Combat tactics
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@@ -23,15 +23,20 @@ signal fight_cancelled
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@onready var def_spd_label: Label = %DefenderSPDLabel
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@onready var fight_button: Button = %FightButton
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@onready var cancel_button: Button = %CancelButton
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@onready var atk_tactic_select: OptionButton = %AttackerTacticSelect
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@onready var def_tactic_select: OptionButton = %DefenderTacticSelect
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var _selected_unit: Unit
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var _current_proposal: CombatProposal
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var combat_system: CombatSystem
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func _ready() -> void:
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unit_panel.visible = false
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proposal_panel.visible = false
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fight_button.pressed.connect(_on_fight_pressed)
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cancel_button.pressed.connect(_on_cancel_pressed)
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atk_tactic_select.item_selected.connect(_on_atk_tactic_selected)
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def_tactic_select.item_selected.connect(_on_def_tactic_selected)
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for unit: Unit in get_tree().get_nodes_in_group("units"):
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unit.unit_selected_changed.connect(_on_unit_selected_changed)
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unit.unit_died.connect(_on_unit_died)
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@@ -76,22 +81,9 @@ func _on_unit_selected_changed(unit: Unit, selected: bool) -> void:
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func show_proposal(proposal: CombatProposal) -> void:
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_current_proposal = proposal
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var atk := proposal.attacker
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var def := proposal.defender
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atk_name_label.text = atk.unit.current_info.name
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atk_hp_bar.max_value = atk.max_hp
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atk_hp_bar.value = atk.hp
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atk_atk_label.text = "ATK: %d" % atk.atk
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atk_def_label.text = "DEF: %d" % atk.def
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atk_hit_label.text = "HIT: %d%%" % atk.hit
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atk_spd_label.text = "SPD: %d" % atk.spd
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def_name_label.text = def.unit.current_info.name
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def_hp_bar.max_value = def.max_hp
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def_hp_bar.value = def.hp
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def_atk_label.text = "ATK: %d" % def.atk
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def_def_label.text = "DEF: %d" % def.def
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def_hit_label.text = "HIT: %d%%" % def.hit
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def_spd_label.text = "SPD: %d" % def.spd
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_populate_tactic_select(atk_tactic_select, proposal.attacker)
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_populate_tactic_select(def_tactic_select, proposal.defender)
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_refresh_stats()
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background_tint.visible = true
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proposal_panel.visible = true
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@@ -109,3 +101,51 @@ func _on_fight_pressed() -> void:
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func _on_cancel_pressed() -> void:
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_hide_proposal()
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fight_cancelled.emit()
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func _populate_tactic_select(button: OptionButton, combatant: CombatProposal.CombatantStats) -> void:
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button.clear()
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var selected_idx := 0
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for i in combatant.available_tactics.size():
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var tactic := combatant.available_tactics[i]
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button.add_item(tactic.tactic_name)
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if tactic == combatant.selected_tactic:
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selected_idx = i
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button.selected = selected_idx
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var is_player := combatant.unit.current_allegiance.type == UnitAllegiance.AllegianceType.PLAYER
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button.disabled = not is_player
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func _refresh_stats() -> void:
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var atk := _current_proposal.attacker
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var def := _current_proposal.defender
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atk_name_label.text = atk.unit.current_info.name
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atk_hp_bar.max_value = atk.max_hp
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atk_hp_bar.value = atk.hp
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atk_atk_label.text = "ATK: %d" % atk.atk
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atk_def_label.text = "DEF: %d" % atk.def
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atk_hit_label.text = "HIT: %d%%" % atk.hit
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atk_spd_label.text = "SPD: %d" % atk.spd
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def_name_label.text = def.unit.current_info.name
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def_hp_bar.max_value = def.max_hp
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def_hp_bar.value = def.hp
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def_atk_label.text = "ATK: %d" % def.atk
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def_def_label.text = "DEF: %d" % def.def
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def_hit_label.text = "HIT: %d%%" % def.hit
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def_spd_label.text = "SPD: %d" % def.spd
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func _on_atk_tactic_selected(index: int) -> void:
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if not _current_proposal or not combat_system:
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return
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var tactic := _current_proposal.attacker.available_tactics[index]
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combat_system.update_tactic(_current_proposal, true, tactic)
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_refresh_stats()
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func _on_def_tactic_selected(index: int) -> void:
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if not _current_proposal or not combat_system:
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return
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var tactic := _current_proposal.defender.available_tactics[index]
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combat_system.update_tactic(_current_proposal, false, tactic)
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_refresh_stats()
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