982 lines
25 KiB
JavaScript
982 lines
25 KiB
JavaScript
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var PlayerTurnMode = {
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AUTOCURSOR: 0,
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AUTOEVENTCHECK: 1,
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MAP: 2,
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AREA: 3,
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MAPCOMMAND: 4,
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UNITCOMMAND: 5
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};
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var PlayerTurn = defineObject(BaseTurn,
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{
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_targetUnit: null,
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_xCursorSave: 0,
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_yCursorSave: 0,
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_xAutoCursorSave: 0,
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_yAutoCursorSave: 0,
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_isPlayerActioned: false,
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_mapLineScroll: null,
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_mapEdit: null,
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_mapSequenceArea: null,
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_mapSequenceCommand: null,
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_mapCommandManager: null,
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_eventChecker: null,
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// ターンが切り替わる場合に呼ばれる
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openTurnCycle: function() {
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this._prepareTurnMemberData();
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this._completeTurnMemberData();
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},
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moveTurnCycle: function() {
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var mode = this.getCycleMode();
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var result = MoveResult.CONTINUE;
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if (this._checkAutoTurnEnd()) {
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return MoveResult.CONTINUE;
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}
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if (mode === PlayerTurnMode.AUTOCURSOR) {
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result = this._moveAutoCursor();
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}
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else if (mode === PlayerTurnMode.AUTOEVENTCHECK) {
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result = this._moveAutoEventCheck();
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}
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else if (mode === PlayerTurnMode.MAP) {
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result = this._moveMap();
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}
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else if (mode === PlayerTurnMode.AREA) {
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result = this._moveArea();
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}
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else if (mode === PlayerTurnMode.MAPCOMMAND) {
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result = this._moveMapCommand();
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}
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else if (mode === PlayerTurnMode.UNITCOMMAND) {
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result = this._moveUnitCommand();
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}
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if (this._checkAutoTurnEnd()) {
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return MoveResult.CONTINUE;
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}
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return result;
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},
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drawTurnCycle: function() {
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var mode = this.getCycleMode();
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if (mode === PlayerTurnMode.AUTOCURSOR) {
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this._drawAutoCursor();
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}
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else if (mode === PlayerTurnMode.AUTOEVENTCHECK) {
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this._drawAutoEventCheck();
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}
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else if (mode === PlayerTurnMode.MAP) {
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this._drawMap();
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}
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else if (mode === PlayerTurnMode.AREA) {
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this._drawArea();
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}
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else if (mode === PlayerTurnMode.MAPCOMMAND) {
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this._drawMapCommand();
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}
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else if (mode === PlayerTurnMode.UNITCOMMAND) {
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this._drawUnitCommand();
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}
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},
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isPlayerActioned: function() {
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return this._isPlayerActioned;
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},
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recordPlayerAction: function(isPlayerActioned) {
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this._isPlayerActioned = isPlayerActioned;
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},
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notifyAutoEventCheck: function() {
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this._changeEventMode();
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},
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isDebugMouseActionAllowed: function() {
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return this.getCycleMode() === PlayerTurnMode.MAP;
