Add self buff with move

This commit is contained in:
bgiraudr 2022-02-18 15:44:41 +01:00
parent df3e9ab714
commit a875d3d359
16 changed files with 143 additions and 48 deletions

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@ -48,6 +48,7 @@ set(SOURCES
set(ASSETS_cg
assets-cg/tileset.png
assets-cg/categories.png
assets-cg/dialogue.png
assets-cg/capacite.png
assets-cg/battle_ui.png

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@ -1,6 +1,7 @@
{
"name":"Charge",
"id":2,
"categorie":"PHYSICAL",
"pp":25,
"atk":15,
"precision":100

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@ -1,6 +1,7 @@
{
"name":"Cheat",
"id":3,
"categorie":"PHYSICAL",
"pp":25,
"atk":45,
"precision":100

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@ -1,7 +0,0 @@
{
"name":"Deuxième",
"id":1,
"pp":100,
"atk":11,
"precision":50
}

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@ -0,0 +1,9 @@
{
"name":"Soin",
"id":1,
"categorie":"STATUT",
"pp":100,
"boost_atk":15,
"boost_hp":15,
"boost_def":15
}

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@ -1,7 +1,8 @@
{
"name":"Test capacité",
"id":0,
"categorie":"PHYSICAL",
"pp":5,
"atk":20,
"precision":50
"precision":80
}

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assets-cg/categories.png Normal file

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@ -207,10 +207,20 @@ def convert_capa(input, output, params, target):
try:
move += fxconv.string(data["name"])
move += fxconv.u32(data["id"])
move += fxconv.u32(1 if data["categorie"]=="PHYSICAL" else 0)
move += fxconv.u32(data["pp"])
move += fxconv.u32(data["pp"])
move += fxconv.u32(data["atk"])
move += fxconv.u32(data["precision"])
categorie = data["categorie"]
if categorie=="PHYSICAL":
move += fxconv.u32(data["atk"])
move += fxconv.u32(data["precision"])
move += fxconv.u32(0) + fxconv.u32(0) + fxconv.u32(0)
elif categorie=="STATUT":
move += fxconv.u32(0) + fxconv.u32(100)
move += fxconv.u32(data["boost_atk"])
move += fxconv.u32(data["boost_def"])
move += fxconv.u32(data["boost_hp"])
except KeyError:
raise Exception(f"convert_capa() : La capacité {data['name']} est mal configurée")

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@ -25,6 +25,11 @@ capacite.png:
name: img_capacite
profile: p4
categories.png:
type: bopti-image
name: img_categories
profile: p4
battle_ui.png:
type: bopti-image
name: img_battle

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@ -13,6 +13,6 @@ int battle(struct Player *player, struct Monster *monster);
int select_move(struct Player *player, struct Monster *monster, int prec_selected);
void draw_battle(struct Player *player, struct Monster *monster);
void draw_executed_move(struct Move *move, struct Monster *monster, int is_monster);
void draw_status(char *message);
void draw_status(char *name, char *message);
void finish_battle(int status, struct Game *game, struct Monster *monster);
void check_move_status(int status, struct Player *player, struct Monster *monster);
void check_move_status(int status, struct Player *player, struct Monster *monster, int is_monster);

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@ -4,10 +4,16 @@
struct Move {
char *name;
int id;
int categorie;
int init_pp;
int pp;
int atk;
int precision;
//self effect (%)
int boost_atk;
int boost_def;
int boost_hp;
};
struct Capacities {
@ -19,6 +25,15 @@ enum status {
MISS,
SUCCESS,
CRIT,
HEAL,
ATK,
DEF,
MULTIPLE
};
enum categorie {
STATUT,
PHYSICAL,
};
struct Move default_move();
@ -28,9 +43,8 @@ void draw_classic_move(int x, int y, struct Move *move);
int execute_move(struct Stats *player_stats, struct Stats *monster_stats, struct Move *move, int ismonster);
int calc_damage(struct Stats *attacker, struct Stats *target, struct Move *move);
struct Move *copy_move(struct Move move);
struct Move *get_move_id_pointer(int id);
float crit(struct Stats *attacker);
int is_crit();
int is_miss(struct Move *move);
int is_miss(struct Move *move);
int self_effect(struct Stats *stats, struct Move *move);

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@ -6,7 +6,7 @@
#include <gint/display.h>
struct Monster {
const char *name;
char *name;
bopti_image_t *sprite;
int nbMoves;
struct Stats *stats;

