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7 Commits

6 changed files with 35 additions and 3 deletions
@@ -12,6 +12,7 @@ public class TargetSelectActionDetail : FighterAction.FighterActionDetail
// settings // settings
public required bool selectEnemy; public required bool selectEnemy;
public required bool selectAlly; public required bool selectAlly;
public required bool aliveOnly;
public VisualRange visualRange = VisualRange.Single; public VisualRange visualRange = VisualRange.Single;
// result // result
@@ -13,7 +13,8 @@ public class AllyAttackAction : FighterAction
public TargetSelectActionDetail targetSelect = new() public TargetSelectActionDetail targetSelect = new()
{ {
selectEnemy = true, selectEnemy = true,
selectAlly = false selectAlly = false,
aliveOnly = true
}; };
public MinigameActionDetail minigameDetail = new(); public MinigameActionDetail minigameDetail = new();
@@ -117,11 +117,13 @@ public partial class AllFightersVisual : Node
if (targetDetail.selectEnemy) if (targetDetail.selectEnemy)
_fighterVisuals _fighterVisuals
.Where(kv => kv.Key.IsInFormation(HappeningData.enemyFighterFormation)) .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)); .ForEach(kv => kv.Value.SetTargetSelectionActive(true));
if (targetDetail.selectAlly) if (targetDetail.selectAlly)
_fighterVisuals _fighterVisuals
.Where(kv => kv.Key.IsInFormation(HappeningData.allyFighterFormation)) .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)); .ForEach(kv => kv.Value.SetTargetSelectionActive(true));
} }
@@ -307,6 +307,11 @@ public partial class FightHappening : Node
HappeningData.enemyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter); HappeningData.enemyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
HappeningData.fighterTurn.AddAsLast(fighter); HappeningData.fighterTurn.AddAsLast(fighter);
} }
if (GD.RandRange(0, 2) != 0) // 2/3 chance for vesna to start
{
HappeningData.fighterTurn.SpinBack();
}
} }
private void ExecuteNextFighter() private void ExecuteNextFighter()
@@ -99,6 +99,23 @@ public class FighterTurn : IEnumerable<FightWorld.Fighter>
return false; 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() public IEnumerator<FightWorld.Fighter> GetEnumerator()
{ {
if (_currentNode == null) return Enumerable.Empty<FightWorld.Fighter>().GetEnumerator(); if (_currentNode == null) return Enumerable.Empty<FightWorld.Fighter>().GetEnumerator();
@@ -9,9 +9,15 @@ public partial class SwitchSceneOnFightEnd : Node
public void OnFightStateEnter(FightHappening.FightState to) public void OnFightStateEnter(FightHappening.FightState to)
{ {
if (to is FightHappening.FightState.PlayerWin if (to is FightHappening.FightState.PlayerWin )
or FightHappening.FightState.EnemyWin)
_ = SwitchSceneAfterTime(2.0f); _ = SwitchSceneAfterTime(2.0f);
if (to is FightHappening.FightState.EnemyWin)
{
_fightSceneSwitcher.ExitFight();
_fightSceneSwitcher.ExitFightWorld();
}
} }
private async Task SwitchSceneAfterTime(float seconds) private async Task SwitchSceneAfterTime(float seconds)