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},
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setCursorSave: function(unit) {
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this._xCursorSave = unit.getMapX();
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this._yCursorSave = unit.getMapY();
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},
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setPosValue: function(unit) {
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unit.setMapX(this._xCursorSave);
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unit.setMapY(this._yCursorSave);
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this._mapEdit.setCursorPos(unit.getMapX(), unit.getMapY());
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MapView.setScroll(unit.getMapX(), unit.getMapY());
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},
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setAutoCursorSave: function(isDefault) {
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var pos, session;
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if (isDefault) {
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pos = this._getDefaultCursorPos();
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if (pos !== null) {
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this._xAutoCursorSave = pos.x;
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this._yAutoCursorSave = pos.y;
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}
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}
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else {
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session = root.getCurrentSession();
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this._xAutoCursorSave = session.getMapCursorX();
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this._yAutoCursorSave = session.getMapCursorY();
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}
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},
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getTurnTargetUnit: function() {
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return this._targetUnit;
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},
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isRepeatMoveMode: function() {
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return false;
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},
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clearPanelRange: function() {
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this._mapEdit.clearRange();
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},
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getMapEdit: function() {
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return this._mapEdit;
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},
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_prepareTurnMemberData: function() {
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this._targetUnit = null;
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this._xCursorSave = 0;
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this._yCursorSave = 0;
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this._isPlayerActioned = false;
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this._mapLineScroll = createObject(MapLineScroll);
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this._mapEdit = createObject(MapEdit);
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this._mapSequenceArea = createObject(MapSequenceArea);
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this._mapSequenceCommand = createObject(MapSequenceCommand);
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this._mapCommandManager = createObject(MapCommand);
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this._eventChecker = createObject(EventChecker);
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if (root.getCurrentSession().getTurnCount() === 1) {
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// 初回ターンはオートカーソルの有無を問わず、ユニットに合わさる
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this.setAutoCursorSave(true);
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}
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this._setDefaultActiveUnit();
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},
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_completeTurnMemberData: function() {
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this._mapEdit.openMapEdit();
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this._changeAutoCursor();
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// 自軍ターン開始時にイベントでユニットが登場している可能性があるため、マーキングを実行する
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MapLayer.getMarkingPanel().updateMarkingPanel();
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},
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_moveAutoCursor: function() {
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var x, y, pos;
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if (this._mapLineScroll.moveLineScroll() !== MoveResult.CONTINUE) {
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pos = this._getDefaultCursorPos();
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if (pos !== null && EnvironmentControl.isAutoCursor()) {
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x = pos.x;
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y = pos.y;
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}
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else {
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x = this._xAutoCursorSave;
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y = this._yAutoCursorSave;
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}
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MapView.changeMapCursor(x, y);
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this._changeEventMode();
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}
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return MoveResult.CONTINUE;
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},
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_moveAutoEventCheck: function() {
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if (this._eventChecker.moveEventChecker() !== MoveResult.CONTINUE) {
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this._doEventEndAction();
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MapLayer.getMarkingPanel().updateMarkingPanel();
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this.changeCycleMode(PlayerTurnMode.MAP);
