Files
Dawn-Godot/battle/BattleScene.gd
2026-01-18 00:25:42 -06:00

128 lines
4.0 KiB
GDScript

class_name BattleScene extends Node3D
@export var actionBox:ActionBox = null
@export var battleFighterScenes:Node
@export var cursorScenes:Node
signal neverEmitted
func _init() ->void:
BATTLE.battleScene = self
BATTLE.battleStarted.connect(onBattleStarted)
func onBattleStarted() -> void:
pass
func getBattleDecisions(fighters:Array[BattleFighter]) -> Array[BattleDecision]:
var decisions:Array[BattleDecision] = []
while fighters.size() > decisions.size():
var fighter = fighters[decisions.size()]
var decision:BattleDecision = null
# Simulate walking forward animation like in Final Fantasy
await get_tree().create_timer(0.5).timeout
# Until decision made...
while decision == null:
# Get the selected action
actionBox.visible = true
var action = await self.actionBox.getAction(fighter)
# Go back to previous fighter
if action == ActionBox.Action.BACK:
decisions.pop_back()
actionBox.visible = false
break
elif action == ActionBox.Action.ATTACK:
var targets = await _getTargets(fighter, fighter.movePrimary)
# Get cursor
if decision != null:
decisions.append(decision)
# Return the made decision
return decisions
func _getTargets(fighter:BattleFighter, move:BattleAction) -> Array[BattleFighter]:
# Determine possible targets and whether to blink or not
var possiblePositions:Array[BattleSingleton.BattlePosition] = [
BattleSingleton.BattlePosition.RIGHT_TOP_FRONT,
BattleSingleton.BattlePosition.RIGHT_MIDDLE_FRONT,
BattleSingleton.BattlePosition.RIGHT_BOTTOM_FRONT
]
# Should not be possible to have no possible targets here
assert(possiblePositions.size() > 0)
var activePositions:Array[BattleSingleton.BattlePosition] = []
var selectedPositions:Array[BattleSingleton.BattlePosition] = []
# If there's only one possible target, auto-select it
if possiblePositions.size() == 1:
selectedPositions.append(possiblePositions[0])
# Here we wait for a selection to be confirmed.
while selectedPositions.size() == 0:
var blink = activePositions.size() > 1
activePositions.clear()
# activePositions.append(possiblePositions[0]) # For now, just single target
# Sake of testing just showing all blinking
blink = true
for pos in possiblePositions:
activePositions.append(pos)
# Show cursors
for cursor in cursorScenes.get_children():
if !(cursor is BattleCursorIcon):
continue
if cursor.battlePosition in activePositions:
if blink:
cursor.mode = BattleCursorIcon.Mode.BLINKING
else:
cursor.mode = BattleCursorIcon.Mode.ACTIVE
else:
cursor.mode = BattleCursorIcon.Mode.INACTIVE
# TODO: Allow movement here, wait for selection, etc.
# Wait 1 second for now and select all possible targets
await get_tree().create_timer(1.0).timeout
selectedPositions = possiblePositions
# By this point selection has been made, hide all cursors
for cursor in cursorScenes.get_children():
if !(cursor is BattleCursorIcon):
continue
cursor.mode = BattleCursorIcon.Mode.INACTIVE
# Convert selected positions to fighters
var targets:Array[BattleFighter] = []
for pos in selectedPositions:
var targetFighter = BATTLE.getFighterAtPosition(pos)
if targetFighter != null:
targets.append(targetFighter)
# Should not be possible to have no targets here
assert(targets.size() > 0)
return targets
func getFighterSceneAtPosition(pos:BattleSingleton.BattlePosition) -> BattleFighterScene:
for fighterScene in battleFighterScenes.get_children():
if !(fighterScene is BattleFighterScene):
continue
if fighterScene.battlePosition == pos:
return fighterScene
return null
func getBattleCursorAtPosition(pos:BattleSingleton.BattlePosition) -> BattleCursorIcon:
for cursorScene in cursorScenes.get_children():
if !(cursorScene is BattleCursorIcon):
continue
if cursorScene.battlePosition == pos:
return cursorScene
return null