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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)
]