♻️ Implemented FightersFormation to keep track of the fight entered state of the fighters
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@@ -61,7 +61,7 @@ public partial class FightHappening : Node
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private static FightWorld.FightHappeningData HappeningData =>
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FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
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private static FightWorld.Fighter CurrentFighter => HappeningData.fighterStack.Current;
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private static FightWorld.Fighter CurrentFighter => HappeningData.fighterTurn.Current;
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#endregion
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@@ -88,7 +88,7 @@ public partial class FightHappening : Node
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}
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#endregion
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public override void _Ready()
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{
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SetupInstance();
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@@ -110,7 +110,7 @@ public partial class FightHappening : Node
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action.Reset();
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ChangeState(FightState.ActionCheckDetails);
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}
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public void DetailFilled()
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{
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RequireState(FightState.InputActionDetail);
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@@ -204,7 +204,7 @@ public partial class FightHappening : Node
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{
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ChangeState(FightState.FightersEnter);
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}
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else if (CurrentFighter.isEnemy)
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else if (CurrentFighter.IsInFormation(HappeningData.enemyFighterFormation))
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{
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ChangeState(FightState.EnemyActionSelect);
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}
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@@ -219,7 +219,7 @@ public partial class FightHappening : Node
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break;
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case FightState.ActionCheckDetails:
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RequireNotNull(HappeningData.actionStaging);
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if (ActionAbort())
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ChangeState(FightState.InputActionSelect);
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else if (ActionNeededDetail())
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@@ -249,10 +249,15 @@ public partial class FightHappening : Node
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_ = AdvanceToStateWhenDone(FightState.StateCheck, actionTime);
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}
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break;
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case FightState.EnemyWin:
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// TODO: remove and find proper solution
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ReviveVesna();
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break;
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default: break;
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}
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}
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#endregion
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#region Game Logic
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@@ -262,19 +267,23 @@ public partial class FightHappening : Node
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// ally
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var enteringAllyFighters = new List<FightWorld.Fighter>();
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var allyFighters = FightWorld.Instance.allyFighters;
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if (!allyFighters.vesnaFighter.entered)
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if (!allyFighters.vesnaFighter.IsInFormation(HappeningData.allyFighterFormation))
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{
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enteringAllyFighters.Add(allyFighters.vesnaFighter);
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}
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// enemy
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const int totalEnemySpace = 3;
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var enemySpaceLeft = totalEnemySpace - HappeningData.enemyGroup.GetEnteredAmount();
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var enemySpaceLeft = HappeningData.enemyFighterFormation.GetEmptySlotCount();
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return new FightersEnterStaging
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{
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enteringAllyFighters = enteringAllyFighters,
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enteringEnemyFighters = HappeningData.enemyGroup.GetUptoUnenteredFighters(enemySpaceLeft).ToList()
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enteringEnemyFighters = HappeningData.enemyGroup.fighters
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.WhereIsAlive()
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.WhereIsNotInFormation(HappeningData.enemyFighterFormation)
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.Take(enemySpaceLeft)
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.ToList()
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};
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}
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@@ -283,21 +292,25 @@ public partial class FightHappening : Node
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Debug.Assert(HappeningData.fightersEnterStaging != null);
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foreach (var fighter in HappeningData.fightersEnterStaging.enteringAllyFighters)
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{
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fighter.entered = true;
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HappeningData.fighterStack.AddAsLast(fighter);
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var emptySlotIndex = HappeningData.allyFighterFormation.GetFirstEmptySlot();
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if (emptySlotIndex < 0) throw new Exception("No empty slot for ally fighter to enter");
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HappeningData.allyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
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HappeningData.fighterTurn.AddAsLast(fighter);
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}
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foreach (var fighter in HappeningData.fightersEnterStaging.enteringEnemyFighters)
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{
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fighter.entered = true;
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HappeningData.fighterStack.AddAsLast(fighter);
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var emptySlotIndex = HappeningData.enemyFighterFormation.GetFirstEmptySlot();
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if (emptySlotIndex < 0) throw new Exception("No empty slot for enemy fighter to enter");
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HappeningData.enemyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
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HappeningData.fighterTurn.AddAsLast(fighter);
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}
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}
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private void ExecuteNextFighter()
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{
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HappeningData.fighterStack.Next();
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CurrentFighter.actionPointsLeft = CurrentFighter.maxActionPoints;
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HappeningData.fighterTurn.Next();
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CurrentFighter.actionPointsLeft = FightWorld.Fighter.MaxActionPoints;
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}
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private void ExecuteAction()
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@@ -325,6 +338,14 @@ public partial class FightHappening : Node
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return HappeningData.actionStaging.NextDetail();
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}
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// TODO: remove
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private void ReviveVesna()
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{
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var vesnaFighter = FightWorld.Instance.allyFighters.vesnaFighter;
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vesnaFighter.health = vesnaFighter.maxHealth;
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GD.Print("Vesna has been revived. This is for the current prototype only");
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}
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#endregion // Game Logic
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#region Utility
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@@ -337,7 +358,7 @@ public partial class FightHappening : Node
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throw new Exception(
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$"Can not call this Method while in state {HappeningData.fightState}. Only available in {string.Join(" ,", states)}");
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}
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private void RequireNotNull(Object? o)
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{
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if (o != null)
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@@ -362,6 +383,4 @@ public partial class FightHappening : Node
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}
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#endregion
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}
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