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}
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return MoveResult.CONTINUE;
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},
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_moveMap: function() {
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var result = this._mapEdit.moveMapEdit();
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if (result === MapEditResult.UNITSELECT) {
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this._targetUnit = this._mapEdit.getEditTarget();
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if (this._targetUnit !== null) {
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if (this._targetUnit.isWait()) {
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this._mapEdit.clearRange();
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// 待機しているユニット上の決定は、マップコマンドとして扱う
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this._mapCommandManager.openListCommandManager();
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this.changeCycleMode(PlayerTurnMode.MAPCOMMAND);
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}
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else {
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// ユニットの移動範囲を表示するモードに進む
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this._mapSequenceArea.openSequence(this);
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this.changeCycleMode(PlayerTurnMode.AREA);
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}
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}
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}
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else if (result === MapEditResult.MAPCHIPSELECT) {
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this._mapCommandManager.openListCommandManager();
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this.changeCycleMode(PlayerTurnMode.MAPCOMMAND);
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}
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return MoveResult.CONTINUE;
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},
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_moveArea: function() {
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var result = this._mapSequenceArea.moveSequence();
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if (result === MapSequenceAreaResult.COMPLETE) {
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this._mapEdit.clearRange();
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this._mapSequenceCommand.openSequence(this);
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this.changeCycleMode(PlayerTurnMode.UNITCOMMAND);
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}
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else if (result === MapSequenceAreaResult.CANCEL) {
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this.changeCycleMode(PlayerTurnMode.MAP);
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}
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return MoveResult.CONTINUE;
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},
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_moveMapCommand: function() {
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if (this._mapCommandManager.moveListCommandManager() !== MoveResult.CONTINUE) {
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// ターン終了を選択した場合は実行されない
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this._changeEventMode();
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}
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return MoveResult.CONTINUE;
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},
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_moveUnitCommand: function() {
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var result = this._mapSequenceCommand.moveSequence();
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if (result === MapSequenceCommandResult.COMPLETE) {
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MapLayer.getMarkingPanel().updateMarkingPanelFromUnit(this._targetUnit);
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this._changeEventMode();
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}
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else if (result === MapSequenceCommandResult.CANCEL) {
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this.changeCycleMode(PlayerTurnMode.MAP);
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}
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return MoveResult.CONTINUE;
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},
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_drawAutoCursor: function() {
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MapLayer.drawUnitLayer();
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},
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_drawAutoEventCheck: function() {
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MapLayer.drawUnitLayer();
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},
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_drawMap: function() {
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MapLayer.drawUnitLayer();
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if (!root.isEventSceneActived()) {
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this._mapEdit.drawMapEdit();
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}
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},
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_drawArea: function() {
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MapLayer.drawUnitLayer();
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this._mapSequenceArea.drawSequence();
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},
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_drawMapCommand: function() {
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MapLayer.drawUnitLayer();
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this._mapCommandManager.drawListCommandManager();
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},
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_drawUnitCommand: function() {
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MapLayer.drawUnitLayer();
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this._mapSequenceCommand.drawSequence();
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},
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_checkAutoTurnEnd: function() {
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var i, unit;
