parent
fef8caec93
commit
84cff2ebbf
@ -1,165 +1,28 @@
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extends Node
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class Someone extends Object:
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var name : String
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func _init(name : String) -> void:
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self.name = name
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const MotionLib = preload("res://scenes/Global/MotionLib.gd")
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class Motion extends Object:
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var originator : Someone
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var animation : String
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var stamina_change : float
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func _init(originator : Someone, animation : String, stamina_change : float = 0) -> void:
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self.originator = originator
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self.animation = animation
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self.stamina_change = stamina_change
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class Recover extends Motion:
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''' Animation '''
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class Skill:
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pass
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class Reaction extends Motion:
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var hp_change : float
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func _init(originator : Someone, animation: String, stamina_costs: float, hp_change : float):
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super._init(originator, animation, -stamina_costs)
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self.hp_change = hp_change
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class Counter extends Reaction:
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var damage : float
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func _init(originator : Someone, animation: String, stamina_costs: float, damage : float):
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super._init(originator, animation, -stamina_costs, 0)
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self.damage = damage
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class Defense extends Reaction:
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var successful : bool
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func _init(originator : Someone, animation: String, stamina_costs: float, hp_change : float):
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super._init(originator, animation, -stamina_costs, hp_change)
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self.successful = hp_change == 0.0
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class Block extends Defense:
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func _init(originator : Someone, animation : String, stamina_costs: float, hp_change : float):
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super._init(originator, animation, stamina_costs, hp_change)
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class Evade extends Defense:
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''' Successfully, evaded? '''
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func _init(originator : Someone, animation : String, stamina_costs: float, hp_change : float):
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super._init(originator, animation, stamina_costs, hp_change)
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class Absorb extends Reaction:
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''' Actually, accept being hit '''
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func _init(originator : Someone, animation: String, stamina_costs: float, hp_change : float):
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super._init(originator, animation, -stamina_costs, hp_change)
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class Action extends Motion:
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class Action extends Skill:
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pass
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class ActionOnSelf extends Action:
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class Reaction extends Skill:
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pass
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class Wait extends ActionOnSelf:
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func _init(originator : Someone, animation : String, stamina_gain : float):
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super._init(originator, animation, stamina_gain)
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class Buff extends ActionOnSelf:
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func _init(originator : Someone, animation : String) -> void:
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super._init(originator, animation, 1.0)
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class ActionOnOpponent extends Action:
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var opponent : Someone
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var reaction : Reaction
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func _init(originator : Someone, animation : String, opponent : Someone, stamina_costs : float, reaction : Reaction) -> void:
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super._init(originator, animation, -stamina_costs)
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self.opponent = opponent
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self.reaction = reaction
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class Attack extends ActionOnOpponent:
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var damage : float
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func _init(originator : Someone, animation : String, opponent : Someone, stamina_costs : float, reaction : Reaction) -> void:
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super._init(originator, animation, opponent, stamina_costs, reaction)
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class Debuff extends ActionOnOpponent:
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func _init(originator : Someone, animation : String, opponent : Someone, stamina_costs : float, reaction : Reaction) -> void:
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super._init(originator, animation, opponent, stamina_costs, reaction)
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class PlayerAnimation extends Object:
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var animation : String
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var hp_change : float
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var stamina_change : float
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class Round extends Object:
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var action: int
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var animations : Array[PlayerAnimation]
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func convertReaction2PlayerAnimation(reaction : Reaction) -> PlayerAnimation:
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if reaction == null:
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return null
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var a = PlayerAnimation.new()
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a.animation = reaction.animation
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a.hp_change = -reaction.hp_change
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return a
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func getReaction(motion : Motion) -> Reaction:
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if motion is ActionOnOpponent:
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return motion.reaction
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return null
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func convertMotion2PlayerAnimation(motion : Motion) -> PlayerAnimation:
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var a = PlayerAnimation.new()
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a.animation = motion.animation
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a.stamina_change = motion.stamina_change
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return a
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func convertMotion2Round(lhs : Someone, rhs : Someone, motion : Motion) -> Round:
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var round = Round.new()
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round.action = 0 if motion.originator == lhs else 1
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round.animations.append(convertMotion2PlayerAnimation(motion))
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var reaction = getReaction(motion)
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round.animations.append(convertReaction2PlayerAnimation(reaction))
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if reaction is Counter:
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round.animations[0].hp_change = -reaction.damage
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return round
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# TODO: breakdown to a simpler transferable class
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func convert(lhs : Someone, rhs : Someone, motions : Array[Motion]) -> Array[Round]:
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var rounds : Array[Round] = []
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for motion in motions:
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rounds.push_back(convertMotion2Round(lhs, rhs, motion))
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return rounds
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class Passive extends Skill:
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pass
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func _init() -> void:
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var player1 : Someone = Someone.new("John")
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var player2 : Someone = Someone.new("Joe")
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class Stats:
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var strength : int
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var constituion : int
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var agility : int
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var chi : int
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var motions : Array[Motion] = [
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Attack.new(player1, "Kick", player2, 1.0, Absorb.new(player2, "Hit", 1, 12.0)),
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Buff.new(player2, "SSJ"),
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Attack.new(player1, "Punch", player2, 2.0, Block.new(player2, "Block", 1.0, true)),
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Wait.new(player2, "Wait", 5.0)
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]
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class CharacterLineup:
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var stats : Stats
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var skills : Array[Skill]
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var rounds = self.convert(player1, player2, motions)
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for round in rounds:
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var activeIndex = round.action
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var reactiveIndex = 0 if round.action == 1 else 0
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var orientation = "Left" if round.action == 1 else "Right"
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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])
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if round.animations[1] != null:
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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])
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print()
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func calculateFight(player1 : CharacterLineup, player2 : CharacterLineup) -> MotionLib.MotionReport:
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return MotionLib.MotionReport.new()
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@ -1 +1 @@
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uid://btq7nf3fo58d3
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uid://wkn5qvs3fw82
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@ -0,0 +1,108 @@
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extends Node
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class Someone extends Object:
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var name : String
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func _init(name : String) -> void:
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self.name = name
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class Motion extends Object:
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var originator : Someone
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var animation : String
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var stamina_change : float
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func _init(originator : Someone, animation : String, stamina_change : float = 0) -> void:
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self.originator = originator
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self.animation = animation
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self.stamina_change = stamina_change
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class Recover extends Motion:
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''' Animation '''
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pass
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class Reaction extends Motion:
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var hp_change : float
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func _init(originator : Someone, animation: String, stamina_costs: float, hp_change : float):
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super._init(originator, animation, -stamina_costs)
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self.hp_change = hp_change
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class Counter extends Reaction:
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var damage : float
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func _init(originator : Someone, animation: String, stamina_costs: float, damage : float):
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super._init(originator, animation, -stamina_costs, 0)
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self.damage = damage
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class Defense extends Reaction:
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var successful : bool
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func _init(originator : Someone, animation: String, stamina_costs: float, hp_change : float):
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super._init(originator, animation, -stamina_costs, hp_change)
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self.successful = hp_change == 0.0
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class Block extends Defense:
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func _init(originator : Someone, animation : String, stamina_costs: float, hp_change : float):
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super._init(originator, animation, stamina_costs, hp_change)
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class Evade extends Defense:
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''' Successfully, evaded? '''
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func _init(originator : Someone, animation : String, stamina_costs: float, hp_change : float):
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super._init(originator, animation, stamina_costs, hp_change)
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class Absorb extends Reaction:
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''' Actually, accept being hit '''
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func _init(originator : Someone, animation: String, stamina_costs: float, hp_change : float):
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super._init(originator, animation, -stamina_costs, hp_change)
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class Action extends Motion:
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pass
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class ActionOnSelf extends Action:
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pass
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class Wait extends ActionOnSelf:
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func _init(originator : Someone, animation : String, stamina_gain : float):
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super._init(originator, animation, stamina_gain)
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class Buff extends ActionOnSelf:
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func _init(originator : Someone, animation : String) -> void:
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super._init(originator, animation, 1.0)
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class ActionOnOpponent extends Action:
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var opponent : Someone
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var reaction : Reaction
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func _init(originator : Someone, animation : String, opponent : Someone, stamina_costs : float, reaction : Reaction) -> void:
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super._init(originator, animation, -stamina_costs)
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self.opponent = opponent
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self.reaction = reaction
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class Attack extends ActionOnOpponent:
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var damage : float
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func _init(originator : Someone, animation : String, opponent : Someone, stamina_costs : float, reaction : Reaction) -> void:
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super._init(originator, animation, opponent, stamina_costs, reaction)
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class Debuff extends ActionOnOpponent:
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func _init(originator : Someone, animation : String, opponent : Someone, stamina_costs : float, reaction : Reaction) -> void:
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super._init(originator, animation, opponent, stamina_costs, reaction)
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class MotionReport:
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var player1 : Someone
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var player2 : Someone
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var motions : Array[Motion]
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func _init():
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self.player1 = Someone.new("John")
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self.player2 = Someone.new("Joe")
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self.motions = [
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Attack.new(player1, "Kick", player2, 1.0, Absorb.new(player2, "Hit", 1, 12.0)),
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Buff.new(player2, "SSJ"),
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Attack.new(player1, "Punch", player2, 2.0, Block.new(player2, "Block", 1.0, true)),
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Wait.new(player2, "Wait", 5.0)
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]
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@ -0,0 +1 @@
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uid://btq7nf3fo58d3
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@ -0,0 +1,52 @@
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extends Node
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const MotionLib = preload("res://scenes/Global/MotionLib.gd")
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class PlayerAnimation extends Object:
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var animation : String
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var hp_change : float
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var stamina_change : float
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class Round extends Object:
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var action: int
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var animations : Array[PlayerAnimation]
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class RenderReport:
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var rounds: Array[Round]
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func _init(report : MotionLib.MotionReport):
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self.rounds = []
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for motion in report.motions:
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self.rounds.push_back(self.convertMotion2Round(report.player1, report.player2, motion))
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func convertReaction2PlayerAnimation(reaction : MotionLib.Reaction) -> PlayerAnimation:
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if reaction == null:
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return null
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var a = PlayerAnimation.new()
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a.animation = reaction.animation
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a.hp_change = -reaction.hp_change
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return a
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func getReaction(motion : MotionLib.Motion) -> MotionLib.Reaction:
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if motion is MotionLib.ActionOnOpponent:
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return motion.reaction
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return null
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func convertMotion2PlayerAnimation(motion : MotionLib.Motion) -> PlayerAnimation:
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var a = PlayerAnimation.new()
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a.animation = motion.animation
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a.stamina_change = motion.stamina_change
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return a
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func convertMotion2Round(lhs : MotionLib.Someone, rhs : MotionLib.Someone, motion : MotionLib.Motion) -> Round:
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var round = Round.new()
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round.action = 0 if motion.originator == lhs else 1
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round.animations.append(self.convertMotion2PlayerAnimation(motion))
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var reaction = self.getReaction(motion)
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round.animations.append(self.convertReaction2PlayerAnimation(reaction))
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if reaction is MotionLib.Counter:
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round.animations[0].hp_change = -reaction.damage
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return round
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@ -0,0 +1 @@
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uid://dad5bt8oak0ii
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@ -1,7 +1,23 @@
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extends Node2D
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const MotionLib = preload("res://scenes/Global/MotionLib.gd")
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const RenderLib = preload("res://scenes/Global/RenderLib.gd")
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const FightLib = preload("res://scenes/Global/FightLib.gd")
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# Called when the node enters the scene tree for the first time.
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func _ready():
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FightLib.new()
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var player1 = FightLib.CharacterLineup.new()
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var player2 = FightLib.CharacterLineup.new()
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var m : MotionLib.MotionReport = FightLib.new().calculateFight(player1, player2)
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var r : RenderLib.RenderReport = RenderLib.RenderReport.new(m)
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for round in r.rounds:
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var activeIndex = round.action
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var reactiveIndex = 0 if round.action == 1 else 0
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var orientation = "Left" if round.action == 1 else "Right"
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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])
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if round.animations[1] != null:
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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])
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print()
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Loading…
Reference in new issue