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Author SHA1 Message Date
Jonathan edc133749f Merge pull request 'Randomized who starts the fight' (#41) from randomise_fight_start into develop
Reviewed-on: #41
Reviewed-by: kziolkowski <katharina.ziolkowski@gmail.com>
2025-12-16 19:28:37 +01:00
jonathan a736adaafb Randomized who starts the fight 2025-12-09 15:07:50 +01:00
5 changed files with 23 additions and 5 deletions
@@ -12,7 +12,6 @@ public class TargetSelectActionDetail : FighterAction.FighterActionDetail
// settings
public required bool selectEnemy;
public required bool selectAlly;
public required bool aliveOnly;
public VisualRange visualRange = VisualRange.Single;
// result
@@ -13,8 +13,7 @@ public class AllyAttackAction : FighterAction
public TargetSelectActionDetail targetSelect = new()
{
selectEnemy = true,
selectAlly = false,
aliveOnly = true
selectAlly = false
};
public MinigameActionDetail minigameDetail = new();
@@ -117,13 +117,11 @@ public partial class AllFightersVisual : Node
if (targetDetail.selectEnemy)
_fighterVisuals
.Where(kv => kv.Key.IsInFormation(HappeningData.enemyFighterFormation))
.Where(kv => !targetDetail.aliveOnly || kv.Key.IsAlive())// if aliveOnly: take where IsAlive
.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
if (targetDetail.selectAlly)
_fighterVisuals
.Where(kv => kv.Key.IsInFormation(HappeningData.allyFighterFormation))
.Where(kv => !targetDetail.aliveOnly || kv.Key.IsAlive())// if aliveOnly: take where IsAlive
.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
}
@@ -307,6 +307,11 @@ public partial class FightHappening : Node
HappeningData.enemyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
HappeningData.fighterTurn.AddAsLast(fighter);
}
if (GD.RandRange(0, 2) != 0) // 2/3 chance for vesna to start
{
HappeningData.fighterTurn.SpinBack();
}
}
private void ExecuteNextFighter()
@@ -99,6 +99,23 @@ public class FighterTurn : IEnumerable<FightWorld.Fighter>
return false;
}
/// <summary>
/// Sets the current one back
/// This is an expensive operation, because the entire data structure needs to be circled
/// </summary>
public void SpinBack()
{
if (_currentNode == null) return;
var node = _currentNode;
while (node.next != _currentNode)
{
node = node.next;
}
_currentNode = node;
}
public IEnumerator<FightWorld.Fighter> GetEnumerator()
{
if (_currentNode == null) return Enumerable.Empty<FightWorld.Fighter>().GetEnumerator();