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var isTurnEnd = true;
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var list = PlayerList.getSortieList();
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var count = list.getCount();
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// コンフィグ画面でオートターンエンドを選択したと同時に、ターン変更が起きないようにする。
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// 戦闘で生存者が0になったと同時に、ターン終了させない意図もある。
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if (this.getCycleMode() !== PlayerTurnMode.MAP) {
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return false;
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}
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// オートターンが有効でない場合でも、生存者が存在しなくなった場合は、ターンを終了する
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if (count === 0) {
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TurnControl.turnEnd();
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return true;
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}
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if (!EnvironmentControl.isAutoTurnEnd()) {
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return false;
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}
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for (i = 0; i < count; i++) {
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unit = list.getData(i);
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if (!unit.isWait()) {
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isTurnEnd = false;
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}
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}
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if (isTurnEnd) {
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this._isPlayerActioned = false;
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TurnControl.turnEnd();
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}
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return isTurnEnd;
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},
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_setDefaultActiveUnit: function() {
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var unit = PlayerList.getAliveList().getData(0);
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root.getCurrentSession().setActiveEventUnit(unit);
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},
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_getDefaultCursorPos: function() {
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var i, unit;
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var targetUnit = null;
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var list = PlayerList.getSortieList();
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var count = list.getCount();
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for (i = 0; i < count; i++) {
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unit = list.getData(i);
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if (unit.getImportance() === ImportanceType.LEADER) {
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targetUnit = unit;
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break;
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}
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}
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if (targetUnit === null) {
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targetUnit = list.getData(0);
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}
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if (targetUnit !== null) {
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return createPos(targetUnit.getMapX(), targetUnit.getMapY());
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}
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return null;
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},
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_changeAutoCursor: function() {
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var x, y;
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var pos = this._getDefaultCursorPos();
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if (pos !== null && EnvironmentControl.isAutoCursor()) {
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x = pos.x;
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y = pos.y;
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}
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else {
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x = this._xAutoCursorSave;
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y = this._yAutoCursorSave;
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}
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this._mapLineScroll.startLineScroll(x, y);
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this.changeCycleMode(PlayerTurnMode.AUTOCURSOR);
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},
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_changeEventMode: function() {
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var result;
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result = this._eventChecker.enterEventChecker(root.getCurrentSession().getAutoEventList(), EventType.AUTO);
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if (result === EnterResult.NOTENTER) {
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this._doEventEndAction();
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this.changeCycleMode(PlayerTurnMode.MAP);
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}
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else {
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this.changeCycleMode(PlayerTurnMode.AUTOEVENTCHECK);
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}
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},
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_doEventEndAction: function() {
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// ここで呼び出しているのは、戦闘時の敗北でいったん、マップが表示されるようにしたいため。
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// 他に地形ウインドウを表示しない狙いもある。
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if (GameOverChecker.isGameOver()) {
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GameOverChecker.startGameOver();
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}
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else {
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// スクリプトエラー時に再開できるように対策する。
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// openTurnCycle内で呼び出すと、再開がターン開始時になるため、やり直し感が強く出る。
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RetryControl.register();
