Improve status capability
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@ -1,11 +1,11 @@
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package me.msoucy.ptures.model
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class Engine(vararg val creatures : Pair<Creature, Int>) {
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class Engine(private vararg val creatures : Pair<Creature, Int>) {
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init {
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assert(creatures.isNotEmpty())
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}
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var currentCreature = 0
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private var currentCreature = 0
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val attacker : Creature get() {
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return creatures[currentCreature].first
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@ -17,35 +17,39 @@ class Engine(vararg val creatures : Pair<Creature, Int>) {
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.sortedBy { (_, c) -> c.first.spd }
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// Get the moves each creature will use this turn
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val moves = activeCreatures.map { (_, c) -> Pair(c.first.skills[0], 0) }
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val wasHit = mutableListOf<Creature>()
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val wasHit = mutableListOf<Pair<Creature, Int>>()
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for ((i, 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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for (step in skill.damageSteps) {
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val targets = getTargetList(step.target, currentCreature, target)
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val targets = getTargetList(step.target, target)
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for (t in targets) {
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val (targetCreature, _) = creatures[t]
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if (attacker.hits(targetCreature, step)) {
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targetCreature.apply(step, c.first)
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wasHit.add(targetCreature)
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if (wasHit.any { it.first == targetCreature }) {
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wasHit.add(Pair(targetCreature, t))
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}
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}
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}
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}
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for(creature in wasHit) {
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for(step in skill.statusSteps) {
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step(creature)
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for ((targetCreature, t) in wasHit) {
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if (t in getTargetList(step.target, t)) {
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step.applier(targetCreature)
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}
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}
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}
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}
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}
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private fun getTargetList(target : Target, active : Int, selected : Int) : List<Int> {
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private fun getTargetList(target : Target, selected : Int) : List<Int> {
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return when(target) {
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Target.Self -> listOf(active)
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Target.Self -> listOf(currentCreature)
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Target.Selected -> listOf(selected)
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Target.Others -> creatures.indices.filter { it != active }
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Target.Opponents -> creatures.indices.filter { creatures[it].second != creatures[active].second }
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Target.Others -> creatures.indices.filter { it != currentCreature }
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Target.Opponents -> creatures.indices.filter { creatures[it].second != creatures[currentCreature].second }
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Target.All -> creatures.indices.toList()
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}
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}
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@ -23,16 +23,14 @@ enum class Attribute {
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class Damage(val power : Int) {
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var target = Target.Selected
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var accuracy = 100
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infix fun hits (target : Creature) {
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}
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}
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class StatusApplier(val target : Target, val applier : (Creature) -> Unit)
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@SkillMarker
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class Skill(val name : String, val attribute : Attribute) {
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val damageSteps = mutableListOf<Damage>()
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val statusSteps = mutableListOf<(Creature) -> Unit>()
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val statusSteps = mutableListOf<StatusApplier>()
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fun damage(power : Int, block : Damage.() -> Unit = {}) {
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val d = Damage(power)
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@ -41,11 +39,11 @@ class Skill(val name : String, val attribute : Attribute) {
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}
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fun addStatus(status : Status, target : Target = Target.Selected) {
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statusSteps.add { c -> c.addStatus(status) }
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statusSteps.add (StatusApplier(target) { c -> c.addStatus(status) })
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}
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fun removeStatus(status : Status, target : Target = Target.Selected) {
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statusSteps.add { c -> c.removeStatus(status) }
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statusSteps.add (StatusApplier(target) { c -> c.removeStatus(status) })
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}
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}
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