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