3952 lines
132 KiB
GDScript
3952 lines
132 KiB
GDScript
extends RefCounted
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class_name BattleState
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const DataCatalogScript := preload("res://scripts/core/data_catalog.gd")
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signal changed
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signal log_added(message: String)
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signal dialogue_requested(lines: Array)
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signal combat_feedback_requested(unit_id: String, text: String, kind: String)
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signal unit_motion_requested(unit_id: String, from_cell: Vector2i, to_cell: Vector2i)
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signal objective_updated(victory: String, defeat: String)
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const TEAM_PLAYER := "player"
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const TEAM_ENEMY := "enemy"
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const STATUS_ACTIVE := "active"
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const STATUS_VICTORY := "victory"
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const STATUS_DEFEAT := "defeat"
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const EXP_ATTACK := 10
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const EXP_COUNTER := 5
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const EXP_MISS := 2
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const EXP_SKILL := 12
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const EXP_HEAL := 8
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const EXP_SUPPORT := 8
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const EXP_DEFEAT_BONUS := 30
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const EXP_LEVEL := 100
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const BASE_HIT_CHANCE := 90
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const MIN_HIT_CHANCE := 25
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const CARDINAL_DIRECTIONS := [
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Vector2i(1, 0),
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Vector2i(-1, 0),
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Vector2i(0, 1),
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Vector2i(0, -1)
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]
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const GROWTH_GRADE_GAINS := {
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"hp": {"A": 5, "B": 4, "C": 3, "D": 2, "E": 1},
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"mp": {"A": 3, "B": 2, "C": 1, "D": 1, "E": 0},
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"atk": {"A": 2, "B": 1, "C": 1, "D": 0, "E": 0},
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"def": {"A": 2, "B": 1, "C": 1, "D": 0, "E": 0},
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"int": {"A": 2, "B": 1, "C": 1, "D": 0, "E": 0},
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"agi": {"A": 2, "B": 1, "C": 1, "D": 0, "E": 0}
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}
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const DEFAULT_TERRAIN_DEFS := {
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"G": {
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"name": "Plain",
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"move_cost": 1,
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"defense": 0,
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"avoid": 0,
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"color": Color(0.43, 0.62, 0.31)
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},
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"F": {
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"name": "Forest",
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"move_cost": 2,
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"defense": 2,
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"avoid": 10,
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"color": Color(0.20, 0.45, 0.23)
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},
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"H": {
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"name": "Hill",
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"move_cost": 2,
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"defense": 1,
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"avoid": 5,
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"color": Color(0.55, 0.50, 0.34)
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},
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"R": {
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"name": "Road",
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"move_cost": 1,
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"defense": 0,
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"avoid": 0,
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"color": Color(0.64, 0.55, 0.42)
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},
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"W": {
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"name": "Water",
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"move_cost": 99,
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"defense": 0,
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"avoid": 0,
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"color": Color(0.18, 0.36, 0.62)
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}
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}
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var battle_id := ""
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var battle_name := ""
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var objectives := {}
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var battle_conditions := {}
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var briefing := {}
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var rewards := {}
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var post_battle_choices: Array = []
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var post_battle_dialogue: Array = []
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var shop := {}
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var deployment_rules := {}
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var formation_cells: Array[Vector2i] = []
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var map_size := Vector2i.ZERO
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var terrain_rows: Array[String] = []
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var terrain_defs := DEFAULT_TERRAIN_DEFS.duplicate(true)
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var units: Array[Dictionary] = []
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var current_team := TEAM_PLAYER
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var turn_number := 1
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var selected_unit_id := ""
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var battle_status := STATUS_ACTIVE
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var battle_events: Array[Dictionary] = []
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var fired_event_ids := {}
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var roster_overrides_snapshot := {}
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var battle_inventory := {}
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var campaign_flags := {}
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var campaign_joined_officers := {}
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var progression_events: Array[Dictionary] = []
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var data_catalog := DataCatalogScript.new()
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var rng := RandomNumberGenerator.new()
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func load_battle(path: String, roster_overrides := {}, inventory_overrides := {}, flag_overrides := {}, joined_officer_overrides := []) -> bool:
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var text := FileAccess.get_file_as_string(path)
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if text.is_empty():
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push_error("Battle file is empty or missing: %s" % path)
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return false
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var parsed = JSON.parse_string(text)
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if typeof(parsed) != TYPE_DICTIONARY:
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push_error("Battle file is not valid JSON: %s" % path)
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return false
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data_catalog.load_defaults()
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rng.randomize()
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if typeof(roster_overrides) == TYPE_DICTIONARY:
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roster_overrides_snapshot = roster_overrides.duplicate(true)
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else:
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roster_overrides_snapshot = {}
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if typeof(inventory_overrides) == TYPE_DICTIONARY:
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battle_inventory = inventory_overrides.duplicate(true)
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else:
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battle_inventory = {}
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if typeof(flag_overrides) == TYPE_DICTIONARY:
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campaign_flags = flag_overrides.duplicate(true)
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else:
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campaign_flags = {}
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campaign_joined_officers = _joined_officer_lookup(joined_officer_overrides)
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terrain_defs = data_catalog.get_runtime_terrain_defs(DEFAULT_TERRAIN_DEFS)
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_apply_battle_data(parsed, roster_overrides_snapshot)
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_emit_log("Battle loaded: %s" % battle_name)
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_run_events("battle_start")
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_run_events("turn_start", current_team, turn_number)
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_notify_changed()
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return true
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func run_battle_begin_events() -> void:
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if battle_status != STATUS_ACTIVE:
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return
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_run_events("battle_begin")
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_notify_changed()
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func _apply_battle_data(data: Dictionary, roster_overrides := {}) -> void:
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battle_id = String(data.get("id", "unknown"))
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battle_name = String(data.get("name", "Untitled Battle"))
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objectives = data.get("objectives", {})
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battle_conditions = _normalized_battle_conditions(data.get("conditions", {}))
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briefing = _normalized_briefing(data.get("briefing", {}))
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rewards = data.get("rewards", {})
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post_battle_choices = _normalized_post_battle_choices(data.get("post_battle_choices", []))
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post_battle_dialogue = _normalized_dialogue_lines(data.get("post_battle_dialogue", []))
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shop = _normalized_shop(data.get("shop", {}))
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deployment_rules = _normalized_deployment_rules(data.get("roster", {}))
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formation_cells = _normalized_formation_cells(data.get("formation", {}))
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battle_events.clear()
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for event in data.get("events", []):
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if typeof(event) == TYPE_DICTIONARY:
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battle_events.append(event)
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fired_event_ids.clear()
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progression_events.clear()
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var map_data: Dictionary = data.get("map", {})
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map_size = Vector2i(int(map_data.get("width", 0)), int(map_data.get("height", 0)))
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terrain_rows.clear()
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for row in map_data.get("terrain", []):
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terrain_rows.append(String(row))
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units.clear()
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var source_units: Array = []
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if data.has("deployments"):
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for deployment in data.get("deployments", []):
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if typeof(deployment) != TYPE_DICTIONARY:
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push_error("Skipping malformed deployment in %s." % battle_id)
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continue
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var hydrated_unit := data_catalog.hydrate_deployment(deployment)
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_apply_roster_overlay(hydrated_unit, roster_overrides)
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if not _is_deployment_available(hydrated_unit):
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continue
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source_units.append(hydrated_unit)
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else:
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source_units = data.get("units", [])
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for source_unit in source_units:
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var unit := _prepare_unit(source_unit)
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if unit.is_empty():
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continue
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units.append(unit)
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_apply_deployment_rules()
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if formation_cells.is_empty():
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for unit in units:
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if unit.get("team", "") == TEAM_PLAYER and unit.get("deployed", true):
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formation_cells.append(unit["pos"])
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current_team = TEAM_PLAYER
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turn_number = 1
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selected_unit_id = ""
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battle_status = STATUS_ACTIVE
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func _normalized_battle_conditions(source) -> Dictionary:
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var conditions := {}
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if typeof(source) == TYPE_DICTIONARY:
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conditions = source.duplicate(true)
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if not conditions.has("victory") or not _is_condition_shape_valid(conditions["victory"]):
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conditions["victory"] = {"type": "all_enemies_defeated"}
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if not conditions.has("defeat") or not _is_condition_shape_valid(conditions["defeat"]):
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conditions["defeat"] = {"type": "all_players_defeated"}
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return conditions
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func _normalized_briefing(source) -> Dictionary:
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if typeof(source) != TYPE_DICTIONARY:
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return {}
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var result: Dictionary = source.duplicate(true)
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var lines := []
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for line in result.get("lines", []):
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lines.append(str(line))
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for block in result.get("conditional_lines", []):
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if typeof(block) != TYPE_DICTIONARY:
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continue
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if not _campaign_flags_match(block.get("campaign_flags", {})):
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continue
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for line in block.get("lines", []):
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lines.append(str(line))
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result["lines"] = lines
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result.erase("conditional_lines")
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return result
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func _is_condition_shape_valid(condition) -> bool:
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return typeof(condition) == TYPE_DICTIONARY or typeof(condition) == TYPE_ARRAY
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func _normalized_shop(source) -> Dictionary:
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var item_ids := []
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var seen := {}
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var stock := {}
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if typeof(source) != TYPE_DICTIONARY:
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return {"items": item_ids, "stock": stock}
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for entry in source.get("items", []):
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var item_id := _shop_item_id_from_entry(entry)
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if item_id.is_empty() or seen.has(item_id):
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continue
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seen[item_id] = true
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item_ids.append(item_id)
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_apply_shop_stock_entry(stock, item_id, entry)
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_apply_shop_stock_block(stock, source.get("stock", {}), seen)
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for block in source.get("conditional_items", []):
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if typeof(block) != TYPE_DICTIONARY:
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continue
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if not _campaign_flags_match(block.get("campaign_flags", {})):
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continue
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for entry in block.get("items", []):
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var item_id := _shop_item_id_from_entry(entry)
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if item_id.is_empty() or seen.has(item_id):
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continue
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seen[item_id] = true
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item_ids.append(item_id)
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_apply_shop_stock_entry(stock, item_id, entry)
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_apply_shop_stock_block(stock, block.get("stock", {}), seen)
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return {"items": item_ids, "stock": stock}
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func _shop_item_id_from_entry(entry) -> String:
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if typeof(entry) == TYPE_DICTIONARY:
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return str(entry.get("id", ""))
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return str(entry)
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func _apply_shop_stock_entry(stock: Dictionary, item_id: String, entry) -> void:
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if item_id.is_empty() or typeof(entry) != TYPE_DICTIONARY or not entry.has("stock"):
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return
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var count := int(entry.get("stock", -1))
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if count >= 0:
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stock[item_id] = count
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func _apply_shop_stock_block(stock: Dictionary, block, seen: Dictionary) -> void:
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if typeof(block) != TYPE_DICTIONARY:
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return
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for item_id in block.keys():
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var normalized_id := str(item_id)
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if normalized_id.is_empty() or not seen.has(normalized_id):
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continue
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var count := int(block[item_id])
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if count >= 0:
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stock[normalized_id] = count
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func _normalized_deployment_rules(source) -> Dictionary:
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var rules := {
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"max_units": 0,
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"required_officers": [],
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"required_units": []
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}
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if typeof(source) != TYPE_DICTIONARY:
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return rules
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rules["max_units"] = max(0, int(source.get("max_units", 0)))
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var required_officers := []
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var seen_officers := {}
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for officer_id in source.get("required_officers", []):
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var normalized := str(officer_id)
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if normalized.is_empty() or seen_officers.has(normalized):
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continue
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seen_officers[normalized] = true
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required_officers.append(normalized)
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rules["required_officers"] = required_officers
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var required_units := []
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var seen_units := {}
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for unit_id in source.get("required_units", []):
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var normalized := str(unit_id)
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if normalized.is_empty() or seen_units.has(normalized):
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continue
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seen_units[normalized] = true
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required_units.append(normalized)
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rules["required_units"] = required_units
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return rules
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func _normalized_post_battle_choices(source) -> Array:
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var result := []
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if typeof(source) != TYPE_ARRAY:
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return result
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var seen := {}
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for choice in source:
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if typeof(choice) != TYPE_DICTIONARY:
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continue
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var choice_id := str(choice.get("id", ""))
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if choice_id.is_empty() or seen.has(choice_id):
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continue
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seen[choice_id] = true
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result.append(choice.duplicate(true))
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return result
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func _normalized_dialogue_lines(source) -> Array:
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var result := []
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if typeof(source) != TYPE_ARRAY:
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return result
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for line in source:
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var normalized := _normalize_dialogue_line(line)
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if not normalized.is_empty():
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result.append(normalized)
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return result
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func _normalized_formation_cells(source) -> Array[Vector2i]:
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var result: Array[Vector2i] = []
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if typeof(source) != TYPE_DICTIONARY:
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return result
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var seen := {}
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for entry in source.get("cells", []):
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if typeof(entry) != TYPE_ARRAY or entry.size() < 2:
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continue
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var cell := Vector2i(int(entry[0]), int(entry[1]))
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var key := "%d,%d" % [cell.x, cell.y]
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if seen.has(key):
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continue
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seen[key] = true
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result.append(cell)
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return result
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func _joined_officer_lookup(source) -> Dictionary:
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var result := {}
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if typeof(source) == TYPE_DICTIONARY:
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for officer_id in source.keys():
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if bool(source[officer_id]):
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result[str(officer_id)] = true
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return result
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if typeof(source) == TYPE_ARRAY:
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for officer_id in source:
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var normalized := str(officer_id)
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if normalized.is_empty():
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continue
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result[normalized] = true
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return result