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@ -39,7 +39,7 @@ int battle(struct Player *player, struct Monster *monster) {
dupdate();
wait_for_input(KEY_SHIFT);
status = execute_move(&player->stats, monster->stats, player->moves[selection], 0);
check_move_status(status, player, monster);
check_move_status(status, player, monster, 0);
draw_battle(player, monster);
@ -55,7 +55,7 @@ int battle(struct Player *player, struct Monster *monster) {
dupdate();
wait_for_input(KEY_SHIFT);
status = execute_move(&player->stats, monster->stats, monster_move, 1);
check_move_status(status, player, monster);
check_move_status(status, player, monster, 1);
if(player->stats.pv <= 0) {
return LOSE;
@ -68,17 +68,32 @@ int battle(struct Player *player, struct Monster *monster) {
return LOSE;
}
void check_move_status(int status, struct Player *player, struct Monster *monster) {
if(status == CRIT) {
void check_move_status(int status, struct Player *player, struct Monster *monster, int is_monster) {
char *name = is_monster ? monster->name : "Player";
if(status != SUCCESS) {
draw_battle(player, monster);
draw_status("Coup critique !");
dupdate();
wait_for_input(KEY_SHIFT);
}
if(status == MISS) {
draw_battle(player, monster);
draw_status("Mais cela échoue !");
switch(status){
case CRIT:
draw_status(name, "réalise un coup critique !");
break;
case MISS:
draw_status(name, "rate son attaque !");
break;
case HEAL:
draw_status(name, "regagne des PVs !");
break;
case ATK:
draw_status(name, "améliore son attaque !");
break;
case DEF:
draw_status(name, "améliore sa défense !");
break;
case MULTIPLE:
draw_status(name, "améliore ses statistiques !");
break;
}
dupdate();
wait_for_input(KEY_SHIFT);
}
@ -107,7 +122,6 @@ void finish_battle(int status, struct Game *game, struct Monster *monster) {
wait_for_input(KEY_SHIFT);
}
game->player->stats.level = calc_level;
set_stats_level_from(&game->player->base_stats, &game->player->stats);
} else if(status == LOSE) {
draw_battle(game->player, monster);
@ -118,6 +132,8 @@ void finish_battle(int status, struct Game *game, struct Monster *monster) {
game->player->stats.pv = 0;
}
//On retire les changements de status en revenant à la base
set_stats_level_from(&game->player->base_stats, &game->player->stats);
free_monster(monster);
}
@ -143,6 +159,12 @@ int select_move(struct Player *player, struct Monster *monster, int prec_selecte
dtext(58 + (selection * 130), DHEIGHT-15 , C_RED, "[X]");
dupdate();
if(keydown(KEY_OPTN)) {
draw_stats(player->stats);
dupdate();
wait_for_input(KEY_OPTN);
}
if(keydown(KEY_SHIFT)) {
if(buffer) buffer = 0;
else if(player->moves[selection]->pp > 0) break;
@ -204,7 +226,7 @@ void draw_executed_move(struct Move *move, struct Monster *monster, int is_monst
}
}
void draw_status(char *message) {
void draw_status(char *name, char *message) {
dimage(42,DHEIGHT-75,&img_dialogue);
dprint(50,DHEIGHT-47, C_BLACK, "%s", message);
dprint(50,DHEIGHT-47, C_BLACK, "%s %s", name, message);
}

