Files
Dawn-Godot/battle/BattleScene.gd

146 lines
4.4 KiB
GDScript

class_name BattleScene extends BattleFighterScene
const CutsceneBattleAction = preload("res://cutscene/battle/CutsceneBattleAction.gd")
enum BattlePosition {
LEFT_TOP_BACK,
LEFT_TOP_FRONT,
LEFT_MIDDLE_BACK,
LEFT_MIDDLE_FRONT,
LEFT_BOTTOM_BACK,
LEFT_BOTTOM_FRONT,
RIGHT_TOP_BACK,
RIGHT_TOP_FRONT,
RIGHT_MIDDLE_BACK,
RIGHT_MIDDLE_FRONT,
RIGHT_BOTTOM_BACK,
RIGHT_BOTTOM_FRONT
}
var active:bool = false
var fighterMap:Dictionary[BattlePosition, BattleFighterScene] = {}
@export var actionBox:ActionBox = null
@export var fighterTopLeftBack:BattleFighterScene = null:
get:
return fighterMap.get(BattlePosition.LEFT_TOP_BACK, null)
set(value):
fighterMap[BattlePosition.LEFT_TOP_BACK] = value
@export var fighterTopLeftFront:BattleFighterScene:
get:
return fighterMap.get(BattlePosition.LEFT_TOP_FRONT, null)
set(value):
fighterMap[BattlePosition.LEFT_TOP_FRONT] = value
@export var fighterMiddleLeftBack:BattleFighterScene:
get:
return fighterMap.get(BattlePosition.LEFT_MIDDLE_BACK, null)
set(value):
fighterMap[BattlePosition.LEFT_MIDDLE_BACK] = value
@export var fighterMiddleLeftFront:BattleFighterScene:
get:
return fighterMap.get(BattlePosition.LEFT_MIDDLE_FRONT, null)
set(value):
fighterMap[BattlePosition.LEFT_MIDDLE_FRONT] = value
@export var fighterBottomLeftBack:BattleFighterScene:
get:
return fighterMap.get(BattlePosition.LEFT_BOTTOM_BACK, null)
set(value):
fighterMap[BattlePosition.LEFT_BOTTOM_BACK] = value
@export var fighterBottomLeftFront:BattleFighterScene:
get:
return fighterMap.get(BattlePosition.LEFT_BOTTOM_FRONT, null)
set(value):
fighterMap[BattlePosition.LEFT_BOTTOM_FRONT] = value
@export var fighterTopRightBack:BattleFighterScene:
get:
return fighterMap.get(BattlePosition.RIGHT_TOP_BACK, null)
set(value):
fighterMap[BattlePosition.RIGHT_TOP_BACK] = value
@export var fighterTopRightFront:BattleFighterScene:
get:
return fighterMap.get(BattlePosition.RIGHT_TOP_FRONT, null)
set(value):
fighterMap[BattlePosition.RIGHT_TOP_FRONT] = value
@export var fighterMiddleRightBack:BattleFighterScene:
get:
return fighterMap.get(BattlePosition.RIGHT_MIDDLE_BACK, null)
set(value):
fighterMap[BattlePosition.RIGHT_MIDDLE_BACK] = value
@export var fighterMiddleRightFront:BattleFighterScene:
get:
return fighterMap.get(BattlePosition.RIGHT_MIDDLE_FRONT, null)
set(value):
fighterMap[BattlePosition.RIGHT_MIDDLE_FRONT] = value
@export var fighterBottomRightBack:BattleFighterScene:
get:
return fighterMap.get(BattlePosition.RIGHT_BOTTOM_BACK, null)
set(value):
fighterMap[BattlePosition.RIGHT_BOTTOM_BACK] = value
@export var fighterBottomRightFront:BattleFighterScene:
get:
return fighterMap.get(BattlePosition.RIGHT_BOTTOM_FRONT, null)
set(value):
fighterMap[BattlePosition.RIGHT_BOTTOM_FRONT] = value
func _init() ->void:
BATTLE.battleScene = self
pass
func getFigheterAtPosition(battlePos:BattlePosition) -> BattleFighterScene:
return fighterMap.get(battlePos, null)
func getPositionForFighterScene(fighterScene:BattleFighterScene) -> BattlePosition:
for battlePos in fighterMap.keys():
var scene:BattleFighterScene = fighterMap[battlePos]
if scene == fighterScene:
return battlePos
assert(false)
return BattlePosition.LEFT_TOP_BACK
func getPositionForFighter(fighter:BattleFighter) -> BattlePosition:
for battlePos in fighterMap.keys():
var fighterScene:BattleFighterScene = fighterMap[battlePos]
if fighterScene.fighter == fighter:
return battlePos
assert(false)
return BattlePosition.LEFT_TOP_BACK
func getFighterSceneForFighter(fighter:BattleFighter) -> BattleFighterScene:
for battlePos in fighterMap.keys():
var fighterScene:BattleFighterScene = fighterMap[battlePos]
if fighterScene.fighter == fighter:
return fighterScene
return null
func startBattle(params:Dictionary) -> void:
assert(params.has('fighters'))
assert(!active)
var cutscene:Cutscene = params.get('cutscene', Cutscene.new())
for battlePos in params['fighters'].keys():
var fighterScene:BattleFighterScene = fighterMap.get(battlePos, null)
assert(fighterScene != null)
fighterScene.setFighter(params['fighters'][battlePos])
# Initial cutscene elements. In future I may need to make this editable
# somehow?
cutscene.addCallable({ "function": CutsceneBattleAction.playerDecision })
if !cutscene.running:
cutscene.start()
active = true