Files
Dawn-Godot/battle/BattleScene.gd
2026-01-17 18:03:59 -06:00

68 lines
1.9 KiB
GDScript

class_name BattleScene extends Node3D
@export var actionBox:ActionBox = null
@export var battleCursor:BattleCursor = null
@export var battleFighterScenes: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]:
print("Determining target")
battleCursor.visible = true
var positions:Array[BattleSingleton.BattlePosition] = []
for pos in BATTLE.BattlePosition.values():
positions.append(pos)
battleCursor.setCursors(self, positions)
await neverEmitted
return []
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