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func _is_deployment_available(unit: Dictionary) -> bool:
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if unit.get("team", "") != TEAM_PLAYER:
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return true
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if not bool(unit.get("requires_joined", false)):
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return true
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var officer_id := str(unit.get("officer_id", ""))
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return not officer_id.is_empty() and campaign_joined_officers.has(officer_id)
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func _apply_deployment_rules() -> void:
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var player_units := get_player_units(true)
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var max_units := get_deployment_max_units()
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var required_officers: Array = deployment_rules.get("required_officers", [])
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var required_units: Array = deployment_rules.get("required_units", [])
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var deployed_count := 0
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for unit in player_units:
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var required := required_units.has(str(unit.get("id", ""))) or required_officers.has(str(unit.get("officer_id", "")))
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unit["required_deployment"] = required
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unit["deployed"] = required
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if required:
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deployed_count += 1
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for unit in player_units:
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if unit.get("deployed", false):
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continue
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var deploy := max_units <= 0 or deployed_count < max_units
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unit["deployed"] = deploy
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if deploy:
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deployed_count += 1
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func _prepare_unit(source_unit: Dictionary) -> Dictionary:
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if source_unit.is_empty():
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return {}
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var unit: Dictionary = source_unit.duplicate(true)
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if not unit.has("id") and unit.has("unit_id"):
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unit["id"] = unit["unit_id"]
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if str(unit.get("id", "")).is_empty():
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push_error("Unit is missing id: %s" % str(source_unit))
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return {}
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var pos_array: Array = unit.get("pos", [0, 0])
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if pos_array.size() < 2:
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push_error("Unit has malformed position: %s" % str(source_unit))
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return {}
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unit["pos"] = Vector2i(int(pos_array[0]), int(pos_array[1]))
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unit["class"] = str(unit.get("class", unit.get("class_id", "Unit"))).capitalize()
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unit["hp"] = int(unit.get("hp", unit.get("max_hp", 1)))
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unit["max_hp"] = int(unit.get("max_hp", unit["hp"]))
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unit["max_mp"] = int(unit.get("max_mp", unit.get("mp", 0)))
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unit["mp"] = int(unit.get("mp", unit["max_mp"]))
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unit["atk"] = int(unit.get("atk", 1))
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unit["def"] = int(unit.get("def", 0))
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unit["int"] = int(unit.get("int", 0))
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unit["agi"] = int(unit.get("agi", 0))
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unit["move"] = int(unit.get("move", 3))
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unit["move_type"] = str(unit.get("move_type", "foot"))
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if not unit.has("skills") or typeof(unit["skills"]) != TYPE_ARRAY:
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unit["skills"] = []
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else:
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unit["skills"] = unit["skills"].duplicate(true)
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if typeof(unit.get("range", 1)) == TYPE_ARRAY:
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var range_array: Array = unit["range"]
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if range_array.size() >= 2:
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unit["min_range"] = max(1, int(unit.get("min_range", range_array[0])))
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unit["range"] = max(int(unit["min_range"]), int(range_array[1]))
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elif range_array.size() == 1:
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unit["range"] = max(1, int(range_array[0]))
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unit["min_range"] = int(unit["range"])
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else:
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unit["range"] = 1
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unit["min_range"] = 1
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else:
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unit["range"] = max(1, int(unit.get("range", 1)))
|
|
unit["min_range"] = clampi(int(unit.get("min_range", min(1, int(unit["range"])))), 1, int(unit["range"]))
|
|
unit["level"] = int(unit.get("level", 1))
|
|
unit["exp"] = int(unit.get("exp", 0))
|
|
unit["portrait"] = _portrait_for_unit(unit)
|
|
if not unit.has("growth") or typeof(unit["growth"]) != TYPE_DICTIONARY:
|
|
unit["growth"] = {}
|
|
if not unit.has("growth_bonus") or typeof(unit["growth_bonus"]) != TYPE_DICTIONARY:
|
|
unit["growth_bonus"] = {}
|
|
unit["alive"] = bool(unit.get("alive", true))
|
|
unit["deployed"] = bool(unit.get("deployed", true))
|
|
unit["required_deployment"] = bool(unit.get("required_deployment", false))
|
|
unit["controllable"] = bool(unit.get("controllable", true))
|
|
unit["persist_progression"] = bool(unit.get("persist_progression", true))
|
|
unit["ai_target_priority"] = max(0, int(unit.get("ai_target_priority", 0)))
|
|
unit["status_effects"] = []
|
|
unit["acted"] = false
|
|
unit["moved"] = false
|
|
return unit
|
|
|
|
|
|
func _apply_roster_overlay(unit: Dictionary, roster_overrides) -> void:
|
|
if typeof(roster_overrides) != TYPE_DICTIONARY:
|
|
return
|
|
if unit.get("team", "") != TEAM_PLAYER:
|
|
return
|
|
|
|
var overlay := _find_roster_overlay(unit, roster_overrides)
|
|
if overlay.is_empty():
|
|
return
|
|
|
|
for key in ["class_id", "class", "level", "exp", "max_hp", "max_mp", "atk", "def", "int", "agi"]:
|
|
if overlay.has(key):
|
|
unit[key] = overlay[key]
|
|
|
|
if overlay.has("equipment") and typeof(overlay["equipment"]) == TYPE_DICTIONARY:
|
|
unit["equipment"] = overlay["equipment"].duplicate(true)
|
|
if overlay.has("skills") and typeof(overlay["skills"]) == TYPE_ARRAY:
|
|
unit["skills"] = overlay["skills"].duplicate(true)
|
|
if overlay.has("class_id"):
|
|
_apply_class_runtime_fields(unit, str(unit.get("class_id", "")))
|
|
else:
|
|
_refresh_attack_range_from_equipment(unit)
|
|
|
|
unit["hp"] = int(unit.get("max_hp", unit.get("hp", 1)))
|
|
unit["mp"] = int(unit.get("max_mp", unit.get("mp", 0)))
|
|
unit["loaded_from_roster"] = true
|
|
|
|
|
|
func _portrait_for_unit(unit: Dictionary) -> String:
|
|
var portrait := str(unit.get("portrait", ""))
|
|
if not portrait.is_empty():
|
|
return portrait
|
|
return data_catalog.get_portrait_for_officer(str(unit.get("officer_id", "")))
|
|
|
|
|
|
func _find_roster_overlay(unit: Dictionary, roster_overrides: Dictionary) -> Dictionary:
|
|
var unit_id := str(unit.get("id", ""))
|
|
if roster_overrides.has(unit_id) and typeof(roster_overrides[unit_id]) == TYPE_DICTIONARY:
|
|
return roster_overrides[unit_id]
|
|
|
|
var officer_id := str(unit.get("officer_id", ""))
|
|
if not officer_id.is_empty() and roster_overrides.has(officer_id) and typeof(roster_overrides[officer_id]) == TYPE_DICTIONARY:
|
|
return roster_overrides[officer_id]
|
|
|
|
return {}
|
|
|
|
|
|
func select_unit(unit_id: String) -> bool:
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty() or not unit.get("alive", false):
|
|
return false
|
|
if unit.get("team", "") == TEAM_PLAYER and not unit.get("deployed", true):
|
|
return false
|
|
if not bool(unit.get("controllable", true)):
|
|
return false
|
|
if unit.get("team", "") != current_team:
|
|
return false
|
|
if unit.get("acted", false):
|
|
_emit_log("%s has already acted." % unit["name"])
|
|
return false
|
|
|
|
selected_unit_id = unit_id
|
|
_emit_log("Selected %s." % unit["name"])
|
|
_notify_changed()
|
|
return true
|
|
|
|
|
|
func clear_selection() -> void:
|
|
selected_unit_id = ""
|
|
_notify_changed()
|
|
|
|
|
|
func try_move_selected(cell: Vector2i) -> bool:
|
|
var unit := get_selected_unit()
|
|
if unit.is_empty() or battle_status != STATUS_ACTIVE:
|
|
return false
|
|
if not bool(unit.get("controllable", true)):
|
|
return false
|
|
if unit.get("moved", false) or unit.get("acted", false):
|
|
return false
|
|
if _unit_has_action_lock(unit, "move"):
|
|
_emit_log("%s cannot move while snared." % unit["name"])
|
|
return false
|
|
if not get_movement_range(unit["id"]).has(cell):
|
|
return false
|
|
if not get_unit_at(cell).is_empty():
|
|
return false
|
|
|
|
var from_cell: Vector2i = unit["pos"]
|
|
unit["pos"] = cell
|
|
unit["moved"] = true
|
|
unit_motion_requested.emit(str(unit.get("id", "")), from_cell, cell)
|
|
_emit_log("%s moved to %s." % [unit["name"], _format_cell(cell)])
|
|
_run_events("unit_reaches_tile", str(unit.get("team", "")), turn_number, unit)
|
|
_check_battle_status()
|
|
_notify_changed()
|
|
return true
|
|
|
|
|
|
func try_attack_selected(target_id: String) -> bool:
|
|
var attacker := get_selected_unit()
|
|
var target := get_unit(target_id)
|
|
if attacker.is_empty() or target.is_empty() or battle_status != STATUS_ACTIVE:
|
|
return false
|
|
if not bool(attacker.get("controllable", true)):
|
|
return false
|
|
if attacker.get("acted", false):
|
|
return false
|
|
if _unit_has_action_lock(attacker, "attack"):
|
|
_emit_log("%s cannot attack while disarmed." % attacker["name"])
|
|
return false
|
|
if attacker.get("team", "") == target.get("team", ""):
|
|
return false
|
|
if not _is_in_attack_range(attacker, target["pos"]):
|
|
return false
|
|
|
|
_resolve_combat(attacker, target)
|
|
attacker["acted"] = true
|
|
attacker["moved"] = true
|
|
selected_unit_id = ""
|
|
_check_battle_status()
|
|
_notify_changed()
|
|
return true
|
|
|
|
|
|
func try_cast_selected_skill(skill_id: String, target_cell: Vector2i) -> bool:
|
|
var caster := get_selected_unit()
|
|
var skill := get_skill_def(skill_id)
|
|
if caster.is_empty() or skill.is_empty() or battle_status != STATUS_ACTIVE:
|
|
return false
|
|
if not bool(caster.get("controllable", true)):
|
|
return false
|
|
if caster.get("acted", false):
|
|
return false
|
|
if _unit_has_action_lock(caster, "skill"):
|
|
_emit_log("%s cannot use tactics while sealed." % caster["name"])
|
|
return false
|
|
if not _unit_has_skill(caster, skill_id):
|
|
return false
|
|
if int(caster.get("mp", 0)) < int(skill.get("mp_cost", 0)):
|
|
_emit_log("%s does not have enough MP." % caster["name"])
|
|
return false
|
|
if not _skill_cells_from(caster, skill).has(target_cell):
|
|
return false
|
|
|
|
var skill_kind := str(skill.get("kind", "damage"))
|
|
var targets := _skill_targets_for_cast(caster, skill_id, skill, target_cell)
|
|
if targets.is_empty():
|
|
if skill_kind == "heal":
|
|
_emit_log("%s has no injured targets in range." % skill.get("name", "Skill"))
|
|
else:
|
|
_emit_log("%s has no valid targets." % skill.get("name", "Skill"))
|
|
return false
|
|
if skill_kind == "support" and not _skill_has_support_effects(skill):
|
|
return false
|
|
|
|
caster["mp"] = max(0, int(caster.get("mp", 0)) - int(skill.get("mp_cost", 0)))
|
|
if skill_kind == "heal":
|
|
var total_healed := 0
|
|
for target in targets:
|
|
total_healed += _resolve_skill_heal(caster, target, skill)
|
|
if total_healed > 0:
|
|
_grant_experience(caster, EXP_HEAL)
|
|
elif skill_kind == "support":
|
|
var applied_support := false
|
|
for target in targets:
|
|
applied_support = _resolve_skill_support(caster, target, skill_id, skill) or applied_support
|
|
if applied_support:
|
|
_grant_experience(caster, EXP_SUPPORT)
|
|
else:
|
|
var defeated_count := 0
|
|
for target in targets:
|
|
if _resolve_skill_damage(caster, target, skill):
|
|
defeated_count += 1
|
|
_grant_experience(caster, EXP_SKILL + defeated_count * EXP_DEFEAT_BONUS)
|
|
|
|
caster["acted"] = true
|
|
caster["moved"] = true
|
|
selected_unit_id = ""
|
|
_check_battle_status()
|
|
_notify_changed()
|
|
return true
|
|
|
|
|
|
func try_use_selected_item_on_cell(item_id: String, target_cell: Vector2i) -> bool:
|
|
var user := get_selected_unit()
|
|
var item := get_item_def(item_id)
|
|
if user.is_empty() or item.is_empty() or battle_status != STATUS_ACTIVE:
|
|
return false
|
|
if not bool(user.get("controllable", true)):
|
|
return false
|
|
if user.get("acted", false):
|
|
return false
|
|
if int(battle_inventory.get(item_id, 0)) <= 0:
|
|
_emit_log("No %s remains." % item.get("name", item_id))
|
|
return false
|
|
if str(item.get("kind", "")) != "consumable":
|
|
return false
|
|
if not _item_target_cells_from(user, item).has(target_cell):
|
|
return false
|
|
|
|
var target := get_unit_at(target_cell)
|
|
if not _item_target_valid(user, target, item):
|
|
return false
|
|
|
|
var applied := _apply_item_effects(user, target, item)
|
|
if not applied:
|
|
return false
|
|
|
|
battle_inventory[item_id] = max(0, int(battle_inventory.get(item_id, 0)) - 1)
|
|
user["acted"] = true
|
|
user["moved"] = true
|
|
selected_unit_id = ""
|
|
_emit_log("%s uses %s on %s." % [user["name"], item.get("name", item_id), target["name"]])
|
|
_check_battle_status()
|
|
_notify_changed()
|
|
return true
|
|
|
|
|
|
func get_damage_preview(attacker_id: String, target_id: String) -> Dictionary:
|
|
var attacker := get_unit(attacker_id)
|
|
var target := get_unit(target_id)
|
|
if attacker.is_empty() or target.is_empty():
|
|
return {}
|
|
if not attacker.get("alive", false) or not target.get("alive", false):
|
|
return {}
|
|
if attacker.get("team", "") == target.get("team", ""):
|
|
return {}
|
|
|
|
var attack_locked := _unit_has_action_lock(attacker, "attack")
|
|
var effective_bonus := 0 if attack_locked else _weapon_effectiveness_bonus(attacker, target)
|
|
var damage := 0 if attack_locked else calculate_damage(attacker, target)
|
|
var target_hp_after: int = maxi(0, int(target["hp"]) - damage)
|
|
var counter_damage := 0
|
|
var attacker_hp_after := int(attacker["hp"])
|
|
var hit_chance := 0 if attack_locked else calculate_hit_chance(attacker, target)
|
|
var counter_hit_chance := 0
|
|
var counter_effective_bonus := 0
|
|
var counter_in_range := false
|
|
if not attack_locked and (target_hp_after > 0 or hit_chance < 100):
|
|
counter_in_range = _is_in_attack_range(target, attacker["pos"])
|
|
if counter_in_range:
|
|
counter_effective_bonus = _weapon_effectiveness_bonus(target, attacker)
|
|
counter_damage = calculate_damage(target, attacker)
|
|
counter_hit_chance = calculate_hit_chance(target, attacker)
|
|
attacker_hp_after = maxi(0, int(attacker["hp"]) - counter_damage)
|
|
return {
|
|
"attacker_id": attacker_id,
|
|
"target_id": target_id,
|
|
"damage": damage,
|
|
"effective_bonus": effective_bonus,
|
|
"effective_target_type": _weapon_effectiveness_target_type(target) if effective_bonus > 0 else "",
|
|
"hit_chance": hit_chance,
|
|
"target_hp_after": target_hp_after,
|
|
"would_defeat": int(target["hp"]) - damage <= 0,
|
|
"in_range": not attack_locked and _is_in_attack_range(attacker, target["pos"]),
|
|
"attack_locked": attack_locked,
|
|
"counter_in_range": counter_in_range,
|
|
"counter_damage": counter_damage,
|
|
"counter_effective_bonus": counter_effective_bonus,
|
|
"counter_effective_target_type": _weapon_effectiveness_target_type(attacker) if counter_effective_bonus > 0 else "",
|
|
"counter_hit_chance": counter_hit_chance,
|
|
"attacker_hp_after": attacker_hp_after,
|
|
"counter_would_defeat": attacker_hp_after <= 0
|
|
}
|
|
|
|
|
|
func get_skill_preview(caster_id: String, skill_id: String, target_cell: Vector2i) -> Dictionary:
|
|
var caster := get_unit(caster_id)
|
|
var skill := get_skill_def(skill_id)
|
|
if caster.is_empty() or skill.is_empty() or not is_inside(target_cell):
|
|
return {}
|
|
if not caster.get("alive", false) or not _unit_has_skill(caster, skill_id):
|
|
return {}
|
|
|
|
var target := get_unit_at(target_cell)
|
|
var skill_kind := str(skill.get("kind", "damage"))
|
|
var skill_locked := _unit_has_action_lock(caster, "skill")
|
|
var targets := _skill_targets_for_cast(caster, skill_id, skill, target_cell)
|
|
var area_cells := _skill_area_cells(target_cell, skill)
|
|
var has_area := _skill_has_area(skill)
|
|
var preview := {
|
|
"skill_id": skill_id,
|
|
"skill_name": str(skill.get("name", skill_id)),
|
|
"kind": skill_kind,
|
|
"mp_cost": int(skill.get("mp_cost", 0)),
|
|
"has_mp": int(caster.get("mp", 0)) >= int(skill.get("mp_cost", 0)),
|
|
"in_range": not skill_locked and _skill_cells_from(caster, skill).has(target_cell),
|
|
"valid_target": not skill_locked and not targets.is_empty(),
|
|
"skill_locked": skill_locked,
|
|
"has_area": has_area,
|
|
"area_cells": area_cells,
|
|
"target_count": targets.size()
|
|
}
|
|
if targets.is_empty():
|
|
return preview
|
|
|
|
var primary_target: Dictionary = target if not target.is_empty() and _skill_target_valid(caster, target, skill) else targets[0]
|
|
preview["target_id"] = primary_target.get("id", "")
|
|
if skill_kind == "heal":
|
|
var heal_amount := calculate_skill_heal(caster, primary_target, skill)
|
|
var total_heal := 0
|
|
for area_target in targets:
|
|
total_heal += calculate_skill_heal(caster, area_target, skill)
|
|
preview["heal"] = heal_amount
|
|
preview["total_heal"] = total_heal
|
|
preview["target_hp_after"] = min(int(primary_target.get("max_hp", 1)), int(primary_target.get("hp", 0)) + heal_amount)
|
|
elif skill_kind == "support":
|
|
preview["effect_text"] = _format_support_effects(skill)
|
|
preview["already_active"] = _has_status_effect_from_skill(primary_target, skill_id)
|
|
else:
|
|
var damage := calculate_skill_damage(caster, primary_target, skill)
|
|
var total_damage := 0
|
|
var defeat_count := 0
|
|
for area_target in targets:
|
|
var area_damage := calculate_skill_damage(caster, area_target, skill)
|
|
total_damage += area_damage
|
|
if int(area_target.get("hp", 0)) - area_damage <= 0:
|
|
defeat_count += 1
|
|
preview["damage"] = damage
|
|
preview["total_damage"] = total_damage
|
|
preview["defeat_count"] = defeat_count
|
|
preview["target_hp_after"] = max(0, int(primary_target.get("hp", 0)) - damage)
|
|
preview["would_defeat"] = int(primary_target.get("hp", 0)) - damage <= 0
|
|
return preview
|
|
|
|
|
|
func get_item_preview(user_id: String, item_id: String, target_cell: Vector2i) -> Dictionary:
|
|
var user := get_unit(user_id)
|
|
var item := get_item_def(item_id)
|
|
if user.is_empty() or item.is_empty() or not is_inside(target_cell):
|
|
return {}
|
|
|
|
var target := get_unit_at(target_cell)
|
|
var preview := {
|
|
"item_id": item_id,
|
|
"item_name": str(item.get("name", item_id)),
|
|
"count": int(battle_inventory.get(item_id, 0)),
|
|
"in_range": _item_target_cells_from(user, item).has(target_cell),
|
|
"valid_target": _item_target_valid(user, target, item)
|
|
}
|
|
if target.is_empty():
|
|
return preview
|
|
|
|
var hp_heal_amount := _item_hp_heal_amount(target, item)
|
|
var mp_heal_amount := _item_mp_heal_amount(target, item)
|
|
var cured_statuses := _item_curable_status_names(target, item)
|
|
preview["heal"] = hp_heal_amount
|
|
preview["mp_heal"] = mp_heal_amount
|
|
preview["cure_statuses"] = cured_statuses
|
|
preview["target_hp_after"] = min(int(target.get("max_hp", 1)), int(target.get("hp", 0)) + hp_heal_amount)
|
|
preview["target_mp_after"] = min(int(target.get("max_mp", 0)), int(target.get("mp", 0)) + mp_heal_amount)
|
|
return preview
|
|
|
|
|
|
func calculate_damage(attacker: Dictionary, target: Dictionary) -> int:
|
|
var terrain_defense := get_terrain_defense(target["pos"])
|
|
var effective_bonus := _weapon_effectiveness_bonus(attacker, target)
|
|
return max(1, _effective_stat(attacker, "atk") + effective_bonus - _effective_stat(target, "def") - terrain_defense)
|
|
|
|
|
|
func calculate_hit_chance(attacker: Dictionary, target: Dictionary) -> int:
|
|
var terrain_avoid := get_terrain_avoid(target["pos"])
|
|
var agility_delta := _effective_stat(attacker, "agi") - _effective_stat(target, "agi")
|
|
return clampi(BASE_HIT_CHANCE + agility_delta - terrain_avoid, MIN_HIT_CHANCE, 100)
|
|
|
|
|
|
func calculate_skill_damage(caster: Dictionary, target: Dictionary, skill: Dictionary) -> int:
|
|
var terrain_defense := get_terrain_defense(target["pos"])
|
|
var stat_name := str(skill.get("stat", "int"))
|
|
var stat_value := _effective_stat(caster, stat_name)
|
|
return max(1, int(skill.get("power", 1)) + stat_value - _effective_stat(target, "def") - terrain_defense)
|
|
|
|
|
|
func calculate_skill_heal(caster: Dictionary, target: Dictionary, skill: Dictionary) -> int:
|
|
var stat_name := str(skill.get("stat", "int"))
|
|
var raw_heal := int(skill.get("power", 1)) + _effective_stat(caster, stat_name)
|
|
var missing_hp := int(target.get("max_hp", 1)) - int(target.get("hp", 0))
|
|
return max(0, min(raw_heal, missing_hp))
|
|
|
|
|
|
func _weapon_effectiveness_bonus(attacker: Dictionary, target: Dictionary) -> int:
|
|
var weapon := _equipped_weapon(attacker)
|
|
if weapon.is_empty():
|
|
return 0
|
|
if not _weapon_is_effective_against(weapon, target):
|
|
return 0
|
|
return max(0, int(weapon.get("effective_bonus_damage", 0)))
|
|
|
|
|
|
func _weapon_is_effective_against(weapon: Dictionary, target: Dictionary) -> bool:
|
|
var target_move_type := _weapon_effectiveness_target_type(target)
|
|
if target_move_type.is_empty():
|
|
return false
|
|
var effective_types = weapon.get("effective_vs_move_types", [])
|
|
if typeof(effective_types) != TYPE_ARRAY:
|
|
return false
|
|
for move_type in effective_types:
|
|
if str(move_type) == target_move_type:
|
|
return true
|
|
return false
|
|
|
|
|
|
func _weapon_effectiveness_target_type(target: Dictionary) -> String:
|
|
return str(target.get("move_type", "foot")).strip_edges()
|
|
|
|
|
|
func _format_move_type(move_type: String) -> String:
|
|
return move_type.replace("_", " ").capitalize()
|
|
|
|
|
|
func _equipped_weapon(unit: Dictionary) -> Dictionary:
|
|
var equipment = unit.get("equipment", {})
|
|
if typeof(equipment) != TYPE_DICTIONARY:
|
|
return {}
|
|
var weapon_id := str(equipment.get("weapon", ""))
|
|
if weapon_id.is_empty():
|
|
return {}
|
|
var weapon := get_item_def(weapon_id)
|
|
if str(weapon.get("kind", "")) != "weapon":
|
|
return {}
|
|
return weapon
|
|
|
|
|
|
func get_status_effect_summary(unit_id: String) -> String:
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty():
|
|
return ""
|
|
return _format_active_status_effects(unit)
|
|
|
|
|
|
func is_unit_skill_sealed(unit_id: String) -> bool:
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty():
|
|
return false
|
|
return _unit_has_action_lock(unit, "skill")
|
|
|
|
|
|
func _effective_stat(unit: Dictionary, stat: String) -> int:
|
|
var base_value := int(unit.get(stat, 0))
|
|
for effect in _active_status_effects(unit):
|
|
if str(effect.get("stat", "")) != stat:
|
|
continue
|
|
base_value += int(effect.get("amount", 0))
|
|
if stat == "atk":
|
|
return max(1, base_value)
|
|
return max(0, base_value)
|
|
|
|
|
|
func _active_status_effects(unit: Dictionary) -> Array:
|
|
var result := []
|
|
if typeof(unit.get("status_effects", [])) != TYPE_ARRAY:
|
|
return result
|
|
for effect in unit.get("status_effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
if int(effect.get("remaining_phases", 0)) <= 0:
|
|
continue
|
|
result.append(effect)
|
|
return result
|
|
|
|
|
|
func _skill_has_support_effects(skill: Dictionary) -> bool:
|
|
for effect in skill.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
var effect_type := str(effect.get("type", ""))
|
|
if effect_type == "stat_bonus" and _is_supported_status_stat(str(effect.get("stat", ""))) and int(effect.get("amount", 0)) != 0:
|
|
return true
|
|
if effect_type == "damage_over_time" and int(effect.get("amount", 0)) > 0:
|
|
return true
|
|
if effect_type == "action_lock" and not str(effect.get("action", "")).strip_edges().is_empty() and not str(effect.get("status", "")).strip_edges().is_empty():
|
|
return true
|
|
return false
|
|
|
|
|
|
func _resolve_skill_support(caster: Dictionary, target: Dictionary, skill_id: String, skill: Dictionary) -> bool:
|
|
if not _skill_has_support_effects(skill):
|
|
return false
|
|
var status_effects := _status_effects_without_skill(target, skill_id)
|
|
for effect in skill.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
var effect_type := str(effect.get("type", ""))
|
|
if effect_type == "stat_bonus":
|
|
var stat := str(effect.get("stat", ""))
|
|
var amount := int(effect.get("amount", 0))
|
|
if not _is_supported_status_stat(stat) or amount == 0:
|
|
continue
|
|
status_effects.append({
|
|
"source_skill": skill_id,
|
|
"name": str(skill.get("name", skill_id)),
|
|
"type": effect_type,
|
|
"stat": stat,
|
|
"amount": amount,
|
|
"remaining_phases": max(1, int(effect.get("duration_turns", 1)))
|
|
})
|
|
elif effect_type == "damage_over_time":
|
|
var damage: int = max(0, int(effect.get("amount", 0)))
|
|
if damage <= 0:
|
|
continue
|
|
var status := str(effect.get("status", "poison"))
|
|
status_effects.append({
|
|
"source_skill": skill_id,
|
|
"name": str(skill.get("name", skill_id)),
|
|
"type": effect_type,
|
|
"status": status,
|
|
"amount": damage,
|
|
"remaining_phases": max(1, int(effect.get("duration_turns", 1)))
|
|
})
|
|
elif effect_type == "action_lock":
|
|
var action := str(effect.get("action", ""))
|
|
var status := str(effect.get("status", ""))
|
|
if action.strip_edges().is_empty() or status.strip_edges().is_empty():
|
|
continue
|
|
status_effects.append({
|
|
"source_skill": skill_id,
|
|
"name": str(skill.get("name", skill_id)),
|
|
"type": effect_type,
|
|
"status": status,
|
|
"action": action,
|
|
"remaining_phases": max(1, int(effect.get("duration_turns", 1)))
|
|
})
|
|
target["status_effects"] = status_effects
|
|
_emit_log("%s casts %s on %s. %s" % [
|
|
caster["name"],
|
|
skill.get("name", "Skill"),
|
|
target["name"],
|
|
_format_support_effects(skill)
|
|
])
|
|
_emit_combat_feedback(target, _format_support_popup(skill), _support_feedback_kind(skill))
|
|
return true
|
|
|
|
|
|
func _status_effects_without_skill(unit: Dictionary, skill_id: String) -> Array:
|
|
var result := []
|
|
for effect in _active_status_effects(unit):
|
|
if str(effect.get("source_skill", "")) == skill_id:
|
|
continue
|
|
result.append(effect)
|
|
return result
|
|
|
|
|
|
func _has_status_effect_from_skill(unit: Dictionary, skill_id: String) -> bool:
|
|
for effect in _active_status_effects(unit):
|
|
if str(effect.get("source_skill", "")) == skill_id:
|
|
return true
|
|
return false
|
|
|
|
|
|
func _format_support_effects(skill: Dictionary) -> String:
|
|
var parts := []
|
|
for effect in skill.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
var effect_type := str(effect.get("type", ""))
|
|
var duration: int = maxi(1, int(effect.get("duration_turns", 1)))
|
|
var duration_text := "next phase" if duration == 1 else "%d phases" % duration
|
|
if effect_type == "stat_bonus":
|
|
var stat := str(effect.get("stat", ""))
|
|
var amount := int(effect.get("amount", 0))
|
|
if not _is_supported_status_stat(stat) or amount == 0:
|
|
continue
|
|
var sign := "+" if amount > 0 else ""
|
|
parts.append("%s %s%d until %s" % [stat.to_upper(), sign, amount, duration_text])
|
|
elif effect_type == "damage_over_time":
|
|
var damage := int(effect.get("amount", 0))
|
|
if damage <= 0:
|
|
continue
|
|
var status_name := _status_display_name(str(effect.get("status", "poison")))
|
|
parts.append("%s -%d HP for %s" % [status_name, damage, duration_text])
|
|
elif effect_type == "action_lock":
|
|
var status_name := _status_display_name(str(effect.get("status", "status")))
|
|
parts.append("%s %s for %s" % [status_name, _action_lock_display_name(str(effect.get("action", ""))), duration_text])
|
|
if parts.is_empty():
|
|
return "No support effect."
