, animation, -stamina_costs)
self.opponent = opponent
self.reaction = reaction
class Attack extends ActionOnOpponent:
var damage : float
func _init(originator : Someone, animation : String, opponent : Someone, stamina_costs : float, reaction : Reaction) -> void:
super._init(originator, animation, opponent, stamina_costs, reaction)
class Debuff extends ActionOnOpponent:
func _init(originator : Someone, animation : String, opponent : Someone, stamina_costs : float, reaction : Reaction) -> void:
super._init(originator, animation, opponent, stamina_costs, reaction)
class PlayerAnimation extends Object:
var animation : String
var hp_change : float
var stamina_change : float
class Round extends Object:
var action: int
var animations : Array[PlayerAnimation]
func convertReaction2PlayerAnimation(reaction : Reaction) -> PlayerAnimation:
if reaction == null:
return null
var a = PlayerAnimation.new()
a.animation = reaction.animation
a.hp_change = -reaction.hp_change
return a
func getReaction(motion : Motion) -> Reaction:
if motion is ActionOnOpponent:
return motion.reaction
return null
func convertMotion2PlayerAnimation(motion : Motion) -> PlayerAnimation:
var a = PlayerAnimation.new()
a.animation = motion.animation
a.stamina_change = motion.stamina_change
return a
func convertMotion2Round(lhs : Someone, rhs : Someone, motion : Motion) -> Round:
var round = Round.new()
round.action = 0 if motion.originator == lhs else 1
round.animations.append(convertMotion2PlayerAnimation(motion))
var reaction = getReaction(motion)
round.animations.append(convertReaction2PlayerAnimation(reaction))
if reaction is Counter:
round.animations[0].hp_change = -reaction.damage
return round
# TODO: breakdown to a simpler transferable class
func convert(lhs : Someone, rhs : Someone, motions : Array[Motion]) -> Array[Round]:
var rounds : Array[Round] = []
for motion in motions:
rounds.push_back(convertMotion2Round(lhs, rhs, motion))
return rounds
class Passive extends Skill:
pass
func _init() -> void:
var player1 : Someone = Someone.new("John")
var player2 : Someone = Someone.new("Joe")
class Stats:
var strength : int
var constituion : int
var agility : int
var chi : int
var motions : Array[Motion] = [
Attack.new(player1, "Kick", player2, 1.0, Absorb.new(player2, "Hit", 1, 12.0)),
Buff.new(player2, "SSJ"),
Attack.new(player1, "Punch", player2, 2.0, Block.new(player2, "Block", 1.0, true)),
Wait.new(player2, "Wait", 5.0)
]
class CharacterLineup:
var stats : Stats
var skills : Array[Skill]
var rounds = self.convert(player1, player2, motions)
for round in rounds:
var activeIndex = round.action
var reactiveIndex = 0 if round.action == 1 else 0
var orientation = "Left" if round.action == 1 else "Right"
print("%s Player {'Animation': '%s', 'hp_change': %f, 'stamina_change': %f}" % [orientation, round.animations[0].animation, round.animations[0].hp_change, round.animations[0].stamina_change])
if round.animations[1] != null:
print("Other Player {'Animation': '%s', 'hp_change': %f, 'stamina_change': %f}" % [round.animations[1].animation, round.animations[1].hp_change, round.animations[1].stamina_change])
print()
func calculateFight(player1 : CharacterLineup, player2 : CharacterLineup) -> MotionLib.MotionReport:
return MotionLib.MotionReport.new()

