Clean up attaching status effects to damage

This commit is contained in:
Matt Soucy 2019-11-24 16:00:58 -05:00
parent f3b25e752c
commit a51a6485ef
4 changed files with 45 additions and 27 deletions

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@ -7,8 +7,8 @@ class Stats(var atk : Int, var def : Int, var spd : Int, var hp : Int)
class Creature {
val genes = Stats(5,5,5,5)
val growth = Stats(5,5,5,5)
val attributes = mutableMapOf<Attribute, Int>()
val growth = Stats(0,0,0,0)
val attributes = mutableMapOf<Attribute, Float>()
var level = 1
var currentHp = 1
val skills = mutableListOf<Skill>()
@ -22,15 +22,19 @@ class Creature {
fun apply(dmg : Damage, attacker : Creature) {
val critical = if (random(32) < attacker.genes.spd) { 1.5 } else { 1.0 }
val randVal = random(0.85f, 1.0f)
val effectiveness = 1.0
val atkAttribute = attacker.attributes.getOrElse(dmg.attribute) {1.0f}
val defAttribute = attributes.getOrElse(dmg.attribute) {1.0f}
val effectiveness = atkAttribute / defAttribute
val modifier = critical * randVal * effectiveness
val power = (((0.4 * attacker.level) + 2) * dmg.power * (attacker.atk / def)) / 50 + 2
val total : Int = (power * modifier).toInt()
val total = (power * modifier).toInt()
currentHp = clamp(currentHp - total, 0, maxHp)
if(currentHp == 0) {
statuses.clear()
addStatus(KnockedOut)
} else {
dmg.applyStatus(this)
}
}
@ -56,5 +60,5 @@ class Creature {
inline fun <reified S : Status> hasStatus() = statuses.filter { it is S }.isNotEmpty()
private fun statFormula(gene : Int, growth : Int) = (2 * gene + growth) * level / 100 + 5
private fun statFormula(gene : Int, growth : Int) = (2 * gene + growth / 4) * level / 100 + 5
}

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@ -16,29 +16,24 @@ class Engine(private vararg val creatures : Pair<Creature, Int>) {
.filter { (_, c) -> !c.first.hasStatus<KnockedOut>() }
.sortedBy { (_, c) -> c.first.spd }
// Get the moves each creature will use this turn
val moves = activeCreatures.map { (_, c) -> Pair(c.first.skills[0], 0) }
val wasHit = mutableListOf<Pair<Creature, Int>>()
val moves = activeCreatures.map { (_, _) -> Pair(Ignore, 0) }
for ((i, c) in activeCreatures) {
// Resolve move
val (skill, target) = moves[i]
currentCreature = i
for (step in skill.damageSteps) {
val targets = getTargetList(step.target, target)
for (t in targets) {
for (t in getTargetList(step.target, target)) {
val (targetCreature, _) = creatures[t]
if (attacker.hits(targetCreature, step)) {
targetCreature.apply(step, c.first)
if (wasHit.any { it.first == targetCreature }) {
wasHit.add(Pair(targetCreature, t))
}
targetCreature.apply(step, attacker)
step.applyStatus(targetCreature)
}
}
}
for(step in skill.statusSteps) {
for ((targetCreature, t) in wasHit) {
if (t in getTargetList(step.target, t)) {
step.applier(targetCreature)
}
for(step in skill.postSteps) {
for (t in getTargetList(step.target, target)) {
val (targetCreature, _) = creatures[t]
step.apply(targetCreature)
}
}
}

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@ -1,5 +1,7 @@
package me.msoucy.ptures.model
import com.badlogic.gdx.math.MathUtils.random
@DslMarker
annotation class SkillMarker
@ -20,30 +22,40 @@ enum class Attribute {
Wood
}
class Damage(val power : Int) {
class Damage(val power : Int, val attribute : Attribute = Attribute.Neutral) {
var target = Target.Selected
var accuracy = 100
var status : () -> Status? = {null}
var statusChance = 0
fun applyStatus(creature : Creature) {
val appStatus = status()
if (appStatus != null && random(100) < statusChance) {
creature.addStatus(appStatus)
}
}
}
class StatusApplier(val target : Target, val applier : (Creature) -> Unit)
class StatusApplier(val target : Target, val apply : (Creature) -> Unit)
@SkillMarker
class Skill(val name : String, val attribute : Attribute) {
val damageSteps = mutableListOf<Damage>()
val statusSteps = mutableListOf<StatusApplier>()
val postSteps = mutableListOf<StatusApplier>()
fun damage(power : Int, block : Damage.() -> Unit = {}) {
val d = Damage(power)
val d = Damage(power, attribute)
d.block()
damageSteps.add(d)
}
fun addStatus(status : Status, target : Target = Target.Selected) {
statusSteps.add (StatusApplier(target) { c -> c.addStatus(status) })
postSteps.add (StatusApplier(target) { c -> c.addStatus(status) })
}
fun removeStatus(status : Status, target : Target = Target.Selected) {
statusSteps.add (StatusApplier(target) { c -> c.removeStatus(status) })
postSteps.add (StatusApplier(target) { c -> c.removeStatus(status) })
}
}
@ -69,12 +81,19 @@ val DoubleKick = skill("Double Kick") {
}
val DoubleEdge = skill("Double Edge") {
damage(20)
damage(10) {
damage(80)
damage(15) {
target = Target.Self
}
}
val Fly = skill("Fly") {
addStatus(Flying(), Target.Self)
}
val Ember = skill("Ember", Attribute.Fire) {
damage(40) {
status = {Burned}
statusChance = 10
}
}

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@ -17,7 +17,7 @@ sealed class Status {
sealed class VisibleStatus(val label : String = "") : Status()
sealed class CountdownStatus(var turns : Int) : Status()
sealed class CountdownStatus(private var turns : Int) : Status()
{
override fun onTurnEnd(engine : Engine) {
turns--