|
|
return _join_strings(parts, ", ")
|
|
|
|
|
|
func _format_support_popup(skill: Dictionary) -> String:
|
|
var parts := []
|
|
for effect in skill.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
var effect_type := str(effect.get("type", ""))
|
|
if effect_type == "stat_bonus":
|
|
var stat := str(effect.get("stat", ""))
|
|
var amount := int(effect.get("amount", 0))
|
|
if not _is_supported_status_stat(stat) or amount == 0:
|
|
continue
|
|
var sign := "+" if amount > 0 else ""
|
|
parts.append("%s %s%d" % [stat.to_upper(), sign, amount])
|
|
elif effect_type == "damage_over_time":
|
|
var damage := int(effect.get("amount", 0))
|
|
if damage > 0:
|
|
parts.append(_status_display_name(str(effect.get("status", "poison"))).to_upper())
|
|
elif effect_type == "action_lock":
|
|
parts.append(_status_display_name(str(effect.get("status", "status"))).to_upper())
|
|
if parts.is_empty():
|
|
return "Support"
|
|
return _join_strings(parts, ", ")
|
|
|
|
|
|
func _support_feedback_kind(skill: Dictionary) -> String:
|
|
for effect in skill.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
if str(effect.get("type", "")) == "action_lock":
|
|
return str(effect.get("status", "status"))
|
|
for effect in skill.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
if str(effect.get("type", "")) == "damage_over_time" and int(effect.get("amount", 0)) > 0:
|
|
return str(effect.get("status", "poison"))
|
|
for effect in skill.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
if str(effect.get("type", "")) == "stat_bonus" and int(effect.get("amount", 0)) < 0:
|
|
return "debuff"
|
|
return "support"
|
|
|
|
|
|
func _format_active_status_effects(unit: Dictionary) -> String:
|
|
var parts := []
|
|
for effect in _active_status_effects(unit):
|
|
var effect_type := str(effect.get("type", "stat_bonus"))
|
|
var amount := int(effect.get("amount", 0))
|
|
if effect_type == "damage_over_time":
|
|
if amount > 0:
|
|
parts.append("%s -%d HP" % [_status_display_name(str(effect.get("status", "poison"))), amount])
|
|
continue
|
|
if effect_type == "action_lock":
|
|
parts.append("%s %s" % [
|
|
_status_display_name(str(effect.get("status", "status"))),
|
|
_action_lock_display_name(str(effect.get("action", "")))
|
|
])
|
|
continue
|
|
var stat := str(effect.get("stat", ""))
|
|
if not _is_supported_status_stat(stat) or amount == 0:
|
|
continue
|
|
var sign := "+" if amount > 0 else ""
|
|
parts.append("%s %s%d" % [stat.to_upper(), sign, amount])
|
|
return _join_strings(parts, ", ")
|
|
|
|
|
|
func _status_display_name(status: String) -> String:
|
|
var normalized := status.strip_edges()
|
|
if normalized.is_empty():
|
|
return "Status"
|
|
return normalized.replace("_", " ").capitalize()
|
|
|
|
|
|
func _is_supported_status_stat(stat: String) -> bool:
|
|
return stat == "atk" or stat == "def" or stat == "int" or stat == "agi" or stat == "move"
|
|
|
|
|
|
func _unit_has_action_lock(unit: Dictionary, action: String) -> bool:
|
|
var normalized_action := action.strip_edges().to_lower()
|
|
if normalized_action.is_empty():
|
|
return false
|
|
for effect in _active_status_effects(unit):
|
|
if str(effect.get("type", "")) == "action_lock" and str(effect.get("action", "")).strip_edges().to_lower() == normalized_action:
|
|
return true
|
|
return false
|
|
|
|
|
|
func _action_lock_display_name(action: String) -> String:
|
|
if action == "skill":
|
|
return "tactics"
|
|
if action == "move":
|
|
return "movement"
|
|
if action == "attack":
|
|
return "attacks"
|
|
return "action"
|
|
|
|
|
|
func try_wait_selected() -> bool:
|
|
var unit := get_selected_unit()
|
|
if unit.is_empty() or battle_status != STATUS_ACTIVE:
|
|
return false
|
|
if not bool(unit.get("controllable", true)):
|
|
return false
|
|
|
|
unit["acted"] = true
|
|
unit["moved"] = true
|
|
selected_unit_id = ""
|
|
_emit_log("%s waits." % unit["name"])
|
|
_notify_changed()
|
|
return true
|
|
|
|
|
|
func end_player_turn() -> void:
|
|
if battle_status != STATUS_ACTIVE or current_team != TEAM_PLAYER:
|
|
return
|
|
|
|
selected_unit_id = ""
|
|
current_team = TEAM_ENEMY
|
|
_emit_log("Enemy phase begins.")
|
|
_reset_team_actions(TEAM_ENEMY)
|
|
if battle_status == STATUS_ACTIVE:
|
|
_run_events("turn_start", current_team, turn_number)
|
|
_check_battle_status()
|
|
if battle_status == STATUS_ACTIVE:
|
|
_run_enemy_turn()
|
|
else:
|
|
_notify_changed()
|
|
|
|
|
|
func get_unit(unit_id: String) -> Dictionary:
|
|
for unit in units:
|
|
if unit.get("id", "") == unit_id:
|
|
return unit
|
|
return {}
|
|
|
|
|
|
func get_selected_unit() -> Dictionary:
|
|
if selected_unit_id.is_empty():
|
|
return {}
|
|
return get_unit(selected_unit_id)
|
|
|
|
|
|
func get_unit_at(cell: Vector2i, include_dead := false) -> Dictionary:
|
|
for unit in units:
|
|
if not unit.get("deployed", true):
|
|
continue
|
|
if unit.get("pos", Vector2i(-99, -99)) == cell:
|
|
if include_dead or unit.get("alive", false):
|
|
return unit
|
|
return {}
|
|
|
|
|
|
func get_player_units(include_reserve := false) -> Array[Dictionary]:
|
|
var result: Array[Dictionary] = []
|
|
for unit in units:
|
|
if unit.get("team", "") != TEAM_PLAYER:
|
|
continue
|
|
if not include_reserve and not unit.get("deployed", true):
|
|
continue
|
|
result.append(unit)
|
|
return result
|
|
|
|
|
|
func get_controllable_player_units(include_reserve := false) -> Array[Dictionary]:
|
|
var result: Array[Dictionary] = []
|
|
for unit in get_player_units(include_reserve):
|
|
if not unit.get("alive", false):
|
|
continue
|
|
if not bool(unit.get("controllable", true)):
|
|
continue
|
|
result.append(unit)
|
|
return result
|
|
|
|
|
|
func get_living_units(team := "") -> Array[Dictionary]:
|
|
var result: Array[Dictionary] = []
|
|
for unit in units:
|
|
if not unit.get("deployed", true):
|
|
continue
|
|
if not unit.get("alive", false):
|
|
continue
|
|
if not team.is_empty() and unit.get("team", "") != team:
|
|
continue
|
|
result.append(unit)
|
|
return result
|
|
|
|
|
|
func get_movement_range(unit_id: String) -> Array[Vector2i]:
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty() or unit.get("acted", false) or unit.get("moved", false):
|
|
return []
|
|
if not bool(unit.get("controllable", true)):
|
|
return []
|
|
if unit.get("team", "") == TEAM_PLAYER and not unit.get("deployed", true):
|
|
return []
|
|
if _unit_has_action_lock(unit, "move"):
|
|
return []
|
|
return _movement_range_for_unit(unit)
|
|
|
|
|
|
func get_attack_cells(unit_id: String) -> Array[Vector2i]:
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty() or unit.get("acted", false):
|
|
return []
|
|
if not bool(unit.get("controllable", true)):
|
|
return []
|
|
if unit.get("team", "") == TEAM_PLAYER and not unit.get("deployed", true):
|
|
return []
|
|
if _unit_has_action_lock(unit, "attack"):
|
|
return []
|
|
return _attack_cells_from(unit, unit["pos"])
|
|
|
|
|
|
func get_skill_cells(unit_id: String, skill_id: String) -> Array[Vector2i]:
|
|
var unit := get_unit(unit_id)
|
|
var skill := get_skill_def(skill_id)
|
|
if unit.is_empty() or skill.is_empty() or unit.get("acted", false):
|
|
return []
|
|
if not bool(unit.get("controllable", true)):
|
|
return []
|
|
if unit.get("team", "") == TEAM_PLAYER and not unit.get("deployed", true):
|
|
return []
|
|
if _unit_has_action_lock(unit, "skill"):
|
|
return []
|
|
if not _unit_has_skill(unit, skill_id):
|
|
return []
|
|
if int(unit.get("mp", 0)) < int(skill.get("mp_cost", 0)):
|
|
return []
|
|
return _skill_cells_from(unit, skill)
|
|
|
|
|
|
func get_skill_area_cells(unit_id: String, skill_id: String, target_cell: Vector2i) -> Array[Vector2i]:
|
|
var unit := get_unit(unit_id)
|
|
var skill := get_skill_def(skill_id)
|
|
if unit.is_empty() or skill.is_empty() or not is_inside(target_cell):
|
|
return []
|
|
if not _unit_has_skill(unit, skill_id):
|
|
return []
|
|
if not _skill_cells_from(unit, skill).has(target_cell):
|
|
return []
|
|
return _skill_area_cells(target_cell, skill)
|
|
|
|
|
|
func get_item_target_cells(unit_id: String, item_id: String) -> Array[Vector2i]:
|
|
var unit := get_unit(unit_id)
|
|
var item := get_item_def(item_id)
|
|
if unit.is_empty() or item.is_empty() or unit.get("acted", false):
|
|
return []
|
|
if not bool(unit.get("controllable", true)):
|
|
return []
|
|
if unit.get("team", "") == TEAM_PLAYER and not unit.get("deployed", true):
|
|
return []
|
|
if int(battle_inventory.get(item_id, 0)) <= 0:
|
|
return []
|
|
return _item_target_cells_from(unit, item)
|
|
|
|
|
|
func get_threat_cells(source_team := TEAM_ENEMY) -> Array[Vector2i]:
|
|
var result: Array[Vector2i] = []
|
|
for unit in get_living_units(source_team):
|
|
for cell in _unit_threat_cells(unit):
|
|
if not result.has(cell):
|
|
result.append(cell)
|
|
return result
|
|
|
|
|
|
func get_threatening_unit_names(cell: Vector2i, source_team := TEAM_ENEMY) -> Array[String]:
|
|
var result: Array[String] = []
|
|
if not is_inside(cell):
|
|
return result
|
|
for unit in get_living_units(source_team):
|
|
if not _unit_threat_cells(unit).has(cell):
|
|
continue
|
|
var unit_name := str(unit.get("name", unit.get("id", "Unit")))
|
|
if not result.has(unit_name):
|
|
result.append(unit_name)
|
|
return result
|
|
|
|
|
|
func get_physical_threat_previews(cell: Vector2i, source_team := TEAM_ENEMY) -> Array[Dictionary]:
|
|
var result: Array[Dictionary] = []
|
|
if not is_inside(cell):
|
|
return result
|
|
var target := get_unit_at(cell)
|
|
if target.is_empty() or target.get("team", "") == source_team:
|
|
return result
|
|
|
|
for unit in get_living_units(source_team):
|
|
if not _unit_physical_threat_cells(unit).has(cell):
|
|
continue
|
|
var damage := calculate_damage(unit, target)
|
|
var hit_chance := calculate_hit_chance(unit, target)
|
|
var effective_bonus := _weapon_effectiveness_bonus(unit, target)
|
|
result.append({
|
|
"source_id": str(unit.get("id", "")),
|
|
"source_name": str(unit.get("name", unit.get("id", "Unit"))),
|
|
"damage": damage,
|
|
"hit_chance": hit_chance,
|
|
"target_hp_after": max(0, int(target.get("hp", 0)) - damage),
|
|
"would_defeat": int(target.get("hp", 0)) - damage <= 0,
|
|
"effective_bonus": effective_bonus,
|
|
"effective_target_type": _weapon_effectiveness_target_type(target) if effective_bonus > 0 else ""
|
|
})
|
|
result.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
|
|
if bool(a.get("would_defeat", false)) != bool(b.get("would_defeat", false)):
|
|
return bool(a.get("would_defeat", false))
|
|
if int(a.get("damage", 0)) != int(b.get("damage", 0)):
|
|
return int(a.get("damage", 0)) > int(b.get("damage", 0))
|
|
return str(a.get("source_name", "")) < str(b.get("source_name", ""))
|
|
)
|
|
return result
|
|
|
|
|
|
func get_skill_threat_previews(cell: Vector2i, source_team := TEAM_ENEMY) -> Array[Dictionary]:
|
|
var result: Array[Dictionary] = []
|
|
if not is_inside(cell):
|
|
return result
|
|
var target := get_unit_at(cell)
|
|
if target.is_empty() or target.get("team", "") == source_team:
|
|
return result
|
|
|
|
for unit in get_living_units(source_team):
|
|
if _unit_has_action_lock(unit, "skill"):
|
|
continue
|
|
if typeof(unit.get("skills", [])) != TYPE_ARRAY:
|
|
continue
|
|
for skill_id_value in unit.get("skills", []):
|
|
var skill_id := str(skill_id_value)
|
|
var skill := get_skill_def(skill_id)
|
|
if skill.is_empty():
|
|
continue
|
|
if int(unit.get("mp", 0)) < int(skill.get("mp_cost", 0)):
|
|
continue
|
|
if not _skill_threatens_opponents(skill):
|
|
continue
|
|
if not _skill_target_valid(unit, target, skill):
|
|
continue
|
|
var preview := _best_skill_threat_preview_for_target(unit, skill_id, skill, target, cell)
|
|
if not preview.is_empty():
|
|
result.append(preview)
|
|
result.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
|
|
var a_score := _skill_threat_preview_sort_score(a)
|
|
var b_score := _skill_threat_preview_sort_score(b)
|
|
if a_score != b_score:
|
|
return a_score > b_score
|
|
if str(a.get("source_name", "")) != str(b.get("source_name", "")):
|
|
return str(a.get("source_name", "")) < str(b.get("source_name", ""))
|
|
return str(a.get("skill_name", "")) < str(b.get("skill_name", ""))
|
|
)
|
|
return result
|
|
|
|
|
|
func get_objective_cells() -> Array[Vector2i]:
|
|
var result: Array[Vector2i] = []
|
|
_collect_objective_cells(battle_conditions.get("victory", {}), result)
|
|
return result
|
|
|
|
|
|
func get_objective_progress_lines(include_defeat_risks := false, include_turn_limit := true) -> Array[String]:
|
|
var result: Array[String] = []
|
|
_append_condition_progress_lines(battle_conditions.get("victory", {}), result, "victory")
|
|
if include_defeat_risks:
|
|
_append_condition_progress_lines(battle_conditions.get("defeat", {}), result, "defeat")
|
|
elif include_turn_limit:
|
|
_append_turn_limit_progress_line(result)
|
|
return result
|
|
|
|
|
|
func get_objective_progress_text(include_defeat_risks := false, include_turn_limit := true) -> String:
|
|
return _join_strings(get_objective_progress_lines(include_defeat_risks, include_turn_limit), " | ")
|
|
|
|
|
|
func get_defeat_progress_lines() -> Array[String]:
|
|
var result: Array[String] = []
|
|
_append_condition_progress_lines(battle_conditions.get("defeat", {}), result, "defeat")
|
|
return result
|
|
|
|
|
|
func get_defeat_progress_text() -> String:
|
|
return _join_strings(get_defeat_progress_lines(), " | ")
|
|
|
|
|
|
func get_first_skill_id(unit_id: String) -> String:
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty() or typeof(unit.get("skills", [])) != TYPE_ARRAY:
|
|
return ""
|
|
for skill_id in unit.get("skills", []):
|
|
if not get_skill_def(str(skill_id)).is_empty():
|
|
return str(skill_id)
|
|
return ""
|
|
|
|
|
|
func get_skill_ids(unit_id: String) -> Array:
|
|
var result := []
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty() or typeof(unit.get("skills", [])) != TYPE_ARRAY:
|
|
return result
|
|
if unit.get("team", "") == TEAM_PLAYER and not unit.get("deployed", true):
|
|
return result
|
|
for skill_id in unit.get("skills", []):
|
|
var normalized := str(skill_id)
|
|
if not get_skill_def(normalized).is_empty():
|
|
result.append(normalized)
|
|
return result
|
|
|
|
|
|
func get_first_usable_skill_id(unit_id: String) -> String:
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty() or typeof(unit.get("skills", [])) != TYPE_ARRAY:
|
|
return ""
|
|
if _unit_has_action_lock(unit, "skill"):
|
|
return ""
|
|
for skill_id in unit.get("skills", []):
|
|
var normalized := str(skill_id)
|
|
var skill := get_skill_def(normalized)
|
|
if skill.is_empty():
|
|
continue
|
|
if int(unit.get("mp", 0)) >= int(skill.get("mp_cost", 0)):
|
|
return normalized
|
|
return ""
|
|
|
|
|
|
func get_usable_skill_ids(unit_id: String) -> Array:
|
|
var result := []
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty() or typeof(unit.get("skills", [])) != TYPE_ARRAY:
|
|
return result
|
|
if unit.get("team", "") == TEAM_PLAYER and not unit.get("deployed", true):
|
|
return result
|
|
if _unit_has_action_lock(unit, "skill"):
|
|
return result
|
|
for skill_id in unit.get("skills", []):
|
|
var normalized := str(skill_id)
|
|
var skill := get_skill_def(normalized)
|
|
if skill.is_empty():
|
|
continue
|
|
if int(unit.get("mp", 0)) >= int(skill.get("mp_cost", 0)):
|
|
result.append(normalized)
|
|
return result
|
|
|
|
|
|
func get_skill_def(skill_id: String) -> Dictionary:
|
|
return data_catalog.get_skill(skill_id)
|
|
|
|
|
|
func get_item_def(item_id: String) -> Dictionary:
|
|
return data_catalog.get_item(item_id)
|
|
|
|
|
|
func get_shop_item_ids() -> Array:
|
|
var result := []
|
|
for item_id in shop.get("items", []):
|
|
var normalized := str(item_id)
|
|
var item := get_item_def(normalized)
|
|
if item.is_empty() or int(item.get("price", 0)) <= 0:
|
|
continue
|
|
result.append(normalized)
|
|
result.sort()
|
|
return result
|
|
|
|
|
|
func get_shop_stock_limit(item_id: String) -> int:
|
|
var normalized := str(item_id)
|
|
if normalized.is_empty():
|
|
return -1
|
|
var stock: Dictionary = shop.get("stock", {})
|
|
if not stock.has(normalized):
|
|
return -1
|
|
return int(stock.get(normalized, -1))
|
|
|
|
|
|
func get_formation_cells() -> Array[Vector2i]:
|
|
return formation_cells.duplicate()
|
|
|
|
|
|
func get_deployment_max_units() -> int:
|
|
var configured := int(deployment_rules.get("max_units", 0))
|
|
if configured > 0:
|
|
return configured
|
|
return get_player_units(true).size()
|
|
|
|
|
|
func has_deployment_roster() -> bool:
|
|
return (
|
|
int(deployment_rules.get("max_units", 0)) > 0
|
|
or not Array(deployment_rules.get("required_officers", [])).is_empty()
|
|
or not Array(deployment_rules.get("required_units", [])).is_empty()
|
|
)
|
|
|
|
|
|
func get_deployed_player_count() -> int:
|
|
return get_player_units(false).size()
|
|
|
|
|
|
func is_required_deployment(unit_id: String) -> bool:
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty():
|
|
return false
|
|
return bool(unit.get("required_deployment", false))
|
|
|
|
|
|
func try_set_unit_deployed(unit_id: String, deployed: bool) -> bool:
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty() or unit.get("team", "") != TEAM_PLAYER:
|
|
return false
|
|
if bool(unit.get("required_deployment", false)) and not deployed:
|
|
_emit_log("%s must deploy." % unit["name"])
|
|
return false
|
|
if bool(unit.get("deployed", true)) == deployed:
|
|
return true
|
|
if deployed:
|
|
if get_deployed_player_count() >= get_deployment_max_units():
|
|
_emit_log("Deployment limit reached.")