@ -1 +1 @@
uid://btq7nf3fo58d3
uid://wkn5qvs3fw82

@ -0,0 +1,108 @@
extends Node
class Someone extends Object:
var name : String
func _init(name : String) -> void:
self.name = name
class Motion extends Object:
var originator : Someone
var animation : String
var stamina_change : float
func _init(originator : Someone, animation : String, stamina_change : float = 0) -> void:
self.originator = originator
self.animation = animation
self.stamina_change = stamina_change
class Recover extends Motion:
''' Animation '''
pass
class Reaction extends Motion:
var hp_change : float
func _init(originator : Someone, animation: String, stamina_costs: float, hp_change : float):
super._init(originator, animation, -stamina_costs)
self.hp_change = hp_change
class Counter extends Reaction:
var damage : float
func _init(originator : Someone, animation: String, stamina_costs: float, damage : float):
super._init(originator, animation, -stamina_costs, 0)
self.damage = damage
class Defense extends Reaction:
var successful : bool
func _init(originator : Someone, animation: String, stamina_costs: float, hp_change : float):
super._init(originator, animation, -stamina_costs, hp_change)
self.successful = hp_change == 0.0
class Block extends Defense:
func _init(originator : Someone, animation : String, stamina_costs: float, hp_change : float):
super._init(originator, animation, stamina_costs, hp_change)
class Evade extends Defense:
''' Successfully, evaded? '''
func _init(originator : Someone, animation : String, stamina_costs: float, hp_change : float):
super._init(originator, animation, stamina_costs, hp_change)
class Absorb extends Reaction:
''' Actually, accept being hit '''
func _init(originator : Someone, animation: String, stamina_costs: float, hp_change : float):
super._init(originator, animation, -stamina_costs, hp_change)
class Action extends Motion:
pass
class ActionOnSelf extends Action:
pass
class Wait extends ActionOnSelf:
func _init(originator : Someone, animation : String, stamina_gain : float):
super._init(originator, animation, stamina_gain)
class Buff extends ActionOnSelf:
func _init(originator : Someone, animation : String) -> void:
super._init(originator, animation, 1.0)
class ActionOnOpponent extends Action:
var opponent : Someone
var reaction : Reaction
func _init(originator : Someone, animation : String, opponent : Someone, stamina_costs : float, reaction : Reaction) -> void:
super._init(originator, animation, -stamina_costs)
self.opponent = opponent
self.reaction = reaction
class Attack extends ActionOnOpponent:
var damage : float
func _init(originator : Someone, animation : String, opponent : Someone, stamina_costs : float, reaction : Reaction) -> void:
super._init(originator, animation, opponent, stamina_costs, reaction)
class Debuff extends ActionOnOpponent:
func _init(originator : Someone, animation : String, opponent : Someone, stamina_costs : float, reaction : Reaction) -> void:
super._init(originator, animation, opponent, stamina_costs, reaction)
class MotionReport:
var player1 : Someone
var player2 : Someone
var motions : Array[Motion]
func _init():
self.player1 = Someone.new("John")
self.player2 = Someone.new("Joe")
self.motions = [
Attack.new(player1, "Kick", player2, 1.0, Absorb.new(player2, "Hit", 1, 12.0)),
Buff.new(player2, "SSJ"),
Attack.new(player1, "Punch", player2, 2.0, Block.new(player2, "Block", 1.0, true)),
Wait.new(player2, "Wait", 5.0)
]

@ -0,0 +1 @@
uid://btq7nf3fo58d3

@ -0,0 +1,52 @@
extends Node
const MotionLib = preload("res://scenes/Global/MotionLib.gd")
class PlayerAnimation extends Object:
var animation : String
var hp_change : float
var stamina_change : float
class Round extends Object:
var action: int
var animations : Array[PlayerAnimation]
class RenderReport:
var rounds: Array[Round]
func _init(report : MotionLib.MotionReport):
self.rounds = []
for motion in report.motions:
self.rounds.push_back(self.convertMotion2Round(report.player1, report.player2, motion))
func convertReaction2PlayerAnimation(reaction : MotionLib.Reaction) -> PlayerAnimation:
if reaction == null:
return null
var a = PlayerAnimation.new()
a.animation = reaction.animation
a.hp_change = -reaction.hp_change
return a
func getReaction(motion : MotionLib.Motion) -> MotionLib.Reaction:
if motion is MotionLib.ActionOnOpponent:
return motion.reaction
return null
func convertMotion2PlayerAnimation(motion : MotionLib.Motion) -> PlayerAnimation:
var a = PlayerAnimation.new()
a.animation = motion.animation
a.stamina_change = motion.stamina_change
return a
func convertMotion2Round(lhs : MotionLib.Someone, rhs : MotionLib.Someone, motion : MotionLib.Motion) -> Round:
var round = Round.new()
round.action = 0 if motion.originator == lhs else 1
round.animations.append(self.convertMotion2PlayerAnimation(motion))
var reaction = self.getReaction(motion)
round.animations.append(self.convertReaction2PlayerAnimation(reaction))
if reaction is MotionLib.Counter:
round.animations[0].hp_change = -reaction.damage
return round

@ -0,0 +1 @@
uid://dad5bt8oak0ii

@ -1,7 +1,23 @@
extends Node2D
const MotionLib = preload("res://scenes/Global/MotionLib.gd")
const RenderLib = preload("res://scenes/Global/RenderLib.gd")
const FightLib = preload("res://scenes/Global/FightLib.gd")
# Called when the node enters the scene tree for the first time.
func _ready():
FightLib.new()
var player1 = FightLib.CharacterLineup.new()
var player2 = FightLib.CharacterLineup.new()
var m : MotionLib.MotionReport = FightLib.new().calculateFight(player1, player2)
var r : RenderLib.RenderReport = RenderLib.RenderReport.new(m)
for round in r.rounds:
var activeIndex = round.action
var reactiveIndex = 0 if round.action == 1 else 0
var orientation = "Left" if round.action == 1 else "Right"
print("%s Player {'Animation': '%s', 'hp_change': %f, 'stamina_change': %f}" % [orientation, round.animations[0].animation, round.animations[0].hp_change, round.animations[0].stamina_change])
if round.animations[1] != null:
print("Other Player {'Animation': '%s', 'hp_change': %f, 'stamina_change': %f}" % [round.animations[1].animation, round.animations[1].hp_change, round.animations[1].stamina_change])
print()

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