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BattleUi.ttslua
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BattleUi.ttslua
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local Check = require("Kdm/Util/Check")
local EventManager = require("Kdm/Util/EventManager")
local Location = require("Kdm/Location")
local log = require("Kdm/Log").ForModule("BattleUi")
local Monster = require("Kdm/Monster")
local NamedObject = require("Kdm/NamedObject")
local Player = require("Kdm/Player")
local Survivor = require("Kdm/Survivor")
local Ui = require("Kdm/Ui")
local Util = require("Kdm/Util/Util")
---------------------------------------------------------------------------------------------------
local BattleUi = {}
BattleUi.MAX_WEAPONS = 3
BattleUi.PLAYER_SPACING = 0
BattleUi.TEXT_COLOR = "#ffffffdc"
BattleUi.DISABLED_TEXT_COLOR = "#ffffff60"
BattleUi.DARK_COLORS = "#00000000|#ffffff10|#ffffff20|#ffffffff"
BattleUi.DARK_SELECTED_COLORS = "#ffffff20|#ffffff30|#ffffff40|#ffffffff"
---------------------------------------------------------------------------------------------------
function BattleUi.Init(saveState)
BattleUi.hiddenWeaponsBySurvivor = {}
for survivorId, hiddenWeapons in pairs(saveState or {}) do
local survivor = Survivor.SurvivorForId(survivorId)
if survivor == nil then
log:Debugf("No survivor with ID %d doesn't exist", survivorId)
else
BattleUi.hiddenWeaponsBySurvivor[survivor] = hiddenWeapons
end
end
BattleUi.InitUi(ui)
end
function BattleUi.InitUi(ui)
local ui = Ui.Get2d()
BattleUi.ui = ui
ui:Image({ id = "BattleUi", rectAlignment = "MiddleLeft", x = 10, y = -20, width = 50, height = 50, image = "BattleUi" })
ui:Button({ id = "BattleUi", rectAlignment = "MiddleLeft", x = 10-1, y = -20+1, width = 50+2, height = 50+2, colors = BattleUi.DARK_COLORS, onClick = function()
if BattleUi.uiOpen then
BattleUi.Hide()
else
BattleUi.Show()
end
end })
ui:Image({ id = "NextTurn", rectAlignment = "MiddleLeft", x = 10, y = -80, width = 50, height = 50, image = "NextTurn" })
ui:Button({ id = "NextTurn", rectAlignment = "MiddleLeft", x = 10-1, y = -80+1, width = 50+2, height = 50+2, colors = BattleUi.DARK_COLORS, onClick = BattleUi.NextTurn })
BattleUi.uiOpen = false
BattleUi.panel = ui:Panel({ id = "BattleUi", x = 70, y = -210, width = 436, height = 608, color = "#00000000", active = BattleUi.uiOpen })
BattleUi.panel.attributes.allowDragging = true
BattleUi.panel.attributes.returnToOriginalPositionWhenReleased = false
BattleUi.playerUis = {}
for _, player in ipairs(Player.Players()) do
local playerUi = { height = 140 }
local ordinal = player:Ordinal()
BattleUi.playerUis[ordinal] = playerUi
playerUi.open = true
local panel = BattleUi.panel:Panel({ id = "Player"..ordinal, x = 0, y = -(playerUi.height + BattleUi.PLAYER_SPACING) * (ordinal - 1), width = 436, height = playerUi.height, color = "#121212ff" })
playerUi.panel = panel
playerUi.playerCircleImage = panel:Image({ id = "PlayerCircle", x = 8, y = -8, width = 25, height = 25, image = "WhiteCircle" })
playerUi.nameText = panel:Text({ id = "Name", x = 38, y = -8, width = 280, height = 25, fontSize = 16, color = BattleUi.TEXT_COLOR, text = "Survivor with a very long name" })
playerUi.turnEnded = false
panel:Image({ id = "EndTurn", x = 324, y = -8, width = 48, height = 25, image = "BR_Sleep" })
playerUi.endTurnButton = panel:Button({ id = "EndTurn", x = 324-1, y = -8+1, width = 48+2, height = 25+2, colors = BattleUi.DARK_COLORS, onClick = function()
playerUi.turnEnded = not playerUi.turnEnded
if playerUi.turnEnded then
log:Printf("Player %d: %s turn ended", ordinal, player:SurvivorSheet():Survivor():NameOrUnnamed())
playerUi.playerCircleImage:SetImage("GreyCircle")
playerUi.nameText:SetColor(BattleUi.DISABLED_TEXT_COLOR)
playerUi.nameText:SetFontStyle("Italic")
playerUi.endTurnButton:SetColors(BattleUi.DARK_SELECTED_COLORS)
else
log:Printf("Player %d: %s next turn", ordinal, player:SurvivorSheet():Survivor():NameOrUnnamed())