|
|
return false
|
|
var target_cell := _formation_cell_for_deployment(unit)
|
|
if not is_inside(target_cell):
|
|
_emit_log("No open formation cell for %s." % unit["name"])
|
|
return false
|
|
unit["pos"] = target_cell
|
|
unit["alive"] = true
|
|
unit["deployed"] = true
|
|
_emit_log("%s joins the sortie." % unit["name"])
|
|
else:
|
|
unit["deployed"] = false
|
|
_emit_log("%s moves to reserve." % unit["name"])
|
|
_notify_changed()
|
|
return true
|
|
|
|
|
|
func is_formation_cell(cell: Vector2i) -> bool:
|
|
return formation_cells.has(cell)
|
|
|
|
|
|
func try_set_prebattle_formation(unit_id: String, cell: Vector2i) -> bool:
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty() or unit.get("team", "") != TEAM_PLAYER:
|
|
return false
|
|
if not bool(unit.get("controllable", true)):
|
|
return false
|
|
if not unit.get("deployed", true):
|
|
return false
|
|
if not is_formation_cell(unit.get("pos", Vector2i(-99, -99))):
|
|
return false
|
|
if not is_formation_cell(cell) or not is_inside(cell):
|
|
return false
|
|
if get_move_cost(cell, str(unit.get("move_type", "foot"))) >= 99:
|
|
return false
|
|
|
|
var occupant := get_unit_at(cell)
|
|
if not occupant.is_empty():
|
|
if occupant.get("team", "") != TEAM_PLAYER:
|
|
return false
|
|
if not bool(occupant.get("controllable", true)):
|
|
return false
|
|
if occupant.get("id", "") == unit_id:
|
|
return true
|
|
occupant["pos"] = unit["pos"]
|
|
unit["pos"] = cell
|
|
_emit_log("%s takes formation at %s." % [unit["name"], _format_cell(cell)])
|
|
_notify_changed()
|
|
return true
|
|
|
|
|
|
func _formation_cell_for_deployment(unit: Dictionary) -> Vector2i:
|
|
var current: Vector2i = unit.get("pos", Vector2i(-99, -99))
|
|
if is_formation_cell(current) and get_unit_at(current).is_empty() and get_move_cost(current, str(unit.get("move_type", "foot"))) < 99:
|
|
return current
|
|
for cell in formation_cells:
|
|
if not get_unit_at(cell).is_empty():
|
|
continue
|
|
if get_move_cost(cell, str(unit.get("move_type", "foot"))) >= 99:
|
|
continue
|
|
return cell
|
|
return Vector2i(-99, -99)
|
|
|
|
|
|
func try_equip_item(unit_id: String, item_id: String) -> bool:
|
|
var unit := get_unit(unit_id)
|
|
var item := get_item_def(item_id)
|
|
if unit.is_empty() or item.is_empty() or battle_status != STATUS_ACTIVE:
|
|
return false
|
|
if unit.get("team", "") != TEAM_PLAYER or current_team != TEAM_PLAYER:
|
|
return false
|
|
if not bool(unit.get("controllable", true)):
|
|
return false
|
|
if unit.get("moved", false) or unit.get("acted", false):
|
|
_emit_log("%s can change equipment before moving or acting." % unit["name"])
|
|
return false
|
|
|
|
var slot := _equipment_slot_for_item(item)
|
|
if slot.is_empty():
|
|
return false
|
|
if int(battle_inventory.get(item_id, 0)) <= 0:
|
|
_emit_log("No %s is in inventory." % item.get("name", item_id))
|
|
return false
|
|
if not _unit_can_equip_item(unit, item):
|
|
_emit_log("%s cannot equip %s." % [unit["name"], item.get("name", item_id)])
|
|
return false
|
|
|
|
var equipment: Dictionary = unit.get("equipment", {}).duplicate(true)
|
|
var old_item_id := str(equipment.get(slot, ""))
|
|
if old_item_id == item_id:
|
|
_emit_log("%s already has %s equipped." % [unit["name"], item.get("name", item_id)])
|
|
return false
|
|
|
|
battle_inventory[item_id] = max(0, int(battle_inventory.get(item_id, 0)) - 1)
|
|
var old_item := get_item_def(old_item_id)
|
|
if not old_item_id.is_empty() and not old_item.is_empty():
|
|
battle_inventory[old_item_id] = int(battle_inventory.get(old_item_id, 0)) + 1
|
|
|
|
equipment[slot] = item_id
|
|
unit["equipment"] = equipment
|
|
_apply_equipment_stat_delta(unit, old_item, item)
|
|
_refresh_attack_range_from_equipment(unit)
|
|
_emit_log("%s equips %s." % [unit["name"], item.get("name", item_id)])
|
|
_notify_changed()
|
|
return true
|
|
|
|
|
|
func get_equippable_item_ids(unit_id: String) -> Array:
|
|
var result := []
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty() or unit.get("team", "") != TEAM_PLAYER:
|
|
return result
|
|
if not bool(unit.get("controllable", true)):
|
|
return result
|
|
if not unit.get("deployed", true):
|
|
return result
|
|
var equipment: Dictionary = unit.get("equipment", {})
|
|
for item_id in battle_inventory.keys():
|
|
var normalized := str(item_id)
|
|
if int(battle_inventory.get(normalized, 0)) <= 0:
|
|
continue
|
|
var item := get_item_def(normalized)
|
|
if item.is_empty() or _equipment_slot_for_item(item).is_empty():
|
|
continue
|
|
var slot := _equipment_slot_for_item(item)
|
|
if str(equipment.get(slot, "")) == normalized:
|
|
continue
|
|
if not _unit_can_equip_item(unit, item):
|
|
continue
|
|
result.append(normalized)
|
|
result.sort()
|
|
return result
|
|
|
|
|
|
func get_equipment_snapshot(unit_id: String) -> Dictionary:
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty():
|
|
return {}
|
|
return unit.get("equipment", {}).duplicate(true)
|
|
|
|
|
|
func get_usable_item_ids() -> Array:
|
|
var result := []
|
|
for item_id in battle_inventory.keys():
|
|
var normalized := str(item_id)
|
|
if int(battle_inventory.get(normalized, 0)) <= 0:
|
|
continue
|
|
var item := get_item_def(normalized)
|
|
if item.is_empty() or str(item.get("kind", "")) != "consumable":
|
|
continue
|
|
result.append(normalized)
|
|
result.sort()
|
|
return result
|
|
|
|
|
|
func get_inventory_snapshot() -> Dictionary:
|
|
return battle_inventory.duplicate(true)
|
|
|
|
|
|
func set_inventory_snapshot(inventory_snapshot: Dictionary) -> void:
|
|
battle_inventory = inventory_snapshot.duplicate(true)
|
|
_notify_changed()
|
|
|
|
|
|
func get_terrain_key(cell: Vector2i) -> String:
|
|
if not is_inside(cell):
|
|
return "G"
|
|
if cell.y >= terrain_rows.size():
|
|
return "G"
|
|
var row := terrain_rows[cell.y]
|
|
if cell.x >= row.length():
|
|
return "G"
|
|
return row.substr(cell.x, 1)
|
|
|
|
|
|
func get_terrain_name(cell: Vector2i) -> String:
|
|
return String(terrain_defs.get(get_terrain_key(cell), DEFAULT_TERRAIN_DEFS["G"]).get("name", "Plain"))
|
|
|
|
|
|
func get_terrain_color(cell: Vector2i) -> Color:
|
|
return terrain_defs.get(get_terrain_key(cell), DEFAULT_TERRAIN_DEFS["G"]).get("color", DEFAULT_TERRAIN_DEFS["G"]["color"])
|
|
|
|
|
|
func get_move_cost(cell: Vector2i, move_type := "foot") -> int:
|
|
var move_cost = terrain_defs.get(get_terrain_key(cell), DEFAULT_TERRAIN_DEFS["G"]).get("move_cost", 1)
|
|
if typeof(move_cost) == TYPE_DICTIONARY:
|
|
return int(move_cost.get(move_type, move_cost.get("foot", 1)))
|
|
return int(move_cost)
|
|
|
|
|
|
func get_terrain_defense(cell: Vector2i) -> int:
|
|
return int(terrain_defs.get(get_terrain_key(cell), DEFAULT_TERRAIN_DEFS["G"]).get("defense", 0))
|
|
|
|
|
|
func get_terrain_avoid(cell: Vector2i) -> int:
|
|
return int(terrain_defs.get(get_terrain_key(cell), DEFAULT_TERRAIN_DEFS["G"]).get("avoid", 0))
|
|
|
|
|
|
func get_cell_summary(cell: Vector2i) -> Dictionary:
|
|
if not is_inside(cell):
|
|
return {}
|
|
|
|
var unit := get_unit_at(cell)
|
|
return {
|
|
"cell": cell,
|
|
"terrain": get_terrain_name(cell),
|
|
"move_cost": get_move_cost(cell),
|
|
"defense": get_terrain_defense(cell),
|
|
"avoid": get_terrain_avoid(cell),
|
|
"unit": unit
|
|
}
|
|
|
|
|
|
func get_briefing() -> Dictionary:
|
|
return briefing.duplicate(true)
|
|
|
|
|
|
func get_rewards() -> Dictionary:
|
|
return rewards.duplicate(true)
|
|
|
|
|
|
func get_post_battle_choices() -> Array:
|
|
return post_battle_choices.duplicate(true)
|
|
|
|
|
|
func get_post_battle_dialogue() -> Array:
|
|
return post_battle_dialogue.duplicate(true)
|
|
|
|
|
|
func get_progression_events() -> Array:
|
|
return progression_events.duplicate(true)
|
|
|
|
|
|
func get_player_roster_snapshot() -> Dictionary:
|
|
var snapshot := {}
|
|
for unit in units:
|
|
if unit.get("team", "") != TEAM_PLAYER:
|
|
continue
|
|
if not bool(unit.get("persist_progression", true)):
|
|
continue
|
|
var roster_key := str(unit.get("officer_id", unit["id"]))
|
|
if roster_key.is_empty():
|
|
roster_key = str(unit["id"])
|
|
snapshot[roster_key] = {
|
|
"id": unit["id"],
|
|
"officer_id": roster_key,
|
|
"name": unit["name"],
|
|
"class_id": unit.get("class_id", ""),
|
|
"class": unit["class"],
|
|
"move": int(unit.get("move", 3)),
|
|
"move_type": str(unit.get("move_type", "foot")),
|
|
"min_range": int(unit.get("min_range", 1)),
|
|
"range": int(unit.get("range", 1)),
|
|
"level": int(unit.get("level", 1)),
|
|
"exp": int(unit.get("exp", 0)),
|
|
"hp": int(unit.get("hp", 0)),
|
|
"max_hp": int(unit.get("max_hp", 1)),
|
|
"mp": int(unit.get("mp", 0)),
|
|
"max_mp": int(unit.get("max_mp", 0)),
|
|
"atk": int(unit.get("atk", 1)),
|
|
"def": int(unit.get("def", 0)),
|
|
"int": int(unit.get("int", 0)),
|
|
"agi": int(unit.get("agi", 0)),
|
|
"growth": unit.get("growth", {}).duplicate(true),
|
|
"skills": unit.get("skills", []).duplicate(true),
|
|
"equipment": unit.get("equipment", {}).duplicate(true)
|
|
}
|
|
return snapshot
|
|
|
|
|
|
func is_inside(cell: Vector2i) -> bool:
|
|
return cell.x >= 0 and cell.y >= 0 and cell.x < map_size.x and cell.y < map_size.y
|
|
|
|
|
|
func can_player_act() -> bool:
|
|
return battle_status == STATUS_ACTIVE and current_team == TEAM_PLAYER
|
|
|
|
|
|
func get_status_text() -> String:
|
|
if battle_status == STATUS_VICTORY:
|
|
return "Victory"
|
|
if battle_status == STATUS_DEFEAT:
|
|
return "Defeat"
|
|
var turn_limit := get_turn_limit()
|
|
if turn_limit > 0:
|
|
return "Turn %d/%d - %s" % [turn_number, turn_limit, current_team.capitalize()]
|
|
return "Turn %d - %s" % [turn_number, current_team.capitalize()]
|
|
|
|
|
|
func get_turn_limit() -> int:
|
|
return _find_turn_limit(battle_conditions.get("defeat", {}))
|
|
|
|
|
|
func _movement_range_for_unit(unit: Dictionary) -> Array[Vector2i]:
|
|
if _unit_has_action_lock(unit, "move"):
|
|
return []
|
|
var start: Vector2i = unit["pos"]
|
|
var frontier: Array[Vector2i] = [start]
|
|
var costs := {start: 0}
|
|
var result: Array[Vector2i] = []
|
|
|
|
while not frontier.is_empty():
|
|
var current: Vector2i = frontier.pop_front()
|
|
for direction in CARDINAL_DIRECTIONS:
|
|
var next_cell: Vector2i = current + direction
|
|
if not is_inside(next_cell):
|
|
continue
|
|
|
|
var terrain_cost := get_move_cost(next_cell, str(unit.get("move_type", "foot")))
|
|
if terrain_cost >= 99:
|
|
continue
|
|
if next_cell != start and not get_unit_at(next_cell).is_empty():
|
|
continue
|
|
|
|
var new_cost := int(costs[current]) + terrain_cost
|
|
if new_cost > _effective_stat(unit, "move"):
|
|
continue
|
|
if not costs.has(next_cell) or new_cost < int(costs[next_cell]):
|
|
costs[next_cell] = new_cost
|
|
frontier.append(next_cell)
|
|
if next_cell != start and not result.has(next_cell):
|
|
result.append(next_cell)
|
|
|
|
return result
|
|
|
|
|
|
func _unit_threat_cells(unit: Dictionary) -> Array[Vector2i]:
|
|
var result: Array[Vector2i] = []
|
|
if unit.is_empty() or not unit.get("alive", false) or not unit.get("deployed", true):
|
|
return result
|
|
if not bool(unit.get("controllable", true)):
|
|
return result
|
|
|
|
for cell in _unit_physical_threat_cells(unit):
|
|
if not result.has(cell):
|
|
result.append(cell)
|
|
for cell in _unit_skill_threat_cells(unit):
|
|
if not result.has(cell):
|
|
result.append(cell)
|
|
return result
|
|
|
|
|
|
func _unit_threat_origins(unit: Dictionary) -> Array[Vector2i]:
|
|
var result: Array[Vector2i] = []
|
|
var origin: Vector2i = unit.get("pos", Vector2i(-1, -1))
|
|
if not is_inside(origin):
|
|
return result
|
|
result.append(origin)
|
|
for cell in _movement_range_for_unit(unit):
|
|
if not result.has(cell):
|
|
result.append(cell)
|
|
return result
|
|
|
|
|
|
func _unit_physical_threat_cells(unit: Dictionary) -> Array[Vector2i]:
|
|
var result: Array[Vector2i] = []
|
|
if _unit_has_action_lock(unit, "attack"):
|
|
return result
|
|
for origin in _unit_threat_origins(unit):
|
|
for cell in _attack_cells_from(unit, origin):
|
|
if not result.has(cell):
|
|
result.append(cell)
|
|
return result
|
|
|
|
|
|
func _unit_skill_threat_cells(unit: Dictionary) -> Array[Vector2i]:
|
|
var result: Array[Vector2i] = []
|
|
if _unit_has_action_lock(unit, "skill"):
|
|
return result
|
|
if typeof(unit.get("skills", [])) != TYPE_ARRAY:
|
|
return result
|
|
for skill_id_value in unit.get("skills", []):
|
|
var skill_id := str(skill_id_value)
|
|
var skill := get_skill_def(skill_id)
|
|
if skill.is_empty():
|
|
continue
|
|
if int(unit.get("mp", 0)) < int(skill.get("mp_cost", 0)):
|
|
continue
|
|
if not _skill_threatens_opponents(skill):
|
|
continue
|
|
for origin in _unit_threat_origins(unit):
|
|
for center_cell in _skill_cells_from_origin(unit, skill, origin):
|
|
for cell in _skill_area_cells(center_cell, skill):
|
|
if not result.has(cell):
|
|
result.append(cell)
|
|
return result
|
|
|
|
|
|
func _best_skill_threat_preview_for_target(caster: Dictionary, skill_id: String, skill: Dictionary, target: Dictionary, target_cell: Vector2i) -> Dictionary:
|
|
var best_preview := {}
|
|
var best_score := -999999
|
|
for origin in _unit_threat_origins(caster):
|
|
for center_cell in _skill_cells_from_origin(caster, skill, origin):
|
|
if not _skill_area_cells(center_cell, skill).has(target_cell):
|
|
continue
|
|
var targets := _skill_targets_for_cast(caster, skill_id, skill, center_cell)
|
|
if targets.is_empty():
|
|
continue
|
|
var preview := _build_skill_threat_preview(caster, skill_id, skill, target, origin, center_cell, targets)
|
|
var score := _skill_threat_preview_sort_score(preview)
|
|
if score > best_score:
|
|
best_score = score
|
|
best_preview = preview
|
|
return best_preview
|
|
|
|
|
|
func _build_skill_threat_preview(caster: Dictionary, skill_id: String, skill: Dictionary, target: Dictionary, origin: Vector2i, center_cell: Vector2i, targets: Array[Dictionary]) -> Dictionary:
|
|
var skill_kind := str(skill.get("kind", "damage"))
|
|
var preview := {
|
|
"source_id": str(caster.get("id", "")),
|
|
"source_name": str(caster.get("name", caster.get("id", "Unit"))),
|
|
"skill_id": skill_id,
|
|
"skill_name": str(skill.get("name", skill_id)),
|
|
"kind": skill_kind,
|
|
"mp_cost": int(skill.get("mp_cost", 0)),
|
|
"origin_cell": origin,
|
|
"cast_cell": center_cell,
|
|
"requires_move": origin != caster.get("pos", origin),
|
|
"has_area": _skill_has_area(skill),
|
|
"area_shape": _skill_area_shape(skill),
|
|
"area_radius": _skill_area_radius(skill),
|
|
"target_count": targets.size()
|
|
}
|
|
if skill_kind == "support":
|
|
preview["effect_text"] = _format_skill_threat_effect_summary(skill)
|
|
preview["already_active"] = _has_status_effect_from_skill(target, skill_id)
|
|
else:
|
|
var damage := calculate_skill_damage(caster, target, skill)
|
|
var total_damage := 0
|
|
var defeat_count := 0
|
|
for area_target in targets:
|
|
var area_damage := calculate_skill_damage(caster, area_target, skill)
|
|
total_damage += area_damage
|
|
if int(area_target.get("hp", 0)) - area_damage <= 0:
|
|
defeat_count += 1
|
|
preview["damage"] = damage
|
|
preview["total_damage"] = total_damage
|
|
preview["target_hp_after"] = max(0, int(target.get("hp", 0)) - damage)
|
|
preview["would_defeat"] = int(target.get("hp", 0)) - damage <= 0
|
|
preview["defeat_count"] = defeat_count
|
|
return preview
|
|
|
|
|
|
func _skill_threat_preview_sort_score(preview: Dictionary) -> int:
|
|
var score := 0
|
|
if str(preview.get("kind", "")) == "damage":
|
|
score += int(preview.get("damage", 0)) * 10
|
|
score += int(preview.get("defeat_count", 0)) * 2000
|
|
if bool(preview.get("would_defeat", false)):
|
|
score += 10000
|
|
else:
|
|
score += _skill_threat_effect_score(preview)
|
|
if bool(preview.get("already_active", false)):
|
|
score -= 250
|
|
score += int(preview.get("target_count", 0)) * 20
|
|
if bool(preview.get("has_area", false)):
|
|
score += 5
|
|
if not bool(preview.get("requires_move", false)):
|
|
score += 2
|
|
return score
|
|
|
|
|
|
func _skill_threat_effect_score(preview: Dictionary) -> int:
|
|
var skill := get_skill_def(str(preview.get("skill_id", "")))
|
|
if skill.is_empty():
|
|
return 0
|
|
var score := 400
|
|
for effect in skill.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
var effect_type := str(effect.get("type", ""))
|
|
if effect_type == "action_lock" and not str(effect.get("action", "")).strip_edges().is_empty():
|
|
score += 350
|
|
elif effect_type == "damage_over_time":
|
|
score += 250 + max(0, int(effect.get("amount", 0))) * 20
|
|
elif effect_type == "stat_bonus":
|
|
score += 150 + abs(int(effect.get("amount", 0))) * 25
|
|
return score
|
|
|
|
|
|
func _format_skill_threat_effect_summary(skill: Dictionary) -> String:
|
|
var parts := []
|
|
for effect in skill.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
var effect_type := str(effect.get("type", ""))
|
|
if effect_type == "stat_bonus":
|
|
var stat := str(effect.get("stat", ""))
|
|
var amount := int(effect.get("amount", 0))
|
|
if not _is_supported_status_stat(stat) or amount == 0:
|
|
continue
|
|
var sign := "+" if amount > 0 else ""
|
|
parts.append("%s %s%d" % [stat.to_upper(), sign, amount])
|
|
elif effect_type == "damage_over_time":
|
|
var damage := int(effect.get("amount", 0))
|
|
if damage <= 0:
|
|
continue
|
|
parts.append("%s -%d HP" % [_status_display_name(str(effect.get("status", "poison"))), damage])
