Moved forced skills into creature
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f496abee18
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2683ce69a9
@ -1,12 +1,10 @@
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package me.msoucy.ptures.controller
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import me.msoucy.ptures.model.Creature
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import me.msoucy.ptures.model.KnockedOut
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import me.msoucy.ptures.model.Skill
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import me.msoucy.ptures.model.*
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import me.msoucy.ptures.model.Target
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import me.msoucy.ptures.model.Team
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import me.msoucy.ptures.view.BattleView
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import me.msoucy.ptures.view.SkillChoice
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import me.msoucy.ptures.view.CreatureView
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import me.msoucy.ptures.model.SkillChoice
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sealed class BattleType(vararg val teams: Team) {
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init {
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@ -33,16 +31,19 @@ class RaidBattle(val boss: Creature, vararg teams: Team) : BattleType(*teams) {
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class Engine(private val battle: BattleType) {
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private var currentCreature = 0
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private lateinit var currentCreature: CreatureView
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// List of all creatures that are involved in the battle
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private val creatures get() = battle.teams.flatMap { it.activeCreatures }
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val attacker: Creature
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// The current attacking creature
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private var attacker: CreatureView
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get() {
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return creatures[currentCreature].creature
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return currentCreature
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}
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private set(value) {
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currentCreature = value
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}
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private val forcedSkills = mutableMapOf<Creature, Skill>()
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private val activeCreatures
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get() = creatures
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@ -50,70 +51,54 @@ class Engine(private val battle: BattleType) {
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.sortedBy { it.creature.spd }
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fun resolveTurn(view: BattleView) {
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forcedSkills.clear()
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// All preconditions
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for (i in activeCreatures.indices) {
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val creature = creatures[i]
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for (creature in activeCreatures) {
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for (status in creature.creature.statuses) {
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status.onTurnStart(this, creature.creature)
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status.onTurnStart(creature.creature)
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}
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}
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// Get the moves each creature will use this turn
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val moves = activeCreatures.indices.map { i ->
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val forcedSkill = forcedSkills[creatures[i].creature]
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if (forcedSkill != null) {
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SkillChoice(forcedSkill, creatures[nextOpponent(i)].creature)
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} else {
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creatures[i].chooseSkill(activeCreatures.map { it.creature })
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}
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activeCreatures.forEach {
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it.chooseSkill(activeCreatures.map { c -> c.creature })
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}
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// Resolve each move
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for (i in activeCreatures.indices) {
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for (c in activeCreatures) {
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// Resolve move
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val (skill, target) = moves[i]
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currentCreature = i
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val (skill, targets) = c.creature.activeSkill!!
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currentCreature = c
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val attackingCreature = currentCreature
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for (step in skill.damageSteps) {
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for (targetCreature in getTargetList(step.target, target)) {
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if (attacker.hits(targetCreature, step)) {
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targetCreature.apply(step, attacker)
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for (targetCreature in targets) {
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if (attackingCreature.creature.hits(targetCreature, step)) {
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targetCreature.apply(step, attackingCreature.creature)
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step.applyStatus(targetCreature)
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}
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}
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}
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for (step in skill.postSteps) {
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for (targetCreature in getTargetList(step.target, target)) {
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for (targetCreature in targets) {
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step.apply(targetCreature)
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}
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}
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}
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// All post conditions
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for (creatureView in activeCreatures) {
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val creature = creatureView.creature
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for (status in creature.statuses) {
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status.onTurnEnd(this)
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status.onTurnEnd(creature)
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}
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}
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}
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private fun getTargetList(target: Target, selected: Creature): List<Creature> {
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return when (target) {
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Target.Self -> listOf(attacker)
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private fun getTargetList(target: Target, selected: Creature): List<Creature> = when (target) {
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Target.Self -> listOf(attacker.creature)
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Target.Selected -> listOf(selected)
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Target.Others -> creatures.filter { it.creature != attacker }.map { it.creature }
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Target.Opponents -> creatures.filter { it.playerId != creatures[currentCreature].playerId }.map { it.creature }
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Target.Others -> creatures.filter { it.creature != attacker.creature }.map { it.creature }
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Target.Opponents -> creatures.filter { it.playerId != attacker.playerId }.map { it.creature }
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Target.All -> creatures.map { it.creature }
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}
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}
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private fun nextOpponent(idx: Int): Int {
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var nextIdx = idx + 1
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while (nextIdx != idx) {
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if (creatures[nextIdx].playerId != creatures[idx].playerId) {
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return nextIdx
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}
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nextIdx = (nextIdx + 1) % creatures.size
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}
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// There are no opponents... so use the "none" index
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return -1
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}
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}
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@ -15,6 +15,8 @@ class Creature {