playerUi.playerCircleImage:SetImage("WhiteCircle")
playerUi.nameText:SetColor(BattleUi.TEXT_COLOR)
playerUi.nameText:SetFontStyle("Normal")
playerUi.endTurnButton:SetColors(BattleUi.DARK_COLORS)
end
end})
playerUi.showWeaponsImage = panel:Image({ id = "ShowWeapons", x = 380, y = -8, width = 48, height = 25, image = "BR_Show" })
playerUi.showWeaponsButton = panel:Button({ id = "ShowWeapons", x = 380-1, y = -8+1, width = 48+2, height = 25+2, colors = BattleUi.DARK_COLORS, onClick = function()
local survivor = player:SurvivorSheet():Survivor()
log:Printf("Showing all weapons for %s", survivor:NameOrUnnamed())
BattleUi.hiddenWeaponsBySurvivor[survivor] = nil
BattleUi.UpdatePlayer(player)
end})
playerUi.weaponImages = {}
playerUi.weaponHideWeaponsButtons = {}
playerUi.weaponNameTexts = {}
playerUi.weaponSpeedTexts = {}
playerUi.weaponHitTexts = {}
playerUi.weaponWoundTexts = {}
playerUi.weaponCritTexts = {}
local y = -41
for i = 1, BattleUi.MAX_WEAPONS do
playerUi.weaponImages[i] = panel:Image({ id = "Weapon"..i, x = 8, y = y, width = 420, height = 25, image = "BR_Weapon" })
playerUi.weaponHideWeaponsButtons[i] = panel:Button({ id = "WeaponName"..i, x = 8-1, y = y+1, width = 8+19+8+2, height = 25+2, colors = BattleUi.DARK_COLORS, onClick = function()
local text = playerUi.weaponNameTexts[i]
local weaponName = text.object.UI.getAttribute(text.attributes.id, "text")
local survivor = player:SurvivorSheet():Survivor()
log:Printf("Hiding %s for %s", weaponName, survivor:NameOrUnnamed())
if not BattleUi.hiddenWeaponsBySurvivor[survivor] then
BattleUi.hiddenWeaponsBySurvivor[survivor] = {}
end
BattleUi.hiddenWeaponsBySurvivor[survivor][weaponName] = true
BattleUi.UpdatePlayer(player)
end })
playerUi.weaponNameTexts[i] = panel:Text({ id = "WeaponName"..i, x = 43, y = y, width = 172, height = 25, color = BattleUi.TEXT_COLOR, fontSize = 14, text = "Calcified Juggernaut Blade" })
playerUi.weaponSpeedTexts[i] = panel:Text({ id = "WeaponSpeed"..i, x = 243, y = y, width = 20, height = 25, color = BattleUi.TEXT_COLOR, fontSize = 16, text = "44" })
playerUi.weaponHitTexts[i] = panel:Text({ id = "WeaponHit"..i, x = 288, y = y, width = 20, height = 25, color = BattleUi.TEXT_COLOR, fontSize = 16, text = "44" })
playerUi.weaponWoundTexts[i] = panel:Text({ id = "WeaponWound"..i, x = 334, y = y, width = 55, height = 25, color = BattleUi.TEXT_COLOR, fontSize = 16, text = "44 (+44)" })
playerUi.weaponCritTexts[i] = panel:Text({ id = "WeaponCrit"..i, x = 407, y = y, width = 20, height = 25, color = BattleUi.TEXT_COLOR, fontSize = 16, text = "44" })
y = y - 33
end
end
end
---------------------------------------------------------------------------------------------------
BattleUi.RELEVANT_SURVIVOR_STATS = {
["name"] = true,
["modifiedSpeed"] = true,
["modifiedAccuracy"] = true,
["modifiedStrength"] = true,
["modifiedEvasion"] = true,
["modifiedLuck"] = true,
}
BattleUi.RELEVANT_MONSTER_STATS = {
["toughness"] = true,
["evasion"] = true,
["luck"] = true,
}
function BattleUi.PostInit()
-- We specifically delay registering event handlers until PostInit() to avoid redundant UpdatePlayer() calls from
-- the ON_PLAYER_SURVIVOR_LINKED events emitted from Player.Init()
EventManager.AddHandler(EventManager.ON_SHOWDOWN_STARTED, BattleUi.Show)
EventManager.AddHandler(EventManager.ON_SHOWDOWN_ENDED, BattleUi.Hide)
EventManager.AddHandler(EventManager.ON_PLAYER_SURVIVOR_LINKED, function(player) BattleUi.UpdatePlayer(player) end)
EventManager.AddHandler(EventManager.ON_PLAYER_SURVIVOR_UNLINKED, function(player) BattleUi.UpdatePlayer(player) end)
EventManager.AddHandler(EventManager.ON_SURVIVOR_STAT_CHANGED, function(survivor, stat, value)
if BattleUi.RELEVANT_SURVIVOR_STATS[stat] then
BattleUi.Update()
end
end)
EventManager.AddHandler(EventManager.ON_MONSTER_STAT_CHANGED, function(stat)
if BattleUi.RELEVANT_MONSTER_STATS[stat] then
BattleUi.Update()
end
end)
EventManager.AddHandler(EventManager.ON_PLAYER_WEAPONS_CHANGED, function(player) BattleUi.UpdatePlayer(player) end)
