Improve skills

This commit is contained in:
Matt Soucy 2019-11-24 12:47:12 -05:00
parent ee5f9ca2d0
commit aff5cb573d
4 changed files with 82 additions and 10 deletions

View File

@ -1,14 +1,17 @@
package me.msoucy.ptures.model
import com.badlogic.gdx.math.MathUtils.clamp
import com.badlogic.gdx.math.MathUtils.random
class Stats(var atk : Int, var def : Int, var spd : Int, var hp : Int)
class Creature {
var genes = Stats(5,5,5,5)
var growth = Stats(5,5,5,5)
val genes = Stats(5,5,5,5)
val growth = Stats(5,5,5,5)
val attributes = mutableMapOf<Attribute, Int>()
var level = 1
var currentHp = 1
val skills = mutableListOf<Skill>()
val statuses = mutableListOf<Status>()
val atk : Int get() = statFormula(genes.atk, growth.atk)
@ -16,8 +19,19 @@ class Creature {
val spd : Int get() = statFormula(genes.atk, growth.atk)
val maxHp : Int get() = statFormula(genes.atk, growth.atk)
fun apply(dmg : Damage) {
currentHp = clamp(currentHp - dmg.power, 0, maxHp)
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 modifier = critical * randVal * effectiveness
val power = (((0.4 * attacker.level) + 2) * dmg.power * (attacker.atk / def)) / 50 + 2
val total : Int = (power * modifier).toInt()
currentHp = clamp(currentHp - total, 0, maxHp)
if(currentHp == 0) {
statuses.clear()
addStatus(KnockedOut)
}
}
fun addStatus(status : Status) {
@ -37,5 +51,10 @@ class Creature {
statuses.clear()
}
fun hits(creature : Creature, damage : Damage) =
random(100) < damage.accuracy + spd - creature.spd
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
}

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@ -1,6 +1,6 @@
package me.msoucy.ptures.model
class Engine(vararg val creatures : Creature) {
class Engine(vararg val creatures : Pair<Creature, Int>) {
init {
assert(creatures.isNotEmpty())
}
@ -8,6 +8,45 @@ class Engine(vararg val creatures : Creature) {
var currentCreature = 0
val attacker : Creature get() {
return creatures[currentCreature]
return creatures[currentCreature].first
}
fun resolveTurn() {
val activeCreatures = creatures.withIndex()
.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<Creature>()
for ((i, c) in activeCreatures) {
// Resolve move
val (skill, target) = moves[i]
currentCreature = i
for (step in skill.damageSteps) {
val targets = getTargetList(step.target, currentCreature, target)
for (t in targets) {
val (targetCreature, _) = creatures[t]
if (attacker.hits(targetCreature, step)) {
targetCreature.apply(step, c.first)
wasHit.add(targetCreature)
}
}
}
for(creature in wasHit) {
for(step in skill.statusSteps) {
step(creature)
}
}
}
}
private fun getTargetList(target : Target, active : Int, selected : Int) : List<Int> {
return when(target) {
Target.Self -> listOf(active)
Target.Selected -> listOf(selected)
Target.Others -> creatures.indices.filter { it != active }
Target.Opponents -> creatures.indices.filter { creatures[it].second != creatures[active].second }
Target.All -> creatures.indices.toList()
}
}
}

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@ -23,13 +23,16 @@ enum class Attribute {
class Damage(val power : Int) {
var target = Target.Selected
var accuracy = 100
infix fun hits (target : Creature) {
}
}
@SkillMarker
class Skill(val name : String, val attribute : Attribute) {
val preSteps = mutableListOf<Pair<Status, Target>>()
val damageSteps = mutableListOf<Damage>()
val postSteps = mutableListOf<Pair<Status, Target>>()
val statusSteps = mutableListOf<(Creature) -> Unit>()
fun damage(power : Int, block : Damage.() -> Unit = {}) {
val d = Damage(power)
@ -38,7 +41,11 @@ class Skill(val name : String, val attribute : Attribute) {
}
fun addStatus(status : Status, target : Target = Target.Selected) {
postSteps.add(Pair(status, target))
statusSteps.add { c -> c.addStatus(status) }
}
fun removeStatus(status : Status, target : Target = Target.Selected) {
statusSteps.add { c -> c.removeStatus(status) }
}
}
@ -48,6 +55,9 @@ fun skill(name : String, attribute : Attribute = Attribute.Neutral, block : Skil
return ret
}
val Ignore = skill("Ignore") {
}
val Tackle = skill("Tackle") {
damage(20)
}

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@ -2,12 +2,16 @@ package me.msoucy.ptures.model
sealed class Status {
open fun onTurnStart(engine : Engine) {
// Do nothing
}
open fun onAdd(creature : Creature) {
// Do nothing
}
open fun onTurnEnd(engine : Engine) {
// Do nothing by default
// Do nothing
}
}