|
|
elif effect_type == "action_lock":
|
|
var status_name := _status_display_name(str(effect.get("status", "status")))
|
|
parts.append("%s %s" % [status_name, _action_lock_display_name(str(effect.get("action", "")))])
|
|
if parts.is_empty():
|
|
return _format_support_effects(skill)
|
|
return _join_strings(parts, ", ")
|
|
|
|
|
|
func _skill_threatens_opponents(skill: Dictionary) -> bool:
|
|
var target_rule := str(skill.get("target", "enemy"))
|
|
if target_rule != "enemy" and target_rule != "any":
|
|
return false
|
|
var skill_kind := str(skill.get("kind", "damage"))
|
|
if skill_kind == "damage":
|
|
return true
|
|
if skill_kind == "support":
|
|
return _skill_has_harmful_support_effects(skill)
|
|
return false
|
|
|
|
|
|
func _skill_has_harmful_support_effects(skill: Dictionary) -> bool:
|
|
for effect in skill.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
var effect_type := str(effect.get("type", ""))
|
|
if effect_type == "damage_over_time" and int(effect.get("amount", 0)) > 0:
|
|
return true
|
|
if effect_type == "action_lock" and not str(effect.get("action", "")).strip_edges().is_empty():
|
|
return true
|
|
if effect_type == "stat_bonus" and int(effect.get("amount", 0)) < 0:
|
|
return true
|
|
return false
|
|
|
|
|
|
func _attack_cells_from(unit: Dictionary, origin: Vector2i) -> Array[Vector2i]:
|
|
var result: Array[Vector2i] = []
|
|
var attack_range := int(unit.get("range", 1))
|
|
var min_range := int(unit.get("min_range", min(1, attack_range)))
|
|
for y in range(origin.y - attack_range, origin.y + attack_range + 1):
|
|
for x in range(origin.x - attack_range, origin.x + attack_range + 1):
|
|
var cell := Vector2i(x, y)
|
|
if cell == origin or not is_inside(cell):
|
|
continue
|
|
var distance := _manhattan(origin, cell)
|
|
if distance >= min_range and distance <= attack_range:
|
|
result.append(cell)
|
|
return result
|
|
|
|
|
|
func _is_in_attack_range(attacker: Dictionary, target_cell: Vector2i) -> bool:
|
|
if _unit_has_action_lock(attacker, "attack"):
|
|
return false
|
|
return _attack_cells_from(attacker, attacker["pos"]).has(target_cell)
|
|
|
|
|
|
func _skill_cells_from(unit: Dictionary, skill: Dictionary) -> Array[Vector2i]:
|
|
return _skill_cells_from_origin(unit, skill, unit["pos"])
|
|
|
|
|
|
func _skill_cells_from_origin(_unit: Dictionary, skill: Dictionary, origin: Vector2i) -> Array[Vector2i]:
|
|
var result: Array[Vector2i] = []
|
|
var range_pair := _skill_range_pair(skill)
|
|
var max_range := int(range_pair["max"])
|
|
var min_range := int(range_pair["min"])
|
|
for y in range(origin.y - max_range, origin.y + max_range + 1):
|
|
for x in range(origin.x - max_range, origin.x + max_range + 1):
|
|
var cell := Vector2i(x, y)
|
|
if not is_inside(cell):
|
|
continue
|
|
var distance := _manhattan(origin, cell)
|
|
if distance >= min_range and distance <= max_range:
|
|
result.append(cell)
|
|
return result
|
|
|
|
|
|
func _skill_area_cells(center: Vector2i, skill: Dictionary) -> Array[Vector2i]:
|
|
var result: Array[Vector2i] = []
|
|
if not is_inside(center):
|
|
return result
|
|
var radius: int = _skill_area_radius(skill)
|
|
var shape := _skill_area_shape(skill)
|
|
if radius <= 0 or shape == "single":
|
|
result.append(center)
|
|
return result
|
|
|
|
for y in range(center.y - radius, center.y + radius + 1):
|
|
for x in range(center.x - radius, center.x + radius + 1):
|
|
var cell := Vector2i(x, y)
|
|
if not is_inside(cell):
|
|
continue
|
|
var distance := _manhattan(center, cell)
|
|
if shape == "diamond" and distance <= radius:
|
|
result.append(cell)
|
|
return result
|
|
|
|
|
|
func _skill_has_area(skill: Dictionary) -> bool:
|
|
return _skill_area_radius(skill) > 0 and _skill_area_shape(skill) != "single"
|
|
|
|
|
|
func _skill_area_shape(skill: Dictionary) -> String:
|
|
var shape := str(skill.get("area_shape", "single")).strip_edges().to_lower()
|
|
if shape == "diamond":
|
|
return shape
|
|
return "single"
|
|
|
|
|
|
func _skill_area_radius(skill: Dictionary) -> int:
|
|
return maxi(0, int(skill.get("area_radius", 0)))
|
|
|
|
|
|
func _skill_targets_for_cast(caster: Dictionary, skill_id: String, skill: Dictionary, target_cell: Vector2i, skip_existing_support := false) -> Array[Dictionary]:
|
|
var result: Array[Dictionary] = []
|
|
var skill_kind := str(skill.get("kind", "damage"))
|
|
for cell in _skill_area_cells(target_cell, skill):
|
|
var target := get_unit_at(cell)
|
|
if not _skill_target_valid(caster, target, skill):
|
|
continue
|
|
if skill_kind == "heal" and calculate_skill_heal(caster, target, skill) <= 0:
|
|
continue
|
|
if skill_kind == "support" and skip_existing_support and _has_status_effect_from_skill(target, skill_id):
|
|
continue
|
|
result.append(target)
|
|
return result
|
|
|
|
|
|
func _skill_range_pair(skill: Dictionary) -> Dictionary:
|
|
var value = skill.get("range", 1)
|
|
if typeof(value) == TYPE_ARRAY:
|
|
if value.size() >= 2:
|
|
return _normalized_skill_range(int(value[0]), int(value[1]))
|
|
if value.size() == 1:
|
|
return _normalized_skill_range(int(value[0]), int(value[0]))
|
|
return _normalized_skill_range(1, 1)
|
|
if typeof(value) != TYPE_INT and typeof(value) != TYPE_FLOAT:
|
|
return _normalized_skill_range(1, 1)
|
|
var scalar: int = maxi(0, int(value))
|
|
return _normalized_skill_range(scalar, scalar)
|
|
|
|
|
|
func _normalized_skill_range(min_range: int, max_range: int) -> Dictionary:
|
|
var safe_min: int = maxi(0, min_range)
|
|
var safe_max: int = maxi(safe_min, max_range)
|
|
return {"min": safe_min, "max": safe_max}
|
|
|
|
|
|
func _unit_has_skill(unit: Dictionary, skill_id: String) -> bool:
|
|
if typeof(unit.get("skills", [])) != TYPE_ARRAY:
|
|
return false
|
|
for known_skill_id in unit.get("skills", []):
|
|
if str(known_skill_id) == skill_id:
|
|
return true
|
|
return false
|
|
|
|
|
|
func _skill_target_valid(caster: Dictionary, target: Dictionary, skill: Dictionary) -> bool:
|
|
if target.is_empty() or not target.get("alive", false):
|
|
return false
|
|
var target_rule := str(skill.get("target", "enemy"))
|
|
if target_rule == "ally":
|
|
return target.get("team", "") == caster.get("team", "")
|
|
if target_rule == "self":
|
|
return target.get("id", "") == caster.get("id", "")
|
|
if target_rule == "any":
|
|
return true
|
|
return target.get("team", "") != caster.get("team", "")
|
|
|
|
|
|
func _item_target_cells_from(unit: Dictionary, item: Dictionary) -> Array[Vector2i]:
|
|
var result: Array[Vector2i] = []
|
|
var range_pair := _item_range_pair(item)
|
|
var max_range := int(range_pair["max"])
|
|
var min_range := int(range_pair["min"])
|
|
var origin: Vector2i = unit["pos"]
|
|
for y in range(origin.y - max_range, origin.y + max_range + 1):
|
|
for x in range(origin.x - max_range, origin.x + max_range + 1):
|
|
var cell := Vector2i(x, y)
|
|
if not is_inside(cell):
|
|
continue
|
|
var distance := _manhattan(origin, cell)
|
|
if distance >= min_range and distance <= max_range:
|
|
result.append(cell)
|
|
return result
|
|
|
|
|
|
func _item_range_pair(item: Dictionary) -> Dictionary:
|
|
var value = item.get("range", [0, 1])
|
|
if typeof(value) == TYPE_ARRAY:
|
|
if value.size() >= 2:
|
|
return _normalized_skill_range(int(value[0]), int(value[1]))
|
|
if value.size() == 1:
|
|
return _normalized_skill_range(int(value[0]), int(value[0]))
|
|
return _normalized_skill_range(0, 1)
|
|
if typeof(value) != TYPE_INT and typeof(value) != TYPE_FLOAT:
|
|
return _normalized_skill_range(0, 1)
|
|
var scalar: int = maxi(0, int(value))
|
|
return _normalized_skill_range(scalar, scalar)
|
|
|
|
|
|
func _item_target_valid(user: Dictionary, target: Dictionary, item: Dictionary) -> bool:
|
|
if target.is_empty() or not target.get("alive", false):
|
|
return false
|
|
var target_rule := str(item.get("target", "ally"))
|
|
if target_rule == "ally":
|
|
return target.get("team", "") == user.get("team", "")
|
|
if target_rule == "self":
|
|
return target.get("id", "") == user.get("id", "")
|
|
if target_rule == "any":
|
|
return true
|
|
return target.get("team", "") != user.get("team", "")
|
|
|
|
|
|
func _apply_item_effects(user: Dictionary, target: Dictionary, item: Dictionary) -> bool:
|
|
var applied := false
|
|
for effect in item.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
var effect_type := str(effect.get("type", ""))
|
|
if effect_type == "heal_hp":
|
|
var healed := _apply_item_heal(target, int(effect.get("amount", 0)))
|
|
if healed > 0:
|
|
applied = true
|
|
_emit_log("%s recovers %d HP." % [target["name"], healed])
|
|
_emit_combat_feedback(target, "+%d HP" % healed, "heal")
|
|
elif effect_type == "heal_mp":
|
|
var restored := _apply_item_mp_heal(target, int(effect.get("amount", 0)))
|
|
if restored > 0:
|
|
applied = true
|
|
_emit_log("%s recovers %d MP." % [target["name"], restored])
|
|
_emit_combat_feedback(target, "+%d MP" % restored, "mp")
|
|
elif effect_type == "cure_status":
|
|
var cured_statuses := _apply_item_status_cure(target, str(effect.get("status", "")))
|
|
if not cured_statuses.is_empty():
|
|
applied = true
|
|
_emit_log("%s is cured of %s." % [target["name"], _join_strings(cured_statuses, ", ")])
|
|
_emit_combat_feedback(target, "CURE", "support")
|
|
if not applied:
|
|
_emit_log("%s has no effect on %s." % [item.get("name", "Item"), target["name"]])
|
|
return applied
|
|
|
|
|
|
func _apply_item_heal(target: Dictionary, amount: int) -> int:
|
|
if amount <= 0:
|
|
return 0
|
|
var missing_hp := int(target.get("max_hp", 1)) - int(target.get("hp", 0))
|
|
var healed = min(amount, max(0, missing_hp))
|
|
target["hp"] = min(int(target.get("max_hp", 1)), int(target.get("hp", 0)) + healed)
|
|
return healed
|
|
|
|
|
|
func _apply_item_mp_heal(target: Dictionary, amount: int) -> int:
|
|
if amount <= 0:
|
|
return 0
|
|
var missing_mp := int(target.get("max_mp", 0)) - int(target.get("mp", 0))
|
|
var restored = min(amount, max(0, missing_mp))
|
|
target["mp"] = min(int(target.get("max_mp", 0)), int(target.get("mp", 0)) + restored)
|
|
return restored
|
|
|
|
|
|
func _apply_item_status_cure(target: Dictionary, status: String) -> Array:
|
|
var cured_statuses := []
|
|
if typeof(target.get("status_effects", [])) != TYPE_ARRAY:
|
|
return cured_statuses
|
|
var normalized_status := status.strip_edges().to_lower()
|
|
var kept_effects := []
|
|
for effect in _active_status_effects(target):
|
|
var effect_status := str(effect.get("status", "")).strip_edges().to_lower()
|
|
var should_cure := not effect_status.is_empty() and (normalized_status.is_empty() or effect_status == normalized_status)
|
|
if should_cure:
|
|
var display_name := _status_display_name(str(effect.get("status", normalized_status)))
|
|
if not cured_statuses.has(display_name):
|
|
cured_statuses.append(display_name)
|
|
continue
|
|
kept_effects.append(effect)
|
|
target["status_effects"] = kept_effects
|
|
return cured_statuses
|
|
|
|
|
|
func _item_hp_heal_amount(target: Dictionary, item: Dictionary) -> int:
|
|
var total := 0
|
|
for effect in item.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
if str(effect.get("type", "")) == "heal_hp":
|
|
total += int(effect.get("amount", 0))
|
|
var missing_hp := int(target.get("max_hp", 1)) - int(target.get("hp", 0))
|
|
return max(0, min(total, missing_hp))
|
|
|
|
|
|
func _item_mp_heal_amount(target: Dictionary, item: Dictionary) -> int:
|
|
var total := 0
|
|
for effect in item.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
if str(effect.get("type", "")) == "heal_mp":
|
|
total += int(effect.get("amount", 0))
|
|
var missing_mp := int(target.get("max_mp", 0)) - int(target.get("mp", 0))
|
|
return max(0, min(total, missing_mp))
|
|
|
|
|
|
func _item_curable_status_names(target: Dictionary, item: Dictionary) -> Array:
|
|
var result := []
|
|
if target.is_empty():
|
|
return result
|
|
for effect in item.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
if str(effect.get("type", "")) != "cure_status":
|
|
continue
|
|
var status := str(effect.get("status", "")).strip_edges().to_lower()
|
|
for active_effect in _active_status_effects(target):
|
|
var active_status := str(active_effect.get("status", "")).strip_edges().to_lower()
|
|
if active_status.is_empty():
|
|
continue
|
|
if not status.is_empty() and active_status != status:
|
|
continue
|
|
var display_name := _status_display_name(str(active_effect.get("status", status)))
|
|
if not result.has(display_name):
|
|
result.append(display_name)
|
|
return result
|
|
|
|
|
|
func _equipment_slot_for_item(item: Dictionary) -> String:
|
|
var kind := str(item.get("kind", ""))
|
|
if kind == "weapon" or kind == "armor" or kind == "accessory":
|
|
return kind
|
|
return ""
|
|
|
|
|
|
func _unit_can_equip_item(unit: Dictionary, item: Dictionary) -> bool:
|
|
var slot := _equipment_slot_for_item(item)
|
|
if slot.is_empty():
|
|
return false
|
|
var class_def := data_catalog.get_class_def(str(unit.get("class_id", "")))
|
|
var equipment_slots: Dictionary = class_def.get("equipment_slots", {})
|
|
var allowed = equipment_slots.get(slot, [])
|
|
if typeof(allowed) != TYPE_ARRAY:
|
|
return false
|
|
if slot == "weapon":
|
|
return allowed.has(str(item.get("weapon_type", "")))
|
|
if slot == "armor":
|
|
return allowed.has(str(item.get("armor_type", "")))
|
|
if slot == "accessory":
|
|
var accessory_type := str(item.get("accessory_type", "accessory"))
|
|
return allowed.has(accessory_type)
|
|
return false
|
|
|
|
|
|
func _apply_equipment_stat_delta(unit: Dictionary, old_item: Dictionary, new_item: Dictionary) -> void:
|
|
var old_bonuses: Dictionary = old_item.get("bonuses", {}) if not old_item.is_empty() else {}
|
|
var new_bonuses: Dictionary = new_item.get("bonuses", {}) if not new_item.is_empty() else {}
|
|
_apply_stat_bonus_delta(unit, old_bonuses, new_bonuses)
|
|
|
|
|
|
func _apply_stat_bonus_delta(unit: Dictionary, old_bonuses: Dictionary, new_bonuses: Dictionary) -> void:
|
|
for stat in ["hp", "mp", "atk", "def", "int", "agi"]:
|
|
var delta := int(new_bonuses.get(stat, 0)) - int(old_bonuses.get(stat, 0))
|
|
if delta == 0:
|
|
continue
|
|
if stat == "hp":
|
|
unit["max_hp"] = max(1, int(unit.get("max_hp", 1)) + delta)
|
|
unit["hp"] = clampi(int(unit.get("hp", 1)) + delta, 1, int(unit["max_hp"]))
|
|
elif stat == "mp":
|
|
unit["max_mp"] = max(0, int(unit.get("max_mp", 0)) + delta)
|
|
unit["mp"] = clampi(int(unit.get("mp", 0)) + delta, 0, int(unit["max_mp"]))
|
|
elif stat == "atk":
|
|
unit[stat] = max(1, int(unit.get(stat, 1)) + delta)
|
|
else:
|
|
unit[stat] = max(0, int(unit.get(stat, 0)) + delta)
|
|
|
|
|
|
func _apply_class_runtime_fields(unit: Dictionary, class_id: String) -> void:
|
|
var class_def := data_catalog.get_class_def(class_id)
|
|
if class_def.is_empty():
|
|
return
|
|
unit["class"] = str(class_def.get("name", class_id.capitalize()))
|
|
unit["move"] = int(class_def.get("move", unit.get("move", 3)))
|
|
unit["move_type"] = str(class_def.get("move_type", unit.get("move_type", "foot")))
|
|
unit["growth"] = class_def.get("growth", {}).duplicate(true)
|
|
_add_missing_skills(unit, class_def.get("skills", []))
|
|
_refresh_attack_range_from_equipment(unit)
|
|
|
|
|
|
func _refresh_attack_range_from_equipment(unit: Dictionary) -> void:
|
|
var class_def := data_catalog.get_class_def(str(unit.get("class_id", "")))
|
|
var range_pair := _equipment_attack_range_pair(class_def, unit.get("equipment", {}))
|
|
unit["min_range"] = int(range_pair["min"])
|
|
unit["range"] = int(range_pair["max"])
|
|
|
|
|
|
func _equipment_attack_range_pair(class_def: Dictionary, equipment: Dictionary) -> Dictionary:
|
|
var attack_range := _attack_range_pair_from_value(class_def.get("attack_range", 1))
|
|
for slot in equipment.keys():
|
|
var item_id = equipment[slot]
|
|
if item_id == null:
|
|
continue
|
|
var item := get_item_def(str(item_id))
|
|
if item.has("range"):
|
|
var item_range := _attack_range_pair_from_value(item["range"])
|
|
attack_range["min"] = min(int(attack_range["min"]), int(item_range["min"]))
|
|
attack_range["max"] = max(int(attack_range["max"]), int(item_range["max"]))
|
|
return attack_range
|
|
|
|
|
|
func _attack_range_pair_from_value(value) -> Dictionary:
|
|
if typeof(value) == TYPE_ARRAY:
|
|
if value.size() >= 2:
|
|
return _normalized_attack_range_pair(int(value[0]), int(value[1]))
|
|
if value.size() == 1:
|
|
return _normalized_attack_range_pair(int(value[0]), int(value[0]))
|
|
return _normalized_attack_range_pair(1, 1)
|
|
if typeof(value) != TYPE_INT and typeof(value) != TYPE_FLOAT:
|
|
return _normalized_attack_range_pair(1, 1)
|
|
var scalar: int = maxi(1, int(value))
|
|
return _normalized_attack_range_pair(scalar, scalar)
|
|
|
|
|
|
func _normalized_attack_range_pair(min_range: int, max_range: int) -> Dictionary:
|
|
var safe_min: int = maxi(1, min_range)
|
|
var safe_max: int = maxi(safe_min, max_range)
|
|
return {"min": safe_min, "max": safe_max}
|
|
|
|
|
|
func _run_enemy_turn() -> void:
|
|
for enemy in get_living_units(TEAM_ENEMY):
|
|
if battle_status != STATUS_ACTIVE:
|
|
break
|
|
if enemy.get("acted", false):
|
|
continue
|
|
_enemy_take_action(enemy)
|
|
enemy["acted"] = true
|
|
enemy["moved"] = true
|
|
_check_battle_status()
|
|
|
|
if battle_status == STATUS_ACTIVE:
|
|
turn_number += 1
|
|
current_team = TEAM_PLAYER
|
|
_emit_log("Player phase begins.")