EventManager.AddHandler(EventManager.ON_SURVIVOR_DESTROYED, function(survivor) BattleUi.hiddenWeaponsBySurvivor[survivor] = nil end)
EventManager.AddHandler(EventManager.ON_PLAYER_COLOR_CHANGED, function(player, colorTable, colorStr)
BattleUi.playerUis[player:Ordinal()].playerCircleImage:SetColor(colorStr)
end)
BattleUi.Update()
end
---------------------------------------------------------------------------------------------------
function BattleUi.Save()
local hiddenWeaponsBySurvivorId = {}
for survivor, hiddenWeapons in pairs(BattleUi.hiddenWeaponsBySurvivor) do
hiddenWeaponsBySurvivorId[survivor:Id()] = hiddenWeapons
end
return hiddenWeaponsBySurvivorId
end
---------------------------------------------------------------------------------------------------
function BattleUi.CalcWeapons(player, survivor)
-- dedup and consolidate weapons
local hiddenWeapons = BattleUi.hiddenWeaponsBySurvivor[survivor] or {}
local weaponsAndModifiers = {}
local weaponCounts = {}
for _, weaponAndModifiers in pairs(player:WeaponsAndModifiers()) do
local weapon = weaponAndModifiers.weapon
if not hiddenWeapons[weapon.name] then
local count = weaponCounts[weapon.name] or 0
weaponCounts[weapon.name] = count + 1
if count == 0 then
table.insert(weaponsAndModifiers, weaponAndModifiers)
end
end
end
table.sort(weaponsAndModifiers, function(wm1, wm2) return wm1.weapon.name < wm2.weapon.name end)
local survivorSpeed = survivor:ModifiedSpeed()
local survivorAccuracy = survivor:ModifiedAccuracy()
local survivorStrength = survivor:ModifiedStrength()
local survivorLuck = survivor:ModifiedLuck()
local monsterEvasion = Monster.Evasion()
local monsterToughness = Monster.Toughness()
local monsterLuck = Monster.Luck()
local results = {}
for _, weaponAndModifiers in ipairs(weaponsAndModifiers) do
local weapon = weaponAndModifiers.weapon
local speed = Util.Max(1, weapon.speed + survivorSpeed + (weaponAndModifiers.modifiers["speed"] or 0))
-- accuracy goes the opposite way
local accuracy = weapon.accuracy - survivorAccuracy - (weaponAndModifiers.modifiers["accuracy"] or 0) -- accuracy goes the opposite way
local strength = weapon.strength + survivorStrength + (weaponAndModifiers.modifiers["strength"] or 0)
local luck = (weapon.deadly or 0) + survivorLuck + (weaponAndModifiers.modifiers["luck"] or 0)
local hit = Util.Clamp(accuracy + monsterEvasion, 2, 10)
local wound = Util.Max(monsterToughness - strength, 2) -- sharp weapons means we need to show the target roll if it's past 10
local crit = Util.Clamp(10 - luck + monsterLuck, 2, 10)
if weapon.paired and weaponCounts[weapon.name] > 1 then
speed = speed + weapon.speed
end
if weapon.slow then
speed = 1
end
table.insert(results, {
name = weapon.name,
speed = speed,
hit = hit,
wound = wound,
strength = strength,
crit = crit,
})
end
return results
end
---------------------------------------------------------------------------------------------------
function BattleUi.UpdatePositions()
local y = 0
for ordinal, _ in ipairs(Player.Players()) do
local playerUi = BattleUi.playerUis[ordinal]
playerUi.panel:SetOffsetXY("0 "..y)
if playerUi.open then
y = y - BattleUi.playerUis[ordinal].height - BattleUi.PLAYER_SPACING
end
end
BattleUi.panel:SetHeight(-y - 16)
end
---------------------------------------------------------------------------------------------------
function BattleUi.UpdatePlayerInternal(player)
local playerUi = BattleUi.playerUis[player:Ordinal()]
if not player:SurvivorSheet() then
log:Debugf("Hiding %s", player)
playerUi.open = false
playerUi.height = 0
playerUi.panel:Hide()
return
end
local survivor = player:SurvivorSheet():Survivor()
log:Debugf("Updating %s", player)
playerUi.open = true
playerUi.panel:Show()
playerUi.nameText:SetText(survivor:NameOrUnnamed())
playerUi.showWeaponsButton:Show()
local weapons = BattleUi.CalcWeapons(player, survivor)
local numShownWeapons = Util.Min(#weapons, BattleUi.MAX_WEAPONS)
for i = 1, numShownWeapons do