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@ -33,25 +33,40 @@ struct Move *copy_move(struct Move move) {
copyMove->name = move.name;
copyMove->init_pp = move.init_pp;
copyMove->id = move.id;
copyMove->categorie = move.categorie;
copyMove->pp = move.pp;
copyMove->atk = move.atk;
copyMove->precision = move.precision;
copyMove->boost_atk = move.boost_atk;
copyMove->boost_def = move.boost_def;
copyMove->boost_hp = move.boost_hp;
return copyMove;
}
void draw_move(int x, int y, int x2, int y2, struct Move *move) {
extern bopti_image_t img_capacite;
extern bopti_image_t img_categories;
const int font_size = 8;
dimage(x, y, &img_capacite);
dsubimage(x+96, y+7, &img_categories, 20*move->categorie, 0, 20, 10, DIMAGE_NONE);
int color = move->pp > 0 ? C_BLACK : C_RED;
dprint(x+15, y+5, color, "PP : %d", move->pp);
dprint(x+15, y2-17, C_BLACK, "ATK : %d", move->atk);
dprint(x+70, y2-17, C_BLACK, "PRE : %d", move->precision);
dprint((int)((x+x2)/2)-(int)(strlen(move->name)/2*font_size),
(int)((y+y2)/2)-font_size/2,
C_BLACK, "%s", move->name);
if(move->categorie == PHYSICAL) {
dprint(x+15, y2-17, C_BLACK, "ATK : %d", move->atk);
dprint(x+70, y2-17, C_BLACK, "PRE : %d", move->precision);
} else {
if(move->boost_atk > 0) dprint(x+10, y2-17, C_BLACK, "A+%d%%", move->boost_atk);
if(move->boost_hp > 0) dprint(x+47, y2-17, C_BLACK, "H+%d%%", move->boost_hp);
if(move->boost_def > 0) dprint(x+85, y2-17, C_BLACK, "D+%d%%", move->boost_def);
}
}
void draw_classic_move(int x, int y, struct Move *move) {
@ -60,24 +75,34 @@ void draw_classic_move(int x, int y, struct Move *move) {
int execute_move(struct Stats *player_stats, struct Stats *monster_stats, struct Move *move, int ismonster) {
srand(rtc_ticks());
if(is_miss(move)) {
move->pp--;
return MISS;
}
if(move->categorie == PHYSICAL) {
if(is_miss(move)) {
move->pp--;
return MISS;
}
if(ismonster) {
player_stats->pv-=calc_damage(monster_stats, player_stats, move);
if(ismonster) {
player_stats->pv-=calc_damage(monster_stats, player_stats, move);
} else {
move->pp--;
monster_stats->pv-=calc_damage(player_stats, monster_stats, move);
}
if(is_crit()) return CRIT;
} else {
move->pp--;
monster_stats->pv-=calc_damage(player_stats, monster_stats, move);
if(ismonster) {
return self_effect(monster_stats, move);
} else {
move->pp--;
return self_effect(player_stats, move);
}
return HEAL;
}
if(is_crit()) return CRIT;
return SUCCESS;
}
int calc_damage(struct Stats *attacker, struct Stats *target, struct Move *move) {
return (floor(((2*attacker->level / 5 + 2) * attacker->atk * move->atk / target->def) / 50) + 2)*crit(attacker);
return floor((floor(((2*attacker->level / 5 + 2) * attacker->atk * move->atk / target->def) / 50) + 2)*crit(attacker));
}
int is_crit() {
@ -97,4 +122,17 @@ float crit(struct Stats *attacker) {
/*1 if miss, else 0*/
int is_miss(struct Move *move) {
return rand_range(0, 101) > move->precision;
}
int self_effect(struct Stats *stats, struct Move *move) {
stats->pv += stats->max_pv * move->boost_hp/100;
stats->atk *= (float)(100+move->boost_atk)/100;
stats->def *= (float)(100+move->boost_def)/100;
if(stats->pv > stats->max_pv) stats->pv = stats->max_pv;
if((move->boost_hp > 0 && move->boost_atk > 0) ||
(move->boost_hp > 0 && move->boost_def > 0) ||
(move->boost_atk > 0 && move->boost_def > 0)) return MULTIPLE;
return move->boost_hp > 0 ? HEAL : move->boost_atk > 0 ? ATK : DEF;
}

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@ -44,10 +44,10 @@ struct Move *monster_select(struct Player *player, struct Monster *monster) {
for(int i = 0; i < monster->nbMoves; i++) {
struct Move *move = get_move_id_pointer(monster->moves[i]);
int damage = calc_damage(monster->stats, &player->stats, move);
if(damage >= player->stats.pv) {
stoMove = move;
if(move->precision > 80) return move;
}
// if(damage >= player->stats.pv) {
// stoMove = move;
// if(move->precision > 80) return move;
// }
if(damage > stoDamage) {
stoMove = move;
stoDamage = damage;

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@ -36,7 +36,7 @@ struct Player init_player(void) {
.anim.dir = DIR_DOWN
};
player.idle = !anim_player_idle(&player.anim, 1);
player.moves[0] = copy_move(default_move());
player.moves[0] = copy_move(get_move_id(1));
set_stats_level_from(&player.base_stats, &player.stats);
return player;