|
|
_reset_team_actions(TEAM_PLAYER)
|
|
if battle_status == STATUS_ACTIVE:
|
|
_run_events("turn_start", current_team, turn_number)
|
|
_check_battle_status()
|
|
|
|
_notify_changed()
|
|
|
|
|
|
func _enemy_take_action(enemy: Dictionary) -> void:
|
|
if _try_enemy_skill_action(enemy):
|
|
return
|
|
|
|
var attack_action := _best_ai_physical_attack_action(enemy, [enemy["pos"]])
|
|
if not attack_action.is_empty():
|
|
_resolve_combat(enemy, attack_action["target"])
|
|
return
|
|
|
|
var best_cell: Vector2i = enemy["pos"]
|
|
var move_attack_action := _best_ai_physical_attack_action(enemy, _movement_range_for_unit(enemy))
|
|
if not move_attack_action.is_empty():
|
|
best_cell = move_attack_action["origin"]
|
|
else:
|
|
var target := _find_nearest_target(enemy, TEAM_PLAYER)
|
|
if target.is_empty():
|
|
return
|
|
|
|
var best_distance := _manhattan(best_cell, target["pos"])
|
|
for cell in _movement_range_for_unit(enemy):
|
|
var distance := _manhattan(cell, target["pos"])
|
|
if distance < best_distance:
|
|
best_distance = distance
|
|
best_cell = cell
|
|
|
|
if best_cell != enemy["pos"]:
|
|
var from_cell: Vector2i = enemy["pos"]
|
|
enemy["pos"] = best_cell
|
|
enemy["moved"] = true
|
|
unit_motion_requested.emit(str(enemy.get("id", "")), from_cell, best_cell)
|
|
_emit_log("%s advances to %s." % [enemy["name"], _format_cell(best_cell)])
|
|
_run_events("unit_reaches_tile", str(enemy.get("team", "")), turn_number, enemy)
|
|
if battle_status != STATUS_ACTIVE:
|
|
return
|
|
|
|
if _try_enemy_skill_action(enemy):
|
|
return
|
|
|
|
attack_action = _best_ai_physical_attack_action(enemy, [enemy["pos"]])
|
|
if not attack_action.is_empty():
|
|
_resolve_combat(enemy, attack_action["target"])
|
|
|
|
|
|
func _best_ai_physical_attack_action(attacker: Dictionary, origins: Array[Vector2i]) -> Dictionary:
|
|
var best_action := {}
|
|
var best_score := -999999
|
|
var target_team := _opposing_team(str(attacker.get("team", "")))
|
|
if target_team.is_empty() or _unit_has_action_lock(attacker, "attack"):
|
|
return {}
|
|
|
|
for origin in origins:
|
|
if not is_inside(origin):
|
|
continue
|
|
for target in get_living_units(target_team):
|
|
if not _attack_cells_from(attacker, origin).has(target["pos"]):
|
|
continue
|
|
var damage := calculate_damage(attacker, target)
|
|
var score := _physical_attack_ai_score(attacker, target, damage)
|
|
score -= _manhattan(attacker["pos"], origin) * 2
|
|
if score > best_score:
|
|
best_score = score
|
|
best_action = {
|
|
"origin": origin,
|
|
"target": target,
|
|
"damage": damage,
|
|
"score": score
|
|
}
|
|
return best_action
|
|
|
|
|
|
func _physical_attack_ai_score(attacker: Dictionary, target: Dictionary, damage: int) -> int:
|
|
var score := damage * 10
|
|
score += _weapon_effectiveness_bonus(attacker, target) * 6
|
|
score += _ai_target_priority_score(target)
|
|
if int(target.get("hp", 0)) - damage <= 0:
|
|
score += 1000
|
|
return score
|
|
|
|
|
|
func _try_enemy_skill_action(enemy: Dictionary) -> bool:
|
|
if enemy.is_empty() or enemy.get("acted", false):
|
|
return false
|
|
if typeof(enemy.get("skills", [])) != TYPE_ARRAY:
|
|
return false
|
|
if _unit_has_action_lock(enemy, "skill"):
|
|
return false
|
|
|
|
var finishing_action := _best_ai_damage_skill_action(enemy, true)
|
|
if not finishing_action.is_empty() and _execute_ai_skill_action(enemy, finishing_action):
|
|
return true
|
|
|
|
var heal_action := _best_ai_heal_skill_action(enemy)
|
|
if not heal_action.is_empty() and _execute_ai_skill_action(enemy, heal_action):
|
|
return true
|
|
|
|
var support_action := _best_ai_support_skill_action(enemy)
|
|
if not support_action.is_empty() and _execute_ai_skill_action(enemy, support_action):
|
|
return true
|
|
|
|
var damage_action := _best_ai_damage_skill_action(enemy, false)
|
|
if not damage_action.is_empty() and _execute_ai_skill_action(enemy, damage_action):
|
|
return true
|
|
|
|
return false
|
|
|
|
|
|
func _best_ai_heal_skill_action(caster: Dictionary) -> Dictionary:
|
|
var best_action := {}
|
|
var best_score := -1
|
|
for skill_id in caster.get("skills", []):
|
|
var normalized_skill_id := str(skill_id)
|
|
var skill := get_skill_def(normalized_skill_id)
|
|
if skill.is_empty() or str(skill.get("kind", "")) != "heal":
|
|
continue
|
|
if int(caster.get("mp", 0)) < int(skill.get("mp_cost", 0)):
|
|
continue
|
|
for target_cell in _skill_cells_from(caster, skill):
|
|
var targets := _skill_targets_for_cast(caster, normalized_skill_id, skill, target_cell)
|
|
if targets.is_empty():
|
|
continue
|
|
var total_heal := 0
|
|
var total_missing_hp := 0
|
|
var lowest_hp_ratio := 1.0
|
|
for ally in targets:
|
|
var heal_amount := calculate_skill_heal(caster, ally, skill)
|
|
var missing_hp := int(ally.get("max_hp", 1)) - int(ally.get("hp", 0))
|
|
var hp_ratio := float(ally.get("hp", 0)) / float(max(1, int(ally.get("max_hp", 1))))
|
|
total_heal += heal_amount
|
|
total_missing_hp += missing_hp
|
|
lowest_hp_ratio = minf(lowest_hp_ratio, hp_ratio)
|
|
if lowest_hp_ratio > 0.5 and total_missing_hp < 10:
|
|
continue
|
|
var score := total_heal * 10 + total_missing_hp + targets.size() * 4
|
|
score -= _manhattan(caster["pos"], target_cell)
|
|
if score > best_score:
|
|
best_score = score
|
|
best_action = {
|
|
"skill_id": normalized_skill_id,
|
|
"skill": skill,
|
|
"target": targets[0],
|
|
"target_cell": target_cell
|
|
}
|
|
return best_action
|
|
|
|
|
|
func _best_ai_support_skill_action(caster: Dictionary) -> Dictionary:
|
|
var best_action := {}
|
|
var best_score := -1
|
|
for skill_id in caster.get("skills", []):
|
|
var normalized_skill_id := str(skill_id)
|
|
var skill := get_skill_def(normalized_skill_id)
|
|
if skill.is_empty() or str(skill.get("kind", "")) != "support":
|
|
continue
|
|
if int(caster.get("mp", 0)) < int(skill.get("mp_cost", 0)):
|
|
continue
|
|
if not _skill_has_support_effects(skill):
|
|
continue
|
|
for target_cell in _skill_cells_from(caster, skill):
|
|
var targets := _skill_targets_for_cast(caster, normalized_skill_id, skill, target_cell, true)
|
|
if targets.is_empty():
|
|
continue
|
|
var score := 0
|
|
for target in targets:
|
|
score += _support_ai_score(caster, target, skill)
|
|
if score <= 0:
|
|
continue
|
|
score += targets.size() * 3
|
|
score -= _manhattan(caster["pos"], target_cell)
|
|
if score > best_score:
|
|
best_score = score
|
|
best_action = {
|
|
"skill_id": normalized_skill_id,
|
|
"skill": skill,
|
|
"target": targets[0],
|
|
"target_cell": target_cell
|
|
}
|
|
return best_action
|
|
|
|
|
|
func _support_ai_targets_for_skill(caster: Dictionary, skill: Dictionary) -> Array[Dictionary]:
|
|
var target_rule := str(skill.get("target", "ally"))
|
|
if target_rule == "self":
|
|
return [caster]
|
|
if target_rule == "enemy":
|
|
var target_team: String = _opposing_team(str(caster.get("team", "")))
|
|
return get_living_units(target_team) if not target_team.is_empty() else []
|
|
if target_rule == "any":
|
|
var targets: Array[Dictionary] = get_living_units(str(caster.get("team", "")))
|
|
var opposing_team: String = _opposing_team(str(caster.get("team", "")))
|
|
if not opposing_team.is_empty():
|
|
targets.append_array(get_living_units(opposing_team))
|
|
return targets
|
|
return get_living_units(str(caster.get("team", "")))
|
|
|
|
|
|
func _support_ai_score(caster: Dictionary, target: Dictionary, skill: Dictionary) -> int:
|
|
var score: int = 0
|
|
var target_is_ally: bool = target.get("team", "") == caster.get("team", "")
|
|
for effect in skill.get("effects", []):
|
|
if typeof(effect) != TYPE_DICTIONARY:
|
|
continue
|
|
var effect_type := str(effect.get("type", ""))
|
|
if effect_type == "stat_bonus":
|
|
var stat := str(effect.get("stat", ""))
|
|
var amount := int(effect.get("amount", 0))
|
|
if not _is_supported_status_stat(stat) or amount == 0:
|
|
continue
|
|
if amount > 0 and target_is_ally:
|
|
score += amount * _support_ai_stat_weight(stat)
|
|
if target.get("id", "") == caster.get("id", ""):
|
|
score += 3
|
|
elif amount < 0 and not target_is_ally:
|
|
score += absi(amount) * _support_ai_stat_weight(stat)
|
|
score += _ai_target_priority_score(target)
|
|
elif effect_type == "damage_over_time" and not target_is_ally:
|
|
var damage := int(effect.get("amount", 0))
|
|
if damage <= 0:
|
|
continue
|
|
var duration: int = max(1, int(effect.get("duration_turns", 1)))
|
|
score += damage * duration * 5
|
|
score += _ai_target_priority_score(target)
|
|
elif effect_type == "action_lock" and not target_is_ally:
|
|
var action := str(effect.get("action", ""))
|
|
if _unit_has_action_lock(target, action):
|
|
continue
|
|
var threat_score := _unit_action_threat_score(target, action)
|
|
if threat_score <= 0:
|
|
continue
|
|
score += 18 + threat_score
|
|
score += _ai_target_priority_score(target)
|
|
return score
|
|
|
|
|
|
func _support_ai_stat_weight(stat: String) -> int:
|
|
if stat == "atk":
|
|
return 9
|
|
if stat == "move":
|
|
return 8
|
|
if stat == "def":
|
|
return 7
|
|
if stat == "int":
|
|
return 6
|
|
if stat == "agi":
|
|
return 4
|
|
return 1
|
|
|
|
|
|
func _unit_skill_threat_score(unit: Dictionary) -> int:
|
|
if typeof(unit.get("skills", [])) != TYPE_ARRAY:
|
|
return 0
|
|
if int(unit.get("mp", 0)) <= 0:
|
|
return 0
|
|
|
|
var score := 0
|
|
for skill_id in unit.get("skills", []):
|
|
var skill := get_skill_def(str(skill_id))
|
|
if skill.is_empty():
|
|
continue
|
|
if int(unit.get("mp", 0)) < int(skill.get("mp_cost", 0)):
|
|
continue
|
|
var kind := str(skill.get("kind", "damage"))
|
|
if kind == "damage":
|
|
score += 12
|
|
elif kind == "heal":
|
|
score += 9
|
|
elif kind == "support":
|
|
score += 7
|
|
return score
|
|
|
|
|
|
func _unit_action_threat_score(unit: Dictionary, action: String) -> int:
|
|
if action == "skill":
|
|
return _unit_skill_threat_score(unit)
|
|
if action == "move":
|
|
var move_score := int(unit.get("move", 0)) * 5
|
|
if int(unit.get("range", 1)) <= 1:
|
|
move_score += 10
|
|
return move_score
|
|
if action == "attack":
|
|
return _effective_stat(unit, "atk") * 4 + int(unit.get("range", 1)) * 4
|
|
return 0
|
|
|
|
|
|
func _best_ai_damage_skill_action(caster: Dictionary, defeating_only := false) -> Dictionary:
|
|
var best_action := {}
|
|
var best_score := -1
|
|
var target_team := _opposing_team(str(caster.get("team", "")))
|
|
if target_team.is_empty():
|
|
return {}
|
|
|
|
for skill_id in caster.get("skills", []):
|
|
var normalized_skill_id := str(skill_id)
|
|
var skill := get_skill_def(normalized_skill_id)
|
|
if skill.is_empty() or str(skill.get("kind", "")) != "damage":
|
|
continue
|
|
if int(caster.get("mp", 0)) < int(skill.get("mp_cost", 0)):
|
|
continue
|
|
for target_cell in _skill_cells_from(caster, skill):
|
|
var targets := _skill_targets_for_cast(caster, normalized_skill_id, skill, target_cell)
|
|
if targets.is_empty():
|
|
continue
|
|
var total_damage := 0
|
|
var defeat_count := 0
|
|
var priority_score := 0
|
|
for target in targets:
|
|
var damage := calculate_skill_damage(caster, target, skill)
|
|
total_damage += damage
|
|
priority_score += _ai_target_priority_score(target)
|
|
if int(target.get("hp", 0)) - damage <= 0:
|
|
defeat_count += 1
|
|
if defeating_only and defeat_count <= 0:
|
|
continue
|
|
var score := total_damage + priority_score + targets.size() * 5
|
|
if defeat_count > 0:
|
|
score += 1000 * defeat_count
|
|
score -= _manhattan(caster["pos"], target_cell)
|
|
if score > best_score:
|
|
best_score = score
|
|
best_action = {
|
|
"skill_id": normalized_skill_id,
|
|
"skill": skill,
|
|
"target": targets[0],
|
|
"target_cell": target_cell
|
|
}
|
|
return best_action
|
|
|
|
|
|
func _execute_ai_skill_action(caster: Dictionary, action: Dictionary) -> bool:
|
|
var skill_id := str(action.get("skill_id", ""))
|
|
var skill: Dictionary = action.get("skill", {})
|
|
var target: Dictionary = action.get("target", {})
|
|
if skill_id.is_empty() or skill.is_empty():
|
|
return false
|
|
if not _unit_has_skill(caster, skill_id):
|
|
return false
|
|
if _unit_has_action_lock(caster, "skill"):
|
|
return false
|
|
if int(caster.get("mp", 0)) < int(skill.get("mp_cost", 0)):
|
|
return false
|
|
var target_cell: Vector2i = action.get("target_cell", target.get("pos", Vector2i(-999, -999)))
|
|
if not is_inside(target_cell):
|
|
return false
|
|
var skill_kind := str(skill.get("kind", "damage"))
|
|
var skip_existing_support := skill_kind == "support"
|
|
var targets := _skill_targets_for_cast(caster, skill_id, skill, target_cell, skip_existing_support)
|
|
if targets.is_empty():
|
|
return false
|
|
if not _skill_cells_from(caster, skill).has(target_cell):
|
|
return false
|
|
if skill_kind == "support" and not _skill_has_support_effects(skill):
|
|
return false
|
|
|
|
caster["mp"] = max(0, int(caster.get("mp", 0)) - int(skill.get("mp_cost", 0)))
|
|
if skill_kind == "heal":
|
|
var total_healed := 0
|
|
for area_target in targets:
|
|
total_healed += _resolve_skill_heal(caster, area_target, skill)
|
|
if total_healed > 0:
|
|
_grant_experience(caster, EXP_HEAL)
|
|
elif skill_kind == "support":
|
|
var applied_support := false
|
|
for area_target in targets:
|
|
applied_support = _resolve_skill_support(caster, area_target, skill_id, skill) or applied_support
|
|
if applied_support:
|
|
_grant_experience(caster, EXP_SUPPORT)
|
|
else:
|
|
var defeated_count := 0
|
|
for area_target in targets:
|
|
if _resolve_skill_damage(caster, area_target, skill):
|
|
defeated_count += 1
|
|
_grant_experience(caster, EXP_SKILL + defeated_count * EXP_DEFEAT_BONUS)
|
|
_emit_log("%s spends %d MP." % [caster["name"], int(skill.get("mp_cost", 0))])
|
|
return true
|
|
|
|
|
|
func _find_nearest_target(unit: Dictionary, target_team: String) -> Dictionary:
|
|
var best_target := {}
|
|
var best_score := 9999
|
|
for target in get_living_units(target_team):
|
|
var distance := _manhattan(unit["pos"], target["pos"])
|
|
var score := distance - int(target.get("ai_target_priority", 0))
|
|
if score < best_score:
|
|
best_score = score
|
|
best_target = target
|
|
return best_target
|
|
|
|
|
|
func _ai_target_priority_score(target: Dictionary) -> int:
|
|
return max(0, int(target.get("ai_target_priority", 0))) * 8
|
|
|
|
|
|
func _opposing_team(team: String) -> String:
|
|
if team == TEAM_PLAYER:
|
|
return TEAM_ENEMY
|
|
if team == TEAM_ENEMY:
|
|
return TEAM_PLAYER
|
|
return ""
|
|
|
|
|
|
func _resolve_combat(attacker: Dictionary, target: Dictionary) -> void:
|
|
var attack_result := _resolve_attack(attacker, target, false)
|
|
var attack_exp := EXP_ATTACK if bool(attack_result.get("hit", false)) else EXP_MISS
|
|
if bool(attack_result.get("defeated", false)) or battle_status != STATUS_ACTIVE:
|
|
_grant_experience(attacker, attack_exp + (EXP_DEFEAT_BONUS if bool(attack_result.get("defeated", false)) else 0))
|
|
return
|
|
|
|
var counter_exp := 0
|
|
if bool(target.get("controllable", true)) and _is_in_attack_range(target, attacker["pos"]):
|
|
var counter_result := _resolve_attack(target, attacker, true)
|
|
counter_exp = (EXP_COUNTER if bool(counter_result.get("hit", false)) else EXP_MISS) + (EXP_DEFEAT_BONUS if bool(counter_result.get("defeated", false)) else 0)
|
|
|
|
_grant_experience(attacker, attack_exp)
|
|
_grant_experience(target, counter_exp)
|
|
|
|
|
|
func _resolve_attack(attacker: Dictionary, target: Dictionary, is_counter := false) -> Dictionary:
|
|
var hit_chance := calculate_hit_chance(attacker, target)
|
|
var verb := "counterattacks" if is_counter else "attacks"
|
|
if rng.randi_range(1, 100) > hit_chance:
|
|
_emit_log("%s %s %s but misses. Hit %d%%." % [attacker["name"], verb, target["name"], hit_chance])
|
|
_emit_combat_feedback(target, "MISS", "miss")
|
|
return {"hit": false, "defeated": false}
|
|
var damage := calculate_damage(attacker, target)
|
|
target["hp"] = max(0, int(target["hp"]) - damage)
|
|
var effective_bonus := _weapon_effectiveness_bonus(attacker, target)
|
|
var effective_text := ""
|
|
if effective_bonus > 0:
|
|
effective_text = " Effective +%d vs %s." % [effective_bonus, _format_move_type(_weapon_effectiveness_target_type(target))]
|
|
_emit_log("%s %s %s for %d damage. Hit %d%%.%s" % [attacker["name"], verb, target["name"], damage, hit_chance, effective_text])
|
|
_emit_combat_feedback(target, "-%d" % damage, "damage")
|
|
|
|
if int(target["hp"]) <= 0:
|
|
target["alive"] = false
|
|
_emit_log("%s is defeated." % target["name"])
|
|
_emit_combat_feedback(target, "DOWN", "defeat")
|
|
_handle_unit_defeated(target)
|
|
return {"hit": true, "defeated": true}
|
|
return {"hit": true, "defeated": false}
|
|
|
|
|
|
func _resolve_skill_damage(caster: Dictionary, target: Dictionary, skill: Dictionary) -> bool:
|
|
var damage := calculate_skill_damage(caster, target, skill)
|
|
target["hp"] = max(0, int(target["hp"]) - damage)
|
|
_emit_log("%s casts %s on %s for %d damage." % [
|
|
caster["name"],
|
|
skill.get("name", "Skill"),
|
|
target["name"],
|
|
damage
|
|
])
|
|
_emit_combat_feedback(target, "-%d" % damage, "damage")
|
|
|
|
if int(target["hp"]) <= 0:
|
|
target["alive"] = false
|
|
_emit_log("%s is defeated." % target["name"])
|
|
_emit_combat_feedback(target, "DOWN", "defeat")
|
|
_handle_unit_defeated(target)
|
|
return true
|
|
return false
|
|
|
|
|
|
func _handle_unit_defeated(unit: Dictionary) -> void:
|
|
if unit.is_empty():
|
|
return
|
|
_run_events("unit_defeated", str(unit.get("team", "")), turn_number, unit)
|
|
|
|
|
|
func _resolve_skill_heal(caster: Dictionary, target: Dictionary, skill: Dictionary) -> int:
|
|
var healed := calculate_skill_heal(caster, target, skill)
|
|
target["hp"] = min(int(target["max_hp"]), int(target["hp"]) + healed)
|
|
_emit_log("%s casts %s on %s, restoring %d HP." % [
|
|
caster["name"],
|
|
skill.get("name", "Skill"),
|
|
target["name"],
|
|
healed
|
|
])
|
|
_emit_combat_feedback(target, "+%d HP" % healed, "heal")
|
|
return healed
|
|
|
|
|
|
func _grant_experience(unit: Dictionary, amount: int) -> void:
|
|
if unit.is_empty() or not unit.get("alive", false) or amount <= 0:
|
|
return
|
|
unit["exp"] = int(unit.get("exp", 0)) + amount
|
|
_emit_log("%s gains %d EXP." % [unit["name"], amount])
|
|
while int(unit["exp"]) >= EXP_LEVEL:
|
|
unit["exp"] = int(unit["exp"]) - EXP_LEVEL
|
|
_level_up(unit)
|
|
|
|
|
|
func _level_up(unit: Dictionary) -> void:
|
|
var previous_level := int(unit.get("level", 1))
|
|
unit["level"] = int(unit.get("level", 1)) + 1
|
|
var hp_gain := _growth_gain(unit, "hp", 3)
|
|
var mp_gain := _growth_gain(unit, "mp", 1)
|
|
unit["max_hp"] = int(unit.get("max_hp", 1)) + hp_gain
|
|
unit["hp"] = min(int(unit["max_hp"]), int(unit.get("hp", 1)) + hp_gain)
|
|
unit["max_mp"] = int(unit.get("max_mp", 0)) + mp_gain
|
|
unit["mp"] = min(int(unit["max_mp"]), int(unit.get("mp", 0)) + mp_gain)
|
|
for stat in ["atk", "def", "int", "agi"]:
|
|
unit[stat] = int(unit.get(stat, 0)) + _growth_gain(unit, stat, 1)
|
|
_emit_log("%s reaches Lv.%d." % [unit["name"], unit["level"]])
|
|
_emit_combat_feedback(unit, "Lv.%d" % int(unit["level"]), "progress")
|
|
if str(unit.get("team", "")) == TEAM_PLAYER:
|
|
_record_progression_event({
|
|
"type": "level_up",
|
|
"unit_id": str(unit.get("id", "")),
|
|
"officer_id": str(unit.get("officer_id", "")),
|
|
"name": str(unit.get("name", "Unit")),
|
|
"from_level": previous_level,
|
|
"to_level": int(unit.get("level", previous_level + 1)),
|
|
"class_id": str(unit.get("class_id", "")),
|
|
"class": str(unit.get("class", ""))
|
|
})
|
|
_try_promote_unit(unit)
|
|
|
|
|
|
func _try_promote_unit(unit: Dictionary) -> void:
|
|
var class_id := str(unit.get("class_id", ""))
|
|
var class_def := data_catalog.get_class_def(class_id)
|
|
if class_def.is_empty():
|
|
return
|
|
var promotion = class_def.get("promotion", {})
|
|
if typeof(promotion) != TYPE_DICTIONARY:
|
|
return
|
|
var required_level := int(promotion.get("level", 0))
|
|
var next_class_id := str(promotion.get("to", ""))
|
|
if required_level <= 0 or next_class_id.is_empty() or int(unit.get("level", 1)) < required_level:
|
|
return
|
|
var next_class_def := data_catalog.get_class_def(next_class_id)
|
|
if next_class_def.is_empty():
|
|
return
|
|
var previous_class_id := class_id
|
|
var previous_class_name := str(class_def.get("name", class_id.capitalize()))
|
|
_apply_stat_bonus_delta(unit, class_def.get("base_bonus", {}), next_class_def.get("base_bonus", {}))
|
|
unit["class_id"] = next_class_id
|
|
_apply_class_runtime_fields(unit, next_class_id)
|
|
_emit_log("%s promotes to %s." % [unit["name"], unit["class"]])
|
|
_emit_combat_feedback(unit, "PROMOTE", "progress")
|
|
if str(unit.get("team", "")) == TEAM_PLAYER:
|
|
_record_progression_event({
|
|
"type": "promotion",
|
|
"unit_id": str(unit.get("id", "")),
|
|
"officer_id": str(unit.get("officer_id", "")),
|
|
"name": str(unit.get("name", "Unit")),
|
|
"level": int(unit.get("level", 1)),
|
|
"from_class_id": previous_class_id,
|
|
"from_class": previous_class_name,
|
|
"to_class_id": next_class_id,
|
|
"to_class": str(unit.get("class", next_class_id.capitalize()))
|
|
})
|
|
|
|
|
|
func _add_missing_skills(unit: Dictionary, source) -> void:
|
|
if typeof(source) != TYPE_ARRAY:
|
|
return
|
|
if not unit.has("skills") or typeof(unit["skills"]) != TYPE_ARRAY:
|
|
unit["skills"] = []
|
|
for skill_id in source:
|
|
var normalized := str(skill_id)
|
|
if normalized.is_empty() or unit["skills"].has(normalized):
|
|
continue
|
|
unit["skills"].append(normalized)
|
|
|
|
|
|
func _record_progression_event(event: Dictionary) -> void:
|
|
if str(event.get("name", "")).is_empty() or str(event.get("type", "")).is_empty():
|
|
return
|
|
progression_events.append(event.duplicate(true))
|
|
|
|
|
|
func _growth_gain(unit: Dictionary, stat: String, fallback: int) -> int:
|
|
var growth: Dictionary = unit.get("growth", {})
|
|
var grade := str(growth.get(stat, "C"))
|
|
var table: Dictionary = GROWTH_GRADE_GAINS.get(stat, {})
|
|
var gain := int(table.get(grade, fallback))
|
|
var bonus: Dictionary = unit.get("growth_bonus", {})
|
|
return max(0, gain + int(bonus.get(stat, 0)))
|
|
|
|
|
|
func _check_battle_status() -> void:
|
|
if _is_condition_group_met(battle_conditions.get("defeat", {})):
|
|
battle_status = STATUS_DEFEAT
|
|
current_team = TEAM_PLAYER
|
|
selected_unit_id = ""
|
|
_emit_log("Defeat condition met.")
