class_name Battle extends RefCounted #moteur de combat au tour par tour, sans aucun visuel. #gere n emplacements par camp (1v1, 2v2, 1 contre plusieurs, plusieurs contre 1). # #usage : # var battle := Battle.new(setup, mon_presenter) # var outcome : Battle.Outcome = await battle.run() # #a chaque evenement, la presentation est appelee et le combat attend qu'elle ait fini. signal event_emitted(event : BattleEvent) enum Outcome { NONE, PLAYER_WON, PLAYER_LOST, FLED } const PLAYER_SIDE : int = 0 static var _struggle : MoveData = null var setup : BattleSetup var presenter : BattlePresenter var rng : RandomNumberGenerator = RandomNumberGenerator.new() var turn : int = 0 var outcome : Outcome = Outcome.NONE var slots : Array[BattleSlot] = [] func _init(p_setup : BattleSetup, p_presenter : BattlePresenter = null) -> void: setup = p_setup presenter = p_presenter if setup.seed_value != 0: rng.seed = setup.seed_value else: rng.randomize() _build_slots() func _build_slots() -> void: var per_side_count : Dictionary = {} for participant in setup.participants: for pokemon in participant.pick_starters(): var slot := BattleSlot.new() slot.id = slots.size() slot.side = participant.side slot.index = int(per_side_count.get(participant.side, 0)) per_side_count[participant.side] = slot.index + 1 slot.participant = participant slot.set_pokemon(pokemon) slots.append(slot) #---------- boucle principale ---------- func run() -> Outcome: await _emit(BattleEvent.make(BattleEvent.Type.BATTLE_START)) for slot in slots: await _emit(BattleEvent.make(BattleEvent.Type.SENT_OUT, slot)) if _check_end(): return await _finish() while outcome == Outcome.NONE: turn += 1 var turn_event := BattleEvent.make(BattleEvent.Type.TURN_START) turn_event.amount = turn await _emit(turn_event) var actions : Array[BattleAction] = await _collect_actions() _sort_actions(actions) for action in actions: await _execute(action) if _check_end(): break if outcome != Outcome.NONE: break await _replace_fainted() if _check_end(): break return await _finish() func _finish() -> Outcome: var end_event := BattleEvent.make(BattleEvent.Type.BATTLE_END) match outcome: Outcome.PLAYER_WON: end_event.text = "Victoire !" Outcome.PLAYER_LOST: end_event.text = "Défaite..." Outcome.FLED: end_event.text = "Vous avez pris la fuite." await _emit(end_event) return outcome func _emit(event : BattleEvent) -> void: event_emitted.emit(event) if presenter != null: await presenter.present(event) func _msg(text : String) -> void: var e := BattleEvent.make(BattleEvent.Type.MESSAGE) e.text = text await _emit(e) #---------- fin de combat ---------- func _side_alive(side : int) -> bool: for participant in setup.participants: if participant.side == side and participant.has_able_pokemon(): return true return false func _check_end() -> bool: if outcome != Outcome.NONE: return true var player_alive : bool = _side_alive(PLAYER_SIDE) var enemy_alive : bool = _side_alive(1 - PLAYER_SIDE) if player_alive and enemy_alive: return false outcome = Outcome.PLAYER_WON if player_alive else Outcome.PLAYER_LOST return true #---------- actions du tour ---------- func _collect_actions() -> Array[BattleAction]: var actions : Array[BattleAction] = [] for slot in slots: if !slot.is_active(): continue var action : BattleAction = await slot.participant.controller.choose_action(self, slot) if action == null: action = BattleAction.use_struggle(slot) #securite : un controleur qui ne decide rien actions.append(action) return actions func _sort_actions(actions : Array[BattleAction]) -> void: for a in actions: match a.type: BattleAction.Type.FLEE: a.priority = 8 BattleAction.Type.SWITCH: a.priority = 7 BattleAction.Type.ITEM: a.priority = 6 _: a.priority = a.move.priority if a.move else 0 a.speed = a.slot.mon.get_stat(PokemonNature.Stat.SPEED) a.tiebreak = rng.randf() actions.sort_custom(func(a : BattleAction, b : BattleAction) -> bool: if a.priority != b.priority: return a.priority > b.priority if a.speed != b.speed: return a.speed > b.speed return a.tiebreak > b.tiebreak) func _execute(action : BattleAction) -> void: if !action.slot.is_active(): return #mis K.O. avant son tour match action.type: BattleAction.Type.MOVE: await _execute_move(action) BattleAction.Type.SWITCH: await _execute_switch(action) BattleAction.Type.FLEE: await _execute_flee(action) func _execute_flee(action : BattleAction) -> void: if setup.can_flee and action.slot.side == PLAYER_SIDE: outcome = Outcome.FLED await _emit(BattleEvent.make(BattleEvent.Type.FLED, action.slot)) else: await _msg("Impossible de fuir !") func _execute_switch(action : BattleAction) -> void: var slot : BattleSlot = action.slot if !get_replacement_options(slot).has(action.switch_to): return await _emit(BattleEvent.make(BattleEvent.Type.WITHDRAWN, slot)) slot.set_pokemon(action.switch_to) await _emit(BattleEvent.make(BattleEvent.Type.SENT_OUT, slot)) func _execute_move(action : BattleAction) -> void: var actor : BattleSlot = action.slot var move : MoveData = action.move if action.move_slot != null: if !action.move_slot.use(): await _msg("%s n'a plus de PP pour cette capacité !" % actor.mon.display_name()) return var used := BattleEvent.make(BattleEvent.Type.MOVE_USED, actor) used.move = move await _emit(used) var targets : Array[BattleSlot] = TargetResolver.resolve(self, actor, move, action.chosen_target) if targets.is_empty(): await _msg("Mais cela échoue !") return var spread : bool = targets.size() > 1 var status_message_shown : bool = false for target in targets: if !target.is_active(): continue if move.power <= 0 or move.category == "status": #les effets des capacites de statut ne sont pas encore implementes if !status_message_shown: status_message_shown = true await _msg("Mais cela n'a pas d'effet pour l'instant.") continue if !_hits(move): await _emit(BattleEvent.make(BattleEvent.Type.MOVE_MISSED, actor, target)) continue var calc : Dictionary = DamageCalculator.calculate(actor.mon, target.mon, move, rng, spread) var effectiveness : float = calc["effectiveness"] if effectiveness == 0.0: await _emit(BattleEvent.make(BattleEvent.Type.NO_EFFECT, actor, target)) continue await _apply_damage(actor, target, int(calc["damage"])) if calc["critical"]: await _emit(BattleEvent.make(BattleEvent.Type.CRITICAL, actor, target)) if effectiveness > 1.0: await _emit(BattleEvent.make(BattleEvent.Type.SUPER_EFFECTIVE, actor, target)) elif effectiveness < 1.0: await _emit(BattleEvent.make(BattleEvent.Type.NOT_VERY_EFFECTIVE, actor, target)) if target.mon.is_fainted(): await _emit(BattleEvent.make(BattleEvent.Type.FAINTED, target)) if _check_end(): return #Lutte : contrecoup pour l'utilisateur if move.api_name == "struggle" and actor.mon != null and !actor.mon.is_fainted(): var recoil : int = maxi(1, floori(actor.mon.pokemon.get_max_hp() / 4.0)) await _apply_damage(actor, actor, recoil) if actor.mon.is_fainted(): await _emit(BattleEvent.make(BattleEvent.Type.FAINTED, actor)) func _apply_damage(source : BattleSlot, target : BattleSlot, amount : int) -> void: var before : int = target.mon.pokemon.current_hp target.mon.pokemon.take_damage(amount) var event := BattleEvent.make(BattleEvent.Type.DAMAGE, source, target) event.amount = before - target.mon.pokemon.current_hp event.hp = target.mon.pokemon.current_hp event.max_hp = target.mon.pokemon.get_max_hp() await _emit(event) func _hits(move : MoveData) -> bool: #precision 0 = ne rate jamais (valeur PokeAPI "null") return move.accuracy <= 0 or rng.randi_range(1, 100) <= move.accuracy #---------- remplacements ---------- func _replace_fainted() -> void: for slot in slots: if slot.mon == null or !slot.mon.is_fainted(): continue var options : Array[PokemonInstance] = get_replacement_options(slot) if options.is_empty(): slot.clear() #plus de remplacant : l'emplacement reste vide continue var chosen : PokemonInstance = await slot.participant.controller.choose_replacement(self, slot) if chosen == null or !options.has(chosen): chosen = options[0] slot.set_pokemon(chosen) await _emit(BattleEvent.make(BattleEvent.Type.SENT_OUT, slot)) #---------- requetes (utilisees par les controleurs et TargetResolver) ---------- func get_slot(id : int) -> BattleSlot: return slots[id] if id >= 0 and id < slots.size() else null func get_active_slots() -> Array[BattleSlot]: var result : Array[BattleSlot] = [] for s in slots: if s.is_active(): result.append(s) return result func get_opponents(slot : BattleSlot) -> Array[BattleSlot]: var result : Array[BattleSlot] = [] for s in slots: if s.is_active() and s.side != slot.side: result.append(s) return result func get_allies(slot : BattleSlot) -> Array[BattleSlot]: var result : Array[BattleSlot] = [] for s in slots: if s.is_active() and s.side == slot.side and s != slot: result.append(s) return result func get_usable_moves(mon : BattleMon) -> Array[MoveSlot]: var result : Array[MoveSlot] = [] for ms in mon.pokemon.active_moves: if ms.has_pp(): result.append(ms) return result func get_replacement_options(slot : BattleSlot) -> Array[PokemonInstance]: #pokemon aptes de l'equipe du participant qui ne sont pas deja en jeu var result : Array[PokemonInstance] = [] for p in slot.participant.team.members: if p.is_fainted() or _is_in_play(p): continue result.append(p) return result func _is_in_play(pokemon : PokemonInstance) -> bool: for s in slots: if s.mon != null and s.mon.pokemon == pokemon: return true return false #---------- Lutte ---------- static func make_struggle() -> MoveData: if _struggle == null: _struggle = MoveData.new() _struggle.api_name = "struggle" _struggle.names = {"fr": "Lutte", "en": "Struggle"} _struggle.type = "typeless" _struggle.category = "physical" _struggle.power = 50 _struggle.accuracy = 0 _struggle.pp = 1 _struggle.priority = 0 _struggle.target = "random-opponent" return _struggle