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}
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}
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}
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);
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var MapSequenceAreaMode = {
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AREA: 0,
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MOVING: 1
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};
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var MapSequenceAreaResult = {
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COMPLETE: 0,
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CANCEL: 1,
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NONE: 2
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};
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var MapSequenceArea = defineObject(BaseObject,
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{
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_parentTurnObject: null,
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_targetUnit: null,
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_mapCursor: null,
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_unitRangePanel: null,
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_mapPartsCollection: null,
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_simulateMove: null,
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openSequence: function(parentTurnObject) {
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this._prepareSequenceMemberData(parentTurnObject);
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this._completeSequenceMemberData(parentTurnObject);
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},
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moveSequence: function() {
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var mode = this.getCycleMode();
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var result = MapSequenceAreaResult.NONE;
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if (mode === MapSequenceAreaMode.AREA) {
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result = this._moveArea();
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}
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else if (mode === MapSequenceAreaMode.MOVING) {
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result = this._moveMoving();
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}
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return result;
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},
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drawSequence: function() {
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var mode = this.getCycleMode();
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if (mode === MapSequenceAreaMode.AREA) {
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this._drawArea();
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}
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else if (mode === MapSequenceAreaMode.MOVING) {
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this._drawMoving();
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}
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},
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_prepareSequenceMemberData: function(parentTurnObject) {
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this._parentTurnObject = parentTurnObject;
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this._targetUnit = parentTurnObject.getTurnTargetUnit();
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this._mapCursor = createObject(MapCursor);
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this._unitRangePanel = MapLayer.getUnitRangePanel();
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this._mapPartsCollection = createObject(MapPartsCollection);
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this._simulateMove = createObject(SimulateMove);
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},
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_completeSequenceMemberData: function(parentTurnObject) {
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this._targetUnit.setDirection(this._getDefaultDirection());
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this._mapCursor.setPos(this._targetUnit.getMapX(), this._targetUnit.getMapY());
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if (parentTurnObject.isRepeatMoveMode()) {
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this._unitRangePanel.setRepeatUnit(this._targetUnit);
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}
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else {
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this._unitRangePanel.setUnit(this._targetUnit);
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}
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this._mapPartsCollection.setMapCursor(this._mapCursor);
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this._playMapUnitSelectSound();
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this.changeCycleMode(MapSequenceAreaMode.AREA);
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},
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_moveArea: function() {
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var isMove = false;
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var isCancel = false;
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var result = MapSequenceAreaResult.NONE;
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if (InputControl.isSelectAction()) {
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// _targetUnitは移動してもよいかどうかを調べる
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if (this._isTargetMovable()) {
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isMove = true;
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}
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else {
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isCancel = true;
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}
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}
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else if (InputControl.isCancelAction()) {
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isCancel = true;
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}
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else {
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this._mapCursor.moveCursor();
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this._mapPartsCollection.moveMapPartsCollection();