|
|
elif _is_condition_group_met(battle_conditions.get("victory", {})):
|
|
battle_status = STATUS_VICTORY
|
|
current_team = TEAM_PLAYER
|
|
selected_unit_id = ""
|
|
_emit_log("Victory condition met.")
|
|
|
|
|
|
func _is_condition_group_met(condition_group) -> bool:
|
|
if typeof(condition_group) == TYPE_ARRAY:
|
|
for condition in condition_group:
|
|
if _is_condition_met(condition):
|
|
return true
|
|
return false
|
|
return _is_condition_met(condition_group)
|
|
|
|
|
|
func _is_condition_met(condition) -> bool:
|
|
if typeof(condition) != TYPE_DICTIONARY:
|
|
return false
|
|
if not _condition_gate_open(condition):
|
|
return false
|
|
|
|
var condition_type := str(condition.get("type", ""))
|
|
if condition_type == "all":
|
|
return _all_conditions_met(condition.get("conditions", []))
|
|
if condition_type == "any":
|
|
return _is_condition_group_met(condition.get("conditions", []))
|
|
if condition_type == "all_units_defeated":
|
|
return get_living_units(str(condition.get("team", ""))).is_empty()
|
|
if condition_type == "all_enemies_defeated":
|
|
return get_living_units(TEAM_ENEMY).is_empty()
|
|
if condition_type == "all_players_defeated":
|
|
return get_living_units(TEAM_PLAYER).is_empty()
|
|
if condition_type == "any_unit_defeated":
|
|
return _any_unit_defeated(condition.get("unit_ids", []))
|
|
if condition_type == "any_officer_defeated":
|
|
return _any_officer_defeated(condition.get("officer_ids", []), str(condition.get("team", "")))
|
|
if condition_type == "unit_reaches_tile":
|
|
return _unit_reaches_tile(condition)
|
|
if condition_type == "turn_limit":
|
|
return _is_turn_limit_exceeded(condition)
|
|
if condition_type == "turn_reached":
|
|
return _is_turn_reached(condition)
|
|
return false
|
|
|
|
|
|
func _append_condition_progress_lines(condition_group, result: Array[String], mode: String, pending_parent := false) -> void:
|
|
if typeof(condition_group) == TYPE_ARRAY:
|
|
for condition in condition_group:
|
|
_append_condition_progress_lines(condition, result, mode, pending_parent)
|
|
return
|
|
if typeof(condition_group) != TYPE_DICTIONARY:
|
|
return
|
|
|
|
var pending := pending_parent or not _condition_gate_open(condition_group)
|
|
if not _condition_gate_open(condition_group):
|
|
_append_after_event_progress_line(result, str(condition_group.get("after_event", "")))
|
|
var condition_type := str(condition_group.get("type", ""))
|
|
if condition_type == "all" or condition_type == "any":
|
|
_append_condition_progress_lines(condition_group.get("conditions", []), result, mode, pending)
|
|
return
|
|
if condition_type == "all_units_defeated":
|
|
_append_all_units_progress_line(result, str(condition_group.get("team", "")), mode, pending)
|
|
elif condition_type == "all_enemies_defeated":
|
|
_append_all_units_progress_line(result, TEAM_ENEMY, mode, pending)
|
|
elif condition_type == "all_players_defeated":
|
|
_append_all_units_progress_line(result, TEAM_PLAYER, mode, pending)
|
|
elif condition_type == "any_unit_defeated":
|
|
_append_target_units_progress_line(result, condition_group.get("unit_ids", []), mode, pending)
|
|
elif condition_type == "any_officer_defeated":
|
|
_append_target_officers_progress_line(
|
|
result,
|
|
condition_group.get("officer_ids", []),
|
|
str(condition_group.get("team", "")),
|
|
mode,
|
|
pending
|
|
)
|
|
elif condition_type == "unit_reaches_tile":
|
|
_append_destination_progress_line(result, condition_group, pending)
|
|
elif condition_type == "turn_limit" or condition_type == "turn_reached":
|
|
_append_turn_condition_progress_line(result, condition_group, mode, pending)
|
|
|
|
|
|
func _append_all_units_progress_line(result: Array[String], team: String, mode: String, pending := false) -> void:
|
|
var total := _count_deployed_units(team)
|
|
if total <= 0:
|
|
return
|
|
var living := _count_living_deployed_units(team)
|
|
if mode == "defeat":
|
|
_append_progress_line(result, "%s remaining %d/%d" % [_condition_team_label(team), living, total], pending)
|
|
return
|
|
_append_progress_line(result, "%s defeated %d/%d" % [_condition_team_label(team), total - living, total], pending)
|
|
|
|
|
|
func _append_target_units_progress_line(result: Array[String], unit_ids, mode: String, pending := false) -> void:
|
|
var counts := _count_condition_units(unit_ids)
|
|
var total := int(counts.get("total", 0))
|
|
if total <= 0:
|
|
return
|
|
var defeated := int(counts.get("defeated", 0))
|
|
if mode == "defeat" and total == 1:
|
|
var unit_name := _condition_unit_display_name(unit_ids[0])
|
|
var status := "defeated" if defeated > 0 else "safe"
|
|
_append_progress_line(result, "%s %s" % [unit_name, status], pending)
|
|
return
|
|
var label := "Protected losses" if mode == "defeat" else "Target units defeated"
|
|
var suffix := " (defeat at 1)" if mode == "defeat" else ""
|
|
_append_progress_line(result, "%s %d/%d%s" % [label, defeated, total, suffix], pending)
|
|
|
|
|
|
func _append_target_officers_progress_line(
|
|
result: Array[String],
|
|
officer_ids,
|
|
team: String,
|
|
mode: String,
|
|
pending := false
|
|
) -> void:
|
|
var counts := _count_condition_officers(officer_ids, team)
|
|
var total := int(counts.get("total", 0))
|
|
if total <= 0:
|
|
return
|
|
var defeated := int(counts.get("defeated", 0))
|
|
if mode == "defeat" and total == 1:
|
|
var officer_name := _condition_officer_display_name(str(officer_ids[0]), team)
|
|
var status := "defeated" if defeated > 0 else "safe"
|
|
_append_progress_line(result, "%s %s" % [officer_name, status], pending)
|
|
return
|
|
var label := "Officer losses" if mode == "defeat" else "Target officers defeated"
|
|
var suffix := " (defeat at 1)" if mode == "defeat" else ""
|
|
_append_progress_line(result, "%s %d/%d%s" % [label, defeated, total, suffix], pending)
|
|
|
|
|
|
func _append_destination_progress_line(result: Array[String], condition: Dictionary, pending := false) -> void:
|
|
var targets := _condition_cells(condition)
|
|
if targets.is_empty():
|
|
return
|
|
var status := "reached" if _unit_reaches_tile(condition) else "not reached"
|
|
_append_progress_line(result, "Destination %s: %s" % [_format_cells(targets), status], pending)
|
|
|
|
|
|
func _append_turn_limit_progress_line(result: Array[String]) -> void:
|
|
var limit := get_turn_limit()
|
|
if limit <= 0:
|
|
return
|
|
var turns_left: int = maxi(0, limit - turn_number + 1)
|
|
_append_progress_line(result, "Turns left %d" % turns_left)
|
|
|
|
|
|
func _append_after_event_progress_line(result: Array[String], event_id: String) -> void:
|
|
if event_id.is_empty() or fired_event_ids.has(event_id):
|
|
return
|
|
var event := _event_by_id(event_id)
|
|
if event.is_empty():
|
|
return
|
|
var when: Dictionary = event.get("when", {})
|
|
var trigger_type := str(when.get("type", ""))
|
|
if trigger_type == "unit_reaches_tile":
|
|
_append_event_destination_progress_line(result, when)
|
|
elif trigger_type == "turn_start":
|
|
var target_turn := int(when.get("turn", 0))
|
|
if target_turn > 0:
|
|
_append_progress_line(result, "Objective unlocks on Turn %d" % target_turn)
|
|
|
|
|
|
func _append_event_destination_progress_line(result: Array[String], when: Dictionary) -> void:
|
|
var targets := _condition_cells(when)
|
|
if targets.is_empty():
|
|
return
|
|
var status := "reached" if _unit_reaches_tile(when) else "not reached"
|
|
_append_progress_line(result, "Reach %s: %s" % [_format_cells(targets), status])
|
|
|
|
|
|
func _append_turn_condition_progress_line(result: Array[String], condition: Dictionary, mode: String, pending := false) -> void:
|
|
var condition_type := str(condition.get("type", ""))
|
|
if condition_type == "turn_limit":
|
|
var limit := int(condition.get("turn", condition.get("limit", 0)))
|
|
if limit <= 0:
|
|
return
|
|
_append_progress_line(result, "Turns left %d" % maxi(0, limit - turn_number + 1), pending)
|
|
elif condition_type == "turn_reached":
|
|
var target_turn := int(condition.get("turn", 0))
|
|
if target_turn <= 0:
|
|
return
|
|
if mode == "defeat":
|
|
var target_team := str(condition.get("team", ""))
|
|
var limit_turn := target_turn - 1 if target_team == TEAM_PLAYER else target_turn
|
|
_append_progress_line(result, "Turns left %d" % maxi(0, limit_turn - turn_number + 1), pending)
|
|
return
|
|
_append_progress_line(result, "Turn %d/%d" % [min(turn_number, target_turn), target_turn], pending)
|
|
|
|
|
|
func _append_progress_line(result: Array[String], text: String, pending := false) -> void:
|
|
if text.is_empty():
|
|
return
|
|
if pending:
|
|
text += " (pending)"
|
|
if not result.has(text):
|
|
result.append(text)
|
|
|
|
|
|
func _count_deployed_units(team := "") -> int:
|
|
var count := 0
|
|
for unit in units:
|
|
if not unit.get("deployed", true):
|
|
continue
|
|
if not team.is_empty() and unit.get("team", "") != team:
|
|
continue
|
|
count += 1
|
|
return count
|
|
|
|
|
|
func _count_living_deployed_units(team := "") -> int:
|
|
var count := 0
|
|
for unit in units:
|
|
if not unit.get("deployed", true):
|
|
continue
|
|
if not unit.get("alive", false):
|
|
continue
|
|
if not team.is_empty() and unit.get("team", "") != team:
|
|
continue
|
|
count += 1
|
|
return count
|
|
|
|
|
|
func _count_condition_units(unit_ids) -> Dictionary:
|
|
var result := {"total": 0, "defeated": 0}
|
|
if typeof(unit_ids) != TYPE_ARRAY:
|
|
return result
|
|
var seen := {}
|
|
for unit_id in unit_ids:
|
|
var normalized_id := str(unit_id)
|
|
if normalized_id.is_empty() or seen.has(normalized_id):
|
|
continue
|
|
seen[normalized_id] = true
|
|
var unit := get_unit(normalized_id)
|
|
if unit.is_empty() or not unit.get("deployed", true):
|
|
continue
|
|
result["total"] = int(result["total"]) + 1
|
|
if not unit.get("alive", false):
|
|
result["defeated"] = int(result["defeated"]) + 1
|
|
return result
|
|
|
|
|
|
func _count_condition_officers(officer_ids, team := "") -> Dictionary:
|
|
var result := {"total": 0, "defeated": 0}
|
|
if typeof(officer_ids) != TYPE_ARRAY:
|
|
return result
|
|
var seen := {}
|
|
for officer_id in officer_ids:
|
|
var normalized_id := str(officer_id)
|
|
if normalized_id.is_empty() or seen.has(normalized_id):
|
|
continue
|
|
seen[normalized_id] = true
|
|
if not _condition_officer_exists(normalized_id, team):
|
|
continue
|
|
result["total"] = int(result["total"]) + 1
|
|
if _is_officer_defeated(normalized_id, team):
|
|
result["defeated"] = int(result["defeated"]) + 1
|
|
return result
|
|
|
|
|
|
func _condition_officer_exists(officer_id: String, team := "") -> bool:
|
|
if officer_id.is_empty():
|
|
return false
|
|
for unit in units:
|
|
if not team.is_empty() and unit.get("team", "") != team:
|
|
continue
|
|
if not unit.get("deployed", true):
|
|
continue
|
|
if str(unit.get("officer_id", "")) == officer_id:
|
|
return true
|
|
return false
|
|
|
|
|
|
func _condition_unit_display_name(unit_id: String) -> String:
|
|
var unit := get_unit(unit_id)
|
|
if unit.is_empty():
|
|
return unit_id
|
|
return str(unit.get("name", unit_id))
|
|
|
|
|
|
func _condition_officer_display_name(officer_id: String, team := "") -> String:
|
|
for unit in units:
|
|
if not team.is_empty() and unit.get("team", "") != team:
|
|
continue
|
|
if not unit.get("deployed", true):
|
|
continue
|
|
if str(unit.get("officer_id", "")) == officer_id:
|
|
return str(unit.get("name", officer_id))
|
|
var officer: Dictionary = data_catalog.officers.get(officer_id, {})
|
|
return str(officer.get("name", officer_id))
|
|
|
|
|
|
func _condition_team_label(team: String) -> String:
|
|
if team == TEAM_ENEMY:
|
|
return "Enemies"
|
|
if team == TEAM_PLAYER:
|
|
return "Allies"
|
|
return "Units"
|
|
|
|
|
|
func _event_by_id(event_id: String) -> Dictionary:
|
|
if event_id.is_empty():
|
|
return {}
|
|
for event in battle_events:
|
|
if str(event.get("id", "")) == event_id:
|
|
return event
|
|
return {}
|
|
|
|
|
|
func _is_turn_limit_exceeded(condition: Dictionary) -> bool:
|
|
var limit := int(condition.get("turn", condition.get("limit", 0)))
|
|
if limit <= 0:
|
|
return false
|
|
return turn_number > limit and current_team == TEAM_PLAYER
|
|
|
|
|
|
func _is_turn_reached(condition: Dictionary) -> bool:
|
|
var target_turn := int(condition.get("turn", 0))
|
|
if target_turn <= 0:
|
|
return false
|
|
var target_team := str(condition.get("team", ""))
|
|
if not target_team.is_empty() and current_team != target_team:
|
|
return false
|
|
return turn_number >= target_turn
|
|
|
|
|
|
func _unit_reaches_tile(condition: Dictionary) -> bool:
|
|
var targets := _condition_cells(condition)
|
|
if targets.is_empty():
|
|
return false
|
|
var team := str(condition.get("team", ""))
|
|
var unit_ids = condition.get("unit_ids", [])
|
|
var officer_ids = condition.get("officer_ids", [])
|
|
for unit in units:
|
|
if not unit.get("deployed", true):
|
|
continue
|
|
if not unit.get("alive", false):
|
|
continue
|
|
if not team.is_empty() and unit.get("team", "") != team:
|
|
continue
|
|
if not _unit_matches_condition_ids(unit, unit_ids, officer_ids):
|
|
continue
|
|
if targets.has(unit.get("pos", Vector2i(-9999, -9999))):
|
|
return true
|
|
return false
|
|
|
|
|
|
func _unit_matches_condition_ids(unit: Dictionary, unit_ids, officer_ids) -> bool:
|
|
var has_unit_filter: bool = typeof(unit_ids) == TYPE_ARRAY and not unit_ids.is_empty()
|
|
var has_officer_filter: bool = typeof(officer_ids) == TYPE_ARRAY and not officer_ids.is_empty()
|
|
if not has_unit_filter and not has_officer_filter:
|
|
return true
|
|
|
|
var unit_id := str(unit.get("id", ""))
|
|
if has_unit_filter:
|
|
for allowed_unit_id in unit_ids:
|
|
if unit_id == str(allowed_unit_id):
|
|
return true
|
|
|
|
var officer_id := str(unit.get("officer_id", ""))
|
|
if has_officer_filter:
|
|
for allowed_officer_id in officer_ids:
|
|
if officer_id == str(allowed_officer_id):
|
|
return true
|
|
return false
|
|
|
|
|
|
func _condition_cell(pos_value) -> Vector2i:
|
|
if typeof(pos_value) != TYPE_ARRAY or pos_value.size() < 2:
|
|
return Vector2i(-9999, -9999)
|
|
return Vector2i(int(pos_value[0]), int(pos_value[1]))
|
|
|
|
|
|
func _condition_cells(source: Dictionary) -> Array[Vector2i]:
|
|
var result: Array[Vector2i] = []
|
|
if source.has("cells") and typeof(source["cells"]) == TYPE_ARRAY:
|
|
for pos_value in source["cells"]:
|
|
var cell := _condition_cell(pos_value)
|
|
if is_inside(cell) and not result.has(cell):
|
|
result.append(cell)
|
|
elif source.has("pos"):
|
|
var cell := _condition_cell(source.get("pos", []))
|
|
if is_inside(cell):
|
|
result.append(cell)
|
|
return result
|
|
|
|
|
|
func _condition_gate_open(condition: Dictionary) -> bool:
|
|
var after_event := str(condition.get("after_event", ""))
|
|
if after_event.is_empty():
|
|
return true
|
|
return fired_event_ids.has(after_event)
|
|
|
|
|
|
func _all_conditions_met(conditions) -> bool:
|
|
if typeof(conditions) != TYPE_ARRAY or conditions.is_empty():
|
|
return false
|
|
for condition in conditions:
|
|
if not _is_condition_met(condition):
|
|
return false
|
|
return true
|
|
|
|
|
|
func _collect_objective_cells(condition_group, result: Array[Vector2i]) -> void:
|
|
if typeof(condition_group) == TYPE_ARRAY:
|
|
for condition in condition_group:
|
|
_collect_objective_cells(condition, result)
|
|
return
|
|
if typeof(condition_group) != TYPE_DICTIONARY:
|
|
return
|
|
if not _condition_gate_open(condition_group):
|
|
return
|
|
|
|
var condition_type := str(condition_group.get("type", ""))
|
|
if condition_type == "all" or condition_type == "any":
|
|
