baddle
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@@ -1,11 +1,22 @@
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class_name BattleAction
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var speedModifier:float
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var canTargetMultiple:bool
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var canTargetEnemy:bool
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var canTargetAlly:bool
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var preferAlly:bool
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func _init(params:Dictionary) -> void:
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self.speedModifier = params.get("speedModifier", 1.0)
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self.canTargetMultiple = params.get("canTargetMultiple", false)
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self.canTargetEnemy = params.get("canTargetEnemy", true)
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self.canTargetAlly = params.get("canTargetAlly", true)
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self.preferAlly = params.get("preferAlly", false)
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func perform(params:Dictionary) -> void:
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assert(params.has("user"))
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assert(params.has("target"))
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pass
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assert(params.has("targets"))
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pass
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func canFighterUse(fighter:BattleFighter) -> bool:
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return true
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@@ -2,12 +2,15 @@ class_name BattleDecision
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var action:BattleAction
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var user:BattleFighter
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var target:BattleFighter
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var targets:Array[BattleFighter]
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func _init(_action:BattleAction, _user:BattleFighter, _target:BattleFighter) -> void:
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func _init(_action:BattleAction, _user:BattleFighter, _targets:Array[BattleFighter]) -> void:
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action = _action
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user = _user
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target = _target
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targets = _targets
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func getPriority() -> float:
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return 1.0
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func execute(cutscene:Cutscene) -> void:
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pass
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@@ -11,4 +11,4 @@ func perform(params:Dictionary) -> void:
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super.perform(params)
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var user:BattleFighter = params.get("user")
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var target:BattleFighter = params.get("target")
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var targets:Array[BattleFighter] = params.get("targets")
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@@ -32,12 +32,13 @@ func perform(params:Dictionary):
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super.perform(params)
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var user:BattleFighter = params.get("user")
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var target:BattleFighter = params.get("target")
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var targets:Array[BattleFighter] = params.get("targets")
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# What to do if target is dead?
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if target.status == BattleFighter.Status.DEAD:
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print("Target is already dead. Move has no effect.")
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assert(false)
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for target in targets:
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if target.status == BattleFighter.Status.DEAD:
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print("Target is already dead. Move has no effect.")
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assert(false)
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# TODO: Determine damage
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var damage:int = 0
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@@ -51,9 +52,19 @@ func perform(params:Dictionary):
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if isCrit:
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print("CRITICAL HIT!")
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target.damage(damage, isCrit)
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for target in targets:
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target.damage(damage, isCrit)
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print("DAMAGE DONE")
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func canFighterUse(fighter:BattleFighter) -> bool:
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if !super.canFighterUse(fighter):
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return false
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if fighter.mp < self.mpCost:
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return false
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return true
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# Moves
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static var MOVE_PUNCH = BattleMove.new({
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"name": "Punch",
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@@ -67,7 +78,8 @@ static var MOVE_FIRE1 = BattleMove.new({
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"power": 25,
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"mpCost": 5,
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"accuracy": 0.9,
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"moveType": MoveType.MAGICAL
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"moveType": MoveType.MAGICAL,
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"canTargetMultiple": true
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})
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static var MOVE_HEAL1 = BattleMove.new({
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@@ -75,5 +87,7 @@ static var MOVE_HEAL1 = BattleMove.new({
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"power": -20,
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"mpCost": 8,
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"accuracy": 1.0,
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"moveType": MoveType.ABILITY
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"moveType": MoveType.ABILITY,
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"canTargetMultiple": true,
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"preferAlly": true
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})
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