Refactor cutscene queue
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@@ -1,4 +1,5 @@
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class_name BattleScene extends BattleFighterScene
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const CutsceneBattleAction = preload("res://cutscene/battle/CutsceneBattleAction.gd")
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enum BattlePosition {
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LEFT_TOP_BACK,
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@@ -16,8 +17,11 @@ enum BattlePosition {
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RIGHT_BOTTOM_FRONT
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}
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var active:bool = false
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var fighterMap:Dictionary[BattlePosition, BattleFighterScene] = {}
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@export var actionBox:ActionBox = null
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@export var fighterTopLeftBack:BattleFighterScene = null:
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get:
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return fighterMap.get(BattlePosition.LEFT_TOP_BACK, null)
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@@ -94,8 +98,48 @@ func _init() ->void:
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BATTLE.battleScene = self
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pass
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func startBatle(fighters:Dictionary[BattlePosition, BattleFighter]) -> void:
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for position in fighters.keys():
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var fighterScene:BattleFighterScene = fighterMap.get(position, null)
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func getFigheterAtPosition(battlePos:BattlePosition) -> BattleFighterScene:
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return fighterMap.get(battlePos, null)
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func getPositionForFighterScene(fighterScene:BattleFighterScene) -> BattlePosition:
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for battlePos in fighterMap.keys():
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var scene:BattleFighterScene = fighterMap[battlePos]
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if scene == fighterScene:
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return battlePos
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assert(false)
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return BattlePosition.LEFT_TOP_BACK
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func getPositionForFighter(fighter:BattleFighter) -> BattlePosition:
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for battlePos in fighterMap.keys():
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var fighterScene:BattleFighterScene = fighterMap[battlePos]
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if fighterScene.fighter == fighter:
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return battlePos
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assert(false)
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return BattlePosition.LEFT_TOP_BACK
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func getFighterSceneForFighter(fighter:BattleFighter) -> BattleFighterScene:
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for battlePos in fighterMap.keys():
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var fighterScene:BattleFighterScene = fighterMap[battlePos]
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if fighterScene.fighter == fighter:
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return fighterScene
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return null
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func startBattle(params:Dictionary) -> void:
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assert(params.has('fighters'))
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assert(!active)
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var cutscene:Cutscene = params.get('cutscene', Cutscene.new())
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for battlePos in params['fighters'].keys():
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var fighterScene:BattleFighterScene = fighterMap.get(battlePos, null)
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assert(fighterScene != null)
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fighterScene.setFighter(fighters[position])
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fighterScene.setFighter(params['fighters'][battlePos])
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# Initial cutscene elements. In future I may need to make this editable
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# somehow?
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cutscene.addCallable({ "function": CutsceneBattleAction.playerDecision })
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if !cutscene.running:
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cutscene.start()
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active = true
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