More work on combat
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@@ -73,6 +73,7 @@ class Event:
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enemy_list.append(enemy_types[enemy_name].instantiate())
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quest.questview.set_questor_animation("idle")
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for enemy in enemy_list:
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enemy.flip_h()
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quest.questview.pause_setting()
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quest.questview.place_enemy(enemy, true)
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quest.questview.set_enemy_animation(enemy, "idle")
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@@ -82,10 +83,12 @@ class Event:
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participants = []
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participants.append_array(adventurers)
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participants.append_array(enemies)
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time = 1.25
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time_elapsed = 0
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var c_order : Array = []
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var dex_speed = 0
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for p in participants:
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p.show_lifebar(true)
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c_order.append([p, p.stats.DEX])
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if p.stats.DEX > dex_speed:
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dex_speed = p.stats.DEX
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@@ -150,7 +153,8 @@ class Event:
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for p : QuestorSprite in participants:
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p.check_levelup()
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#TODO: Notify player if level up occurs
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time = 5
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time = 3
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time_elapsed = 0
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func defeat():
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print("Questor lost!")
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@@ -194,12 +198,21 @@ class Event:
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return lst
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func resolve_combat() -> void:
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for p in participants:
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p.show_lifebar(false)
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pass
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func process(delta : float) -> void:
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#TODO: Make quest combat work
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match(type):
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Type.COMBAT:
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if time != 0:
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time_elapsed += delta
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if time_elapsed >= time:
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time = 0
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time_elapsed = 0
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else:
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return
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match(combat_state):
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CombatState.FIGHTING:
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if len(busy_list) < 1:
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@@ -214,8 +227,7 @@ class Event:
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else:
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resolve_combat()
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CombatState.VICTORY:
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time_elapsed += delta
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if time_elapsed >= time:
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resolve_combat()
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complete = true
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completed.emit()
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Type.WAIT:
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