_collect_objective_cells(condition_group.get("conditions", []), result)
|
|
return
|
|
if condition_type != "unit_reaches_tile":
|
|
return
|
|
|
|
for cell in _condition_cells(condition_group):
|
|
if not result.has(cell):
|
|
result.append(cell)
|
|
|
|
|
|
func _find_turn_limit(condition_group) -> int:
|
|
if typeof(condition_group) == TYPE_ARRAY:
|
|
var best_limit := 0
|
|
for condition in condition_group:
|
|
var limit := _find_turn_limit(condition)
|
|
if limit > 0 and (best_limit == 0 or limit < best_limit):
|
|
best_limit = limit
|
|
return best_limit
|
|
if typeof(condition_group) != TYPE_DICTIONARY:
|
|
return 0
|
|
var condition_type := str(condition_group.get("type", ""))
|
|
if condition_type == "turn_limit":
|
|
return int(condition_group.get("turn", condition_group.get("limit", 0)))
|
|
if condition_type == "turn_reached":
|
|
var target_team := str(condition_group.get("team", ""))
|
|
if target_team == TEAM_PLAYER:
|
|
return max(0, int(condition_group.get("turn", 0)) - 1)
|
|
return int(condition_group.get("turn", 0))
|
|
if condition_type == "all" or condition_type == "any":
|
|
return _find_turn_limit(condition_group.get("conditions", []))
|
|
return 0
|
|
|
|
|
|
func _any_unit_defeated(unit_ids) -> bool:
|
|
if typeof(unit_ids) != TYPE_ARRAY:
|
|
return false
|
|
for unit_id in unit_ids:
|
|
var unit := get_unit(str(unit_id))
|
|
if not unit.is_empty() and unit.get("deployed", true) and not unit.get("alive", false):
|
|
return true
|
|
return false
|
|
|
|
|
|
func _any_officer_defeated(officer_ids, team := "") -> bool:
|
|
if typeof(officer_ids) != TYPE_ARRAY:
|
|
return false
|
|
for officer_id in officer_ids:
|
|
if _is_officer_defeated(str(officer_id), team):
|
|
return true
|
|
return false
|
|
|
|
|
|
func _is_officer_defeated(officer_id: String, team := "") -> bool:
|
|
if officer_id.is_empty():
|
|
return false
|
|
for unit in units:
|
|
if not team.is_empty() and unit.get("team", "") != team:
|
|
continue
|
|
if not unit.get("deployed", true):
|
|
continue
|
|
if str(unit.get("officer_id", "")) == officer_id:
|
|
return not unit.get("alive", false)
|
|
return false
|
|
|
|
|
|
func _run_events(trigger_type: String, team := "", turn := -1, trigger_unit: Dictionary = {}) -> void:
|
|
for event_index in range(battle_events.size()):
|
|
if battle_status != STATUS_ACTIVE:
|
|
break
|
|
var event := battle_events[event_index]
|
|
var event_id := str(event.get("id", ""))
|
|
if event_id.is_empty():
|
|
event_id = "%s_%d" % [trigger_type, event_index]
|
|
if bool(event.get("once", false)) and fired_event_ids.has(event_id):
|
|
continue
|
|
var when: Dictionary = event.get("when", {})
|
|
if str(when.get("type", "")) != trigger_type:
|
|
continue
|
|
if when.has("team") and str(when["team"]) != team:
|
|
continue
|
|
if when.has("turn") and int(when["turn"]) != turn:
|
|
continue
|
|
if trigger_type == "unit_reaches_tile" and not _unit_reaches_event_tile(trigger_unit, when):
|
|
continue
|
|
if trigger_type == "unit_defeated" and not _unit_defeated_event_matches(trigger_unit, when):
|
|
continue
|
|
if not _event_gate_open(when):
|
|
continue
|
|
if not _campaign_flags_match(when.get("campaign_flags", {})):
|
|
continue
|
|
_execute_event_actions(event.get("actions", []), trigger_unit)
|
|
if bool(event.get("once", false)) and not event_id.is_empty():
|
|
fired_event_ids[event_id] = true
|
|
_check_battle_status()
|
|
|
|
|
|
func _unit_reaches_event_tile(unit: Dictionary, when: Dictionary) -> bool:
|
|
if unit.is_empty() or not unit.get("deployed", true) or not unit.get("alive", false):
|
|
return false
|
|
var targets := _condition_cells(when)
|
|
if targets.is_empty():
|
|
return false
|
|
if not targets.has(unit.get("pos", Vector2i(-9999, -9999))):
|
|
return false
|
|
return _unit_matches_condition_ids(unit, when.get("unit_ids", []), when.get("officer_ids", []))
|
|
|
|
|
|
func _unit_defeated_event_matches(unit: Dictionary, when: Dictionary) -> bool:
|
|
if unit.is_empty() or not unit.get("deployed", true) or unit.get("alive", true):
|
|
return false
|
|
return _unit_matches_condition_ids(unit, when.get("unit_ids", []), when.get("officer_ids", []))
|
|
|
|
|
|
func _event_gate_open(when: Dictionary) -> bool:
|
|
var after_event := str(when.get("after_event", ""))
|
|
if after_event.is_empty():
|
|
return true
|
|
return fired_event_ids.has(after_event)
|
|
|
|
|
|
func _campaign_flags_match(required_flags) -> bool:
|
|
if typeof(required_flags) != TYPE_DICTIONARY:
|
|
return true
|
|
for flag_name in required_flags.keys():
|
|
var key := str(flag_name)
|
|
if key.is_empty():
|
|
return false
|
|
if not campaign_flags.has(key):
|
|
return false
|
|
if campaign_flags[key] != required_flags[flag_name]:
|
|
return false
|
|
return true
|
|
|
|
|
|
func _execute_event_actions(actions: Array, trigger_unit: Dictionary = {}) -> void:
|
|
for action in actions:
|
|
if typeof(action) != TYPE_DICTIONARY:
|
|
continue
|
|
_execute_event_action(action, trigger_unit)
|
|
|
|
|
|
func _execute_event_action(action: Dictionary, trigger_unit: Dictionary = {}) -> void:
|
|
var action_type := str(action.get("type", ""))
|
|
if action_type == "log":
|
|
_emit_log(str(action.get("text", "")))
|
|
elif action_type == "dialogue":
|
|
var lines := _dialogue_lines_from_action(action)
|
|
if not lines.is_empty():
|
|
dialogue_requested.emit(lines)
|
|
elif action_type == "set_objective":
|
|
_apply_objective_event(action)
|
|
elif action_type == "grant_item":
|
|
_grant_event_item(action, trigger_unit)
|
|
elif action_type == "grant_items":
|
|
_grant_event_items(action.get("items", []), trigger_unit)
|
|
elif action_type == "spawn_deployment":
|
|
_spawn_event_deployment(action.get("deployment", {}))
|
|
elif action_type == "spawn_deployments":
|
|
var deployments = action.get("deployments", [])
|
|
if typeof(deployments) != TYPE_ARRAY:
|
|
push_error("Skipping malformed deployment list in %s." % battle_id)
|
|
return
|
|
for deployment in deployments:
|
|
_spawn_event_deployment(deployment)
|
|
elif action_type == "withdraw_unit":
|
|
_withdraw_event_unit(str(action.get("unit_id", action.get("id", ""))))
|
|
elif action_type == "withdraw_units":
|
|
var unit_ids = action.get("unit_ids", [])
|
|
if typeof(unit_ids) != TYPE_ARRAY:
|
|
push_error("Skipping malformed withdrawal list in %s." % battle_id)
|
|
return
|
|
for unit_id in unit_ids:
|
|
_withdraw_event_unit(str(unit_id))
|
|
|
|
|
|
func _grant_event_items(item_entries, trigger_unit: Dictionary = {}) -> void:
|
|
if typeof(item_entries) != TYPE_ARRAY:
|
|
push_error("Skipping malformed event item grants in %s." % battle_id)
|
|
return
|
|
for entry in item_entries:
|
|
if typeof(entry) == TYPE_STRING:
|
|
_grant_event_item({"item_id": str(entry)}, trigger_unit)
|
|
elif typeof(entry) == TYPE_DICTIONARY:
|
|
_grant_event_item(entry, trigger_unit)
|
|
else:
|
|
push_error("Skipping malformed event item grant in %s." % battle_id)
|
|
|
|
|
|
func _grant_event_item(action: Dictionary, trigger_unit: Dictionary = {}) -> bool:
|
|
var item_id := str(action.get("item_id", action.get("id", ""))).strip_edges()
|
|
if item_id.is_empty():
|
|
push_error("Skipping event item grant with no item_id in %s." % battle_id)
|
|
return false
|
|
var item := get_item_def(item_id)
|
|
if item.is_empty():
|
|
push_error("Skipping unknown event item grant %s in %s." % [item_id, battle_id])
|
|
return false
|
|
var count: int = maxi(1, int(action.get("count", 1)))
|
|
battle_inventory[item_id] = int(battle_inventory.get(item_id, 0)) + count
|
|
var item_name: String = str(item.get("name", item_id))
|
|
var count_text: String = "" if count == 1 else " x%d" % count
|
|
_emit_log("Received %s%s." % [item_name, count_text])
|
|
if not trigger_unit.is_empty() and bool(trigger_unit.get("alive", false)):
|
|
_emit_combat_feedback(trigger_unit, "+%s" % item_name, "item")
|
|
return true
|
|
|
|
|
|
func _apply_objective_event(action: Dictionary) -> void:
|
|
var updated := false
|
|
var updated_victory := ""
|
|
var updated_defeat := ""
|
|
if action.has("victory"):
|
|
objectives["victory"] = str(action["victory"])
|
|
updated_victory = str(objectives.get("victory", ""))
|
|
updated = true
|
|
if action.has("defeat"):
|
|
objectives["defeat"] = str(action["defeat"])
|
|
updated_defeat = str(objectives.get("defeat", ""))
|
|
updated = true
|
|
if not updated:
|
|
return
|
|
if action.has("victory") and not updated_victory.is_empty():
|
|
_emit_log("Objective updated: %s" % updated_victory)
|
|
if action.has("defeat") and not updated_defeat.is_empty():
|
|
_emit_log("Defeat condition updated: %s" % updated_defeat)
|
|
objective_updated.emit(updated_victory, updated_defeat)
|
|
_notify_changed()
|
|
|
|
|
|
func _dialogue_lines_from_action(action: Dictionary) -> Array:
|
|
var result := []
|
|
if action.has("lines") and typeof(action["lines"]) == TYPE_ARRAY:
|
|
for line in action["lines"]:
|
|
var normalized := _normalize_dialogue_line(line)
|
|
if not normalized.is_empty():
|
|
result.append(normalized)
|
|
else:
|
|
var normalized := _normalize_dialogue_line(action)
|
|
if not normalized.is_empty():
|
|
result.append(normalized)
|
|
return result
|
|
|
|
|
|
func _normalize_dialogue_line(line) -> Dictionary:
|
|
if typeof(line) == TYPE_STRING:
|
|
var text := str(line)
|
|
if text.is_empty():
|
|
return {}
|
|
return {"speaker": "", "text": text, "portrait": "", "side": "left"}
|
|
if typeof(line) == TYPE_DICTIONARY:
|
|
var text := str(line.get("text", ""))
|
|
if text.is_empty():
|
|
return {}
|
|
var speaker := str(line.get("speaker", ""))
|
|
var portrait := str(line.get("portrait", ""))
|
|
if portrait.is_empty():
|
|
portrait = data_catalog.get_portrait_for_speaker(speaker)
|
|
return {
|
|
"speaker": speaker,
|
|
"text": text,
|
|
"portrait": portrait,
|
|
"side": _normalize_dialogue_side(line.get("side", "left"))
|
|
}
|
|
return {}
|
|
|
|
|
|
func _normalize_dialogue_side(value) -> String:
|
|
var side := str(value).strip_edges().to_lower()
|
|
if side == "right":
|
|
return "right"
|
|
return "left"
|
|
|
|
|
|
func _spawn_event_deployment(deployment) -> bool:
|
|
if typeof(deployment) != TYPE_DICTIONARY:
|
|
push_error("Skipping malformed event deployment in %s." % battle_id)
|
|
return false
|
|
|
|
var hydrated_unit := data_catalog.hydrate_deployment(deployment)
|
|
_apply_roster_overlay(hydrated_unit, roster_overrides_snapshot)
|
|
if not _is_deployment_available(hydrated_unit):
|
|
_emit_log("Reinforcement %s is not available." % hydrated_unit.get("name", hydrated_unit.get("id", "unit")))
|
|
return false
|
|
var unit := _prepare_unit(hydrated_unit)
|
|
if unit.is_empty():
|
|
return false
|
|
if not is_inside(unit["pos"]):
|
|
_emit_log("Reinforcement %s could not deploy outside the battlefield." % unit["name"])
|
|
return false
|
|
if get_move_cost(unit["pos"], str(unit.get("move_type", "foot"))) >= 99:
|
|
_emit_log("Reinforcement %s could not deploy on impassable terrain." % unit["name"])
|
|
return false
|
|
if not get_unit(unit["id"]).is_empty():
|
|
_emit_log("Reinforcement %s already exists." % unit["name"])
|
|
return false
|
|
if not get_unit_at(unit["pos"]).is_empty():
|
|
_emit_log("Reinforcement %s could not deploy at %s." % [unit["name"], _format_cell(unit["pos"])])
|
|
return false
|
|
|
|
unit["acted"] = current_team == unit.get("team", "")
|
|
unit["moved"] = current_team == unit.get("team", "")
|
|
units.append(unit)
|
|
_emit_log("%s arrives at %s." % [unit["name"], _format_cell(unit["pos"])])
|
|
return true
|
|
|
|
|
|
func _withdraw_event_unit(unit_id: String) -> bool:
|
|
var normalized_id := unit_id.strip_edges()
|
|
if normalized_id.is_empty():
|
|
push_error("Skipping event withdrawal with no unit_id in %s." % battle_id)
|
|
return false
|
|
var unit := get_unit(normalized_id)
|
|
if unit.is_empty() or not unit.get("deployed", true) or not unit.get("alive", false):
|
|
return false
|
|
if selected_unit_id == normalized_id:
|
|
selected_unit_id = ""
|
|
_emit_combat_feedback(unit, "WITHDRAW", "fade")
|
|
unit["deployed"] = false
|
|
unit["acted"] = true
|
|
unit["moved"] = true
|
|
_emit_log("%s withdraws from the battlefield." % unit.get("name", normalized_id))
|
|
_notify_changed()
|
|
return true
|
|
|
|
|
|
func _reset_team_actions(team: String) -> void:
|
|
_apply_phase_status_effects_for_team(team)
|
|
_check_battle_status()
|
|
if battle_status != STATUS_ACTIVE:
|
|
return
|
|
_expire_status_effects_for_team(team)
|
|
for unit in units:
|
|
if unit.get("team", "") == team and unit.get("alive", false):
|
|
unit["acted"] = false
|
|
unit["moved"] = false
|
|
|
|
|
|
func _apply_phase_status_effects_for_team(team: String) -> void:
|
|
for unit in units:
|
|
if unit.get("team", "") != team or not unit.get("alive", false):
|
|
continue
|
|
for effect in _active_status_effects(unit):
|
|
if str(effect.get("type", "")) != "damage_over_time":
|
|
continue
|
|
var damage: int = max(0, int(effect.get("amount", 0)))
|
|
if damage <= 0:
|
|
continue
|
|
unit["hp"] = max(0, int(unit.get("hp", 0)) - damage)
|
|
var status := str(effect.get("status", "poison"))
|
|
_emit_log("%s suffers %d %s damage." % [unit["name"], damage, status.replace("_", " ")])
|
|
_emit_combat_feedback(unit, "-%d" % damage, status)
|
|
if int(unit.get("hp", 0)) <= 0:
|
|
unit["alive"] = false
|
|
_emit_log("%s is defeated by %s." % [unit["name"], status.replace("_", " ")])
|
|
_emit_combat_feedback(unit, "DOWN", "defeat")
|
|
_handle_unit_defeated(unit)
|
|
break
|
|
|
|
|
|
func _expire_status_effects_for_team(team: String) -> void:
|
|
for unit in units:
|
|
if unit.get("team", "") != team:
|
|
continue
|
|
if typeof(unit.get("status_effects", [])) != TYPE_ARRAY:
|
|
continue
|
|
var kept_effects := []
|
|
var expired_names := []
|
|
for effect in _active_status_effects(unit):
|
|
var next_remaining := int(effect.get("remaining_phases", 1)) - 1
|
|
if next_remaining > 0:
|
|
var kept_effect: Dictionary = effect.duplicate(true)
|
|
kept_effect["remaining_phases"] = next_remaining
|
|
kept_effects.append(kept_effect)
|
|
else:
|
|
var effect_name := str(effect.get("name", "Support"))
|
|
if not expired_names.has(effect_name):
|
|
expired_names.append(effect_name)
|
|
unit["status_effects"] = kept_effects
|
|
for expired_effect_name in expired_names:
|
|
_emit_log("%s's %s fades." % [unit["name"], expired_effect_name])
|
|
_emit_combat_feedback(unit, "FADES", "fade")
|
|
|
|
|
|
func _manhattan(a: Vector2i, b: Vector2i) -> int:
|
|
return absi(a.x - b.x) + absi(a.y - b.y)
|
|
|
|
|
|
func _format_cell(cell: Vector2i) -> String:
|
|
return "(%d, %d)" % [cell.x + 1, cell.y + 1]
|
|
|
|
|
|
func _format_cells(cells: Array[Vector2i]) -> String:
|
|
if cells.is_empty():
|
|
return ""
|
|
if cells.size() == 1:
|
|
return _format_cell(cells[0])
|
|
var labels := []
|
|
for cell in cells:
|
|
labels.append(_format_cell(cell))
|
|
return _join_strings(labels, ", ")
|
|
|
|
|
|
func _join_strings(values: Array, delimiter: String) -> String:
|
|
var text := ""
|
|
for value in values:
|
|
if not text.is_empty():
|
|
text += delimiter
|
|
text += str(value)
|
|
return text
|
|
|
|
|
|
func _emit_log(message: String) -> void:
|
|
log_added.emit(message)
|
|
|
|
|
|
func _emit_combat_feedback(unit: Dictionary, text: String, kind: String) -> void:
|
|
if unit.is_empty() or text.is_empty():
|
|
return
|
|
var unit_id := str(unit.get("id", ""))
|
|
if unit_id.is_empty():
|
|
return
|
|
combat_feedback_requested.emit(unit_id, text, kind)
|
|
|
|
|
|
func _notify_changed() -> void:
|
|
changed.emit()
|