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) ]