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val skills = mutableListOf<Skill>()
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val statuses = mutableListOf<Status>()
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var activeSkill : SkillChoice? = null
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val atk : Int get() = statFormula(genes.atk, growth.atk)
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val def : Int get() = statFormula(genes.def, growth.def)
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val spd : Int get() = statFormula(genes.spd, growth.spd)
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@ -2,6 +2,8 @@ package me.msoucy.ptures.model
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import com.badlogic.gdx.math.MathUtils.random
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data class SkillChoice (val skill : Skill, val target : List<Creature>)
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@DslMarker
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annotation class SkillMarker
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@ -105,6 +107,9 @@ object Skills {
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val Fly = skill("Fly") {
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addStatus(Flying(), Target.Self)
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}
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val Fly2 = skill("Fly", Attribute.Air) {
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damage(60)
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}
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val Ember = skill("Ember", Attribute.Fire) {
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damage(40) {
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@ -4,7 +4,7 @@ import me.msoucy.ptures.controller.Engine
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sealed class Status {
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open fun onTurnStart(engine : Engine, creature : Creature) {
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open fun onTurnStart(creature: Creature) {
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// Do nothing
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}
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@ -12,7 +12,7 @@ sealed class Status {
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// Do nothing
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}
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open fun onTurnEnd(engine : Engine) {
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open fun onTurnEnd(creature: Creature) {
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// Do nothing
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}
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@ -22,30 +22,31 @@ sealed class Status {
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sealed class VisibleStatus(val label: String = "") : Status()
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sealed class CountdownStatus(private var turns : Int) : Status()
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{
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override fun onTurnEnd(engine : Engine) {
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sealed class CountdownStatus(private var turns: Int) : Status() {
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override fun onTurnEnd(creature: Creature) {
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turns--
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if (turns == 0) {
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onCountdownReached(engine)
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engine.attacker.removeStatus(this)
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onCountdownReached(creature)
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creature.removeStatus(this)
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}
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}
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open fun onCountdownReached(engine : Engine) {
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open fun onCountdownReached(creature: Creature) {
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}
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}
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object KnockedOut : VisibleStatus("ko")
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object Burned : VisibleStatus("burned") {
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override fun onTurnEnd(engine : Engine) {
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override fun onTurnEnd(creature : Creature) {
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// Deal a small amount of damage
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}
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}
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object Stunned : VisibleStatus("stunned")
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object Poisoned : VisibleStatus("poisoned")
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class Flying : CountdownStatus(1) {
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override fun onCountdownReached(engine: Engine) {
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super.onCountdownReached(engine)
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class Flying(private vararg val targets : Creature) : CountdownStatus(1) {
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override fun onCountdownReached(creature: Creature) {
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super.onCountdownReached(creature)
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creature.activeSkill = SkillChoice(Skills.Fly2, targets.toList())
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}
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}
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@ -2,6 +2,7 @@ package me.msoucy.ptures.view
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import me.msoucy.ptures.model.Creature
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import me.msoucy.ptures.model.Skill
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import me.msoucy.ptures.model.SkillChoice
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import me.msoucy.ptures.model.VisibleStatus
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class SkillViewText(skill: Skill) : SkillView(skill) {
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@ -28,24 +29,24 @@ class CreatureViewText(playerId : Int, creature : Creature) : CreatureView(playe
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while (idx != -1) {
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print("> ")
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val tmpIdx = readLine()?.toIntOrNull() ?: -1
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if (tmpIdx in creature.skills.indices)
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{
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if (tmpIdx in creature.skills.indices) {
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idx = tmpIdx
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}
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}
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return creature.skills[idx]
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}
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private fun chooseTarget(skill : Skill, possibleTargets : List<Creature>) : Creature {
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return creature
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private fun chooseTarget(skill: Skill, possibleTargets: List<Creature>): List<Creature> {
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return possibleTargets
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}
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override fun chooseSkill(possibleTargets : List<Creature>) : SkillChoice {
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override fun chooseSkill(possibleTargets: List<Creature>) {
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if (creature.activeSkill == null) {
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val skill = chooseSkillName()
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val target = chooseTarget(skill, possibleTargets)
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return SkillChoice(skill, target)
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val targets = chooseTarget(skill, possibleTargets)
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creature.activeSkill = SkillChoice(skill, targets)
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}
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}
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override fun displayName() {
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@ -2,8 +2,7 @@ package me.msoucy.ptures.view
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import me.msoucy.ptures.model.Creature
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import me.msoucy.ptures.model.Skill
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data class SkillChoice (val skill : Skill, val target : Creature)
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import me.msoucy.ptures.model.SkillChoice
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abstract class SkillView(val skill : Skill) {
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abstract fun display()
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@ -12,7 +11,7 @@ abstract class SkillView(val skill : Skill) {
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abstract class CreatureView(val playerId : Int, val creature: Creature) {
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abstract fun chooseSkill(possibleTargets : List<Creature>) : SkillChoice
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abstract fun chooseSkill(possibleTargets : List<Creature>)
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abstract fun displayName()
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abstract fun displaySkills()
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