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}
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if (isMove) {
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// カーソルが示す位置に移動してもよいかどうかを調べる
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if (this._isPlaceSelectable()) {
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if (this._startMove()) {
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result = MapSequenceAreaResult.COMPLETE;
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}
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else {
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this.changeCycleMode(MapSequenceAreaMode.MOVING);
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}
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}
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}
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else if (isCancel) {
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this._doCancelAction();
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result = MapSequenceAreaResult.CANCEL;
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}
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return result;
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},
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_moveMoving: function() {
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var result = MapSequenceAreaResult.NONE;
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if (this._simulateMove.moveUnit() !== MoveResult.CONTINUE) {
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result = MapSequenceAreaResult.COMPLETE;
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}
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return result;
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},
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_drawArea: function() {
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this._mapCursor.drawCursor();
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this._mapPartsCollection.drawMapPartsCollection();
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MouseControl.drawMapEdge();
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},
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_drawMoving: function() {
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// 移動中ユニットが表示ユニットの上に表示できるように、drawUnitLayerの後に呼び出す
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this._simulateMove.drawUnit();
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},
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_getDefaultDirection: function() {
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return DirectionType.RIGHT;
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},
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_isTargetMovable: function() {
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if (StateControl.isBadStateOption(this._targetUnit, BadStateOption.NOACTION)) {
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return false;
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}
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if (StateControl.isBadStateOption(this._targetUnit, BadStateOption.BERSERK)) {
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return false;
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}
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if (StateControl.isBadStateOption(this._targetUnit, BadStateOption.AUTO)) {
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return false;
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}
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|
|
// 実際に移動を許可するのは待機していないプレイヤー
|
|
return this._targetUnit.getUnitType() === UnitType.PLAYER && !this._targetUnit.isWait();
|
|
},
|
|
|
|
_isPlaceSelectable: function() {
|
|
var x = this._mapCursor.getX();
|
|
var y = this._mapCursor.getY();
|
|
var isCurrentPos = this._targetUnit.getMapX() === x && this._targetUnit.getMapY() === y;
|
|
var unit = PosChecker.getUnitFromPos(x, y);
|
|
|
|
// 移動できる場所は範囲内の位置か現在位置
|
|
return (this._unitRangePanel.isMoveArea(x, y) > 0 && unit === null) || isCurrentPos;
|
|
},
|
|
|
|
_startMove: function() {
|
|
var cource;
|
|
var x = this._mapCursor.getX();
|
|
var y = this._mapCursor.getY();
|
|
var isCurrentPos = this._targetUnit.getMapX() === x && this._targetUnit.getMapY() === y;
|
|
|
|
this._parentTurnObject.setCursorSave(this._targetUnit);
|
|
|
|
// ユニットの現在位置を選択した場合は移動不要
|
|
if (isCurrentPos) {
|
|
this._simulateMove.noMove(this._targetUnit);
|
|
this._playMapUnitSelectSound();
|
|
return true;
|
|
}
|
|
else {
|
|
// コースを作成して移動開始
|
|
cource = this._simulateMove.createCource(this._targetUnit, x, y, this._unitRangePanel.getSimulator());
|
|
this._simulateMove.startMove(this._targetUnit, cource);
|
|
}
|
|
|
|
return false;
|
|
},
|
|
|
|
_doCancelAction: function() {
|
|
// カーソルを選択したユニットの位置に戻す
|
|
this._mapCursor.setPos(this._targetUnit.getMapX(), this._targetUnit.getMapY());
|
|
|
|
this._targetUnit.setDirection(DirectionType.NULL);
|
|
this._playMapUnitCancelSound();
|
|
|
|
MapView.setScroll(this._targetUnit.getMapX(), this._targetUnit.getMapY());
|
|
},
|
|
|
|
_playMapUnitSelectSound: function() {
|
|
MediaControl.soundDirect('commandselect');
|
|
},
|
|
|
|
_playMapUnitCancelSound: function() {
|
|
MediaControl.soundDirect('commandcancel');
|
|
}
|
|
}
|
|
);
|
|
|
|
var MapSequenceCommandMode = {
|
|
COMMAND: 0,
|
|
FLOW: 1
|
|
};
|
|
|
|
var MapSequenceCommandResult = {
|
|
COMPLETE: 0,
|
|
CANCEL: 1,
|
|
NONE: 2
|
|
};
|
|
|
|
var MapSequenceCommand = defineObject(BaseObject,
|
|
{
|
|
_parentTurnObject: null,
|
|
_targetUnit: null,
|
|
_unitCommandManager: null,
|
|
_straightFlow: null,
|
|
|
|
openSequence: function(parentTurnObject) {
|
|
this._prepareSequenceMemberData(parentTurnObject);
|
|
this._completeSequenceMemberData(parentTurnObject);
|
|
},
|
|
|
|
moveSequence: function() {
|
|
var mode = this.getCycleMode();
|
|
var result = MapSequenceCommandResult.NONE;
|
|
|
|
if (mode === MapSequenceCommandMode.COMMAND) {
|
|
result = this._moveCommand();
|
|
}
|
|
else if (mode === MapSequenceCommandMode.FLOW) {
|
|
result = this._moveFlow();
|
|
}
|
|
|
|
return result;
|
|
},
|
|
|
|
drawSequence: function() {
|
|
var mode = this.getCycleMode();
|
|
|
|
if (mode === MapSequenceCommandMode.COMMAND) {
|
|
this._unitCommandManager.drawListCommandManager();
|
|
}
|
|
else if (mode === MapSequenceCommandMode.FLOW) {
|
|
this._straightFlow.drawStraightFlow();
|
|
}
|
|
},
|
|
|
|
_prepareSequenceMemberData: function(parentTurnObject) {
|
|
this._parentTurnObject = parentTurnObject;
|
|
this._targetUnit = parentTurnObject.getTurnTargetUnit();
|
|