local weapon = weapons[i]
playerUi.weaponImages[i]:Show()
playerUi.weaponHideWeaponsButtons[i]:Show()
playerUi.weaponNameTexts[i]:Show()
playerUi.weaponNameTexts[i]:SetText(weapon.name)
playerUi.weaponSpeedTexts[i]:Show()
playerUi.weaponSpeedTexts[i]:SetText(weapon.speed)
playerUi.weaponHitTexts[i]:Show()
playerUi.weaponHitTexts[i]:SetText(weapon.hit)
playerUi.weaponWoundTexts[i]:Show()
playerUi.weaponWoundTexts[i]:SetText(string.format("%d (%s%d)", weapon.wound, weapon.strength > 0 and "+" or "", weapon.strength))
playerUi.weaponCritTexts[i]:Show()
playerUi.weaponCritTexts[i]:SetText(weapon.crit)
end
for i = numShownWeapons + 1, BattleUi.MAX_WEAPONS do
playerUi.weaponImages[i]:Hide()
playerUi.weaponHideWeaponsButtons[i]:Hide()
playerUi.weaponNameTexts[i]:Hide()
playerUi.weaponSpeedTexts[i]:Hide()
playerUi.weaponHitTexts[i]:Hide()
playerUi.weaponWoundTexts[i]:Hide()
playerUi.weaponCritTexts[i]:Hide()
end
playerUi.height = 8 + (numShownWeapons + 1) * 33
playerUi.panel:SetHeight(playerUi.height)
end
---------------------------------------------------------------------------------------------------
function BattleUi.UpdatePlayer(player)
BattleUi.UpdatePlayerInternal(player)
BattleUi.UpdatePositions()
end
---------------------------------------------------------------------------------------------------
function BattleUi.Update()
for _, player in ipairs(Player.Players()) do
BattleUi.UpdatePlayerInternal(player)
end
BattleUi.UpdatePositions()
end
---------------------------------------------------------------------------------------------------
function BattleUi.NextTurn()
log:Printf("Starting next turn")
local monsterControllerObject = nil
local monsterControllerPlayer = nil
local players = Player.Players()
for i, _ in ipairs(players) do
local playerPrefix = "Player "..i
local survivalTokens = Location.Get(playerPrefix.." Survival Tokens"):AllObjects("Survival Tokens")
for _, token in ipairs(survivalTokens) do
rot = token.getRotation()
if rot.z >= 15 and rot.z <= 345 then
token.flip()
end
end
local playerUi = BattleUi.playerUis[i]
playerUi.turnEnded = false
playerUi.playerCircleImage:SetImage("WhiteCircle")
local color = NamedObject.Get(playerPrefix.." Marker").getColorTint()
playerUi.playerCircleImage:SetColor("#"..Color(color):toHex())
playerUi.nameText:SetColor(BattleUi.TEXT_COLOR)
playerUi.nameText:SetFontStyle("Normal")
playerUi.endTurnButton:SetColors(BattleUi.DARK_COLORS)
if not monsterControllerObject then
for _, hit in ipairs(Location.Get(playerPrefix.." Upper"):BoxCast()) do
local object = hit.hit_object
if object.getGMNotes() == "Monster Controller" then
log:Debugf("Found monster controller %s at player %d", object.getGUID(), i)
monsterControllerObject = object
monsterControllerPlayer = i
break
end
end
end
end
if monsterControllerObject then
monsterControllerPlayer = monsterControllerPlayer + 1
if monsterControllerPlayer > #players then
monsterControllerPlayer = 1
end
local survivorSheet = players[monsterControllerPlayer]:SurvivorSheet()
if survivorSheet then
log:Printf("%s is now the monster controller.", survivorSheet:Survivor():NameOrUnnamed())
else
log:Printf("Player %d is now the monster controller.", monsterControllerPlayer)
end
local newPosition = Location.Get("Player "..monsterControllerPlayer.." Monster Controller"):Center()
monsterControllerObject.setPositionSmooth(newPosition, false, false)
else
log:Debugf("No monster controller found")
end
end
---------------------------------------------------------------------------------------------------
function BattleUi.Show()
BattleUi.panel:Show()
BattleUi.uiOpen = true
end
---------------------------------------------------------------------------------------------------
function BattleUi.Hide()
BattleUi.panel:Hide()
BattleUi.uiOpen = false
end
---------------------------------------------------------------------------------------------------
return {
Init = BattleUi.Init,
PostInit = BattleUi.PostInit,
Save = BattleUi.Save,
}