this._unitCommandManager = createObject(UnitCommand);
|
|
this._straightFlow = createObject(StraightFlow);
|
|
},
|
|
|
|
_completeSequenceMemberData: function(parentTurnObject) {
|
|
this._straightFlow.setStraightFlowData(parentTurnObject);
|
|
this._pushFlowEntries(this._straightFlow);
|
|
|
|
// このユニットをイベントのアクティブとして設定する
|
|
root.getCurrentSession().setActiveEventUnit(this._targetUnit);
|
|
|
|
this._unitCommandManager.setListCommandUnit(this._targetUnit);
|
|
this._unitCommandManager.openListCommandManager();
|
|
|
|
this.changeCycleMode(MapSequenceCommandMode.COMMAND);
|
|
},
|
|
|
|
_moveCommand: function() {
|
|
var result;
|
|
|
|
if (this._unitCommandManager.moveListCommandManager() !== MoveResult.CONTINUE) {
|
|
result = this._doLastAction();
|
|
if (result === 0) {
|
|
this._straightFlow.enterStraightFlow();
|
|
this.changeCycleMode(MapSequenceCommandMode.FLOW);
|
|
}
|
|
else if (result === 1) {
|
|
return MapSequenceCommandResult.COMPLETE;
|
|
}
|
|
else {
|
|
this._targetUnit.setMostResentMov(0);
|
|
return MapSequenceCommandResult.CANCEL;
|
|
}
|
|
}
|
|
|
|
return MapSequenceCommandResult.NONE;
|
|
},
|
|
|
|
_moveFlow: function() {
|
|
if (this._straightFlow.moveStraightFlow() !== MoveResult.CONTINUE) {
|
|
// 再移動とオートターンエンドが有効な場合に、範囲が残ってしまうのを防ぐ
|
|
this._parentTurnObject.clearPanelRange();
|
|
return MapSequenceCommandResult.COMPLETE;
|
|
}
|
|
|
|
return MapSequenceCommandResult.NONE;
|
|
},
|
|
|
|
_doLastAction: function() {
|
|
var i;
|
|
var unit = null;
|
|
var list = PlayerList.getSortieList();
|
|
var count = list.getCount();
|
|
|
|
// コマンドの実行によってユニットが存在しなくなる可能性も考えられるため確認
|
|
for (i = 0; i < count; i++) {
|
|
if (this._targetUnit === list.getData(i)) {
|
|
unit = this._targetUnit;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// ユニットが依然として存在するかどうか
|
|
if (unit !== null) {
|
|
if (this._unitCommandManager.getExitCommand() !== null) {
|
|
if (!this._unitCommandManager.isRepeatMovable()) {
|
|
// 再移動が許可されていない場合は、再移動が発生しないようにする
|
|
this._targetUnit.setMostResentMov(ParamBonus.getMov(this._targetUnit));
|
|
}
|
|
|
|
// ユニットは何らかの行動をしたため、待機状態にする
|
|
this._parentTurnObject.recordPlayerAction(true);
|
|
return 0;
|
|
}
|
|
else {
|
|
// ユニットは行動しなかったため、位置とカーソルを戻す
|
|
this._parentTurnObject.setPosValue(unit);
|
|
}
|
|
|
|
// 向きを正面にする
|
|
unit.setDirection(DirectionType.NULL);
|
|
}
|
|
else {
|
|
this._parentTurnObject.recordPlayerAction(true);
|
|
return 1;
|
|
}
|
|
|
|
return 2;
|
|
},
|
|
|
|
_pushFlowEntries: function(straightFlow) {
|
|
// 行動終了後に何かしたい場合にオブジェクトを追加する
|
|
straightFlow.pushFlowEntry(RepeatMoveFlowEntry);
|
|
straightFlow.pushFlowEntry(UnitWaitFlowEntry);
|
|
straightFlow.pushFlowEntry(ReactionFlowEntry);
|
|
}
|
|
}
|
|
);
|
|
|
|
var RepeatMoveFlowEntry = defineObject(BaseFlowEntry,
|
|
{
|
|
_mapSequenceArea: null,
|
|
_playerTurn: null,
|
|
|
|
enterFlowEntry: function(playerTurn) {
|
|
this._prepareMemberData(playerTurn);
|
|
return this._completeMemberData(playerTurn);
|
|
},
|
|
|
|
moveFlowEntry: function() {
|
|
var result = this._mapSequenceArea.moveSequence();
|
|
|
|
if (result === MapSequenceAreaResult.COMPLETE) {
|
|
return MoveResult.END;
|
|
}
|
|
else if (result === MapSequenceAreaResult.CANCEL) {
|
|
return MoveResult.END;
|
|
}
|
|
|
|
return MoveResult.CONTINUE;
|
|
},
|
|
|
|
drawFlowEntry: function() {
|
|
this._mapSequenceArea.drawSequence();
|
|
},
|
|
|
|
// 以下3つは、MapSequenceAreaから呼ばれる
|
|
getTurnTargetUnit: function() {
|
|
return this._playerTurn.getTurnTargetUnit();
|
|
},
|
|
|
|
setCursorSave: function(unit) {
|
|
this._playerTurn.setCursorSave(unit);
|
|
},
|
|
|
|
isRepeatMoveMode: function() {
|
|
return true;
|
|
},
|
|
|
|
_prepareMemberData: function(playerTurn) {
|
|
this._playerTurn = playerTurn;
|
|
this._mapSequenceArea = createObject(MapSequenceArea);
|
|
},
|
|
|
|
_completeMemberData: function(playerTurn) {
|
|
if (!this._isTargetMovable(playerTurn)) {
|
|
return EnterResult.NOTENTER;
|
|
}
|
|
|
|
this._mapSequenceArea.openSequence(this);
|
|
|
|
return EnterResult.OK;
|
|
},
|
|
|
|
_isTargetMovable: function(playerTurn) {
|
|
var unit = playerTurn.getTurnTargetUnit();
|
|
|
|
if (StateControl.isBadStateOption(unit, BadStateOption.NOACTION)) {
|
|
return false;
|
|
}
|
|
|
|
if (StateControl.isBadStateOption(unit, BadStateOption.BERSERK)) {
|
|
return false;
|
|
}
|
|
|
|
if (StateControl.isBadStateOption(unit, BadStateOption.AUTO)) {
|
|
return false;
|
|
}
|
|
|
|
return unit.getMostResentMov() !== ParamBonus.getMov(unit);
|
|
}
|
|
}
|
|
);
|
|
|
|
var UnitWaitFlowEntry = defineObject(BaseFlowEntry,
|
|
{
|
|
_capsuleEvent: null,
|
|
|
|
enterFlowEntry: function(playerTurn) {
|
|
this._prepareMemberData(playerTurn);
|
|
return this._completeMemberData(playerTurn);
|
|
},
|
|
|
|
moveFlowEntry: function() {
|
|
if (this._capsuleEvent.moveCapsuleEvent() !== MoveResult.CONTINUE) {
|
|
return MoveResult.END;
|
|
}
|
|
|
|
return MoveResult.CONTINUE;
|
|
},
|
|
|
|
_prepareMemberData: function(playerTurn) {
|
|
this._capsuleEvent = createObject(CapsuleEvent);
|
|
},
|
|
|
|
_completeMemberData: function(playerTurn) {
|
|
var event;
|
|
var unit = playerTurn.getTurnTargetUnit();
|
|
|
|
unit.setMostResentMov(0);
|
|
|
|
// 無限行動でなければ待機
|
|
if (!Miscellaneous.isPlayerFreeAction(unit)) {
|
|
unit.setWait(true);
|
|
}
|
|
|
|
// unitの現在位置から待機の場所イベントを取得
|
|
event = this._getWaitEvent(unit);
|
|
if (event === null) {
|
|
return EnterResult.NOTENTER;
|
|
}
|
|
|
|
return this._capsuleEvent.enterCapsuleEvent(event, true);
|
|
},
|
|
|
|
_getWaitEvent: function(unit) {
|
|
var event = PosChecker.getPlaceEventFromUnit(PlaceEventType.WAIT, unit);
|
|
|
|
if (event !== null && event.isEvent() && event.getExecutedMark() === EventExecutedType.FREE) {
|
|
return event;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|
|
);
|
|
|
|
var ReactionFlowEntry = defineObject(BaseFlowEntry,
|
|
{
|
|
_targetUnit: null,
|
|
_dynamicAnime: null,
|
|
_skill: null,
|
|
|
|
enterFlowEntry: function(playerTurn) {
|
|
this._prepareMemberData(playerTurn);
|
|
return this._completeMemberData(playerTurn);
|
|
},
|
|
|
|
moveFlowEntry: function() {
|
|
if (this._dynamicAnime.moveDynamicAnime() !== MoveResult.CONTINUE) {
|
|
this._targetUnit.setReactionTurnCount(this._skill.getSkillValue());
|
|
this._targetUnit.setWait(false);
|
|
// 敵AI用
|
|
this._targetUnit.setOrderMark(OrderMarkType.FREE);
|
|
return MoveResult.END;
|
|
}
|
|
|
|
return MoveResult.CONTINUE;
|
|
},
|
|
|
|
drawFlowEntry: function() {
|
|
this._dynamicAnime.drawDynamicAnime();
|
|
},
|
|
|
|
_prepareMemberData: function(playerTurn) {
|
|
this._targetUnit = playerTurn.getTurnTargetUnit();
|
|
this._dynamicAnime = createObject(DynamicAnime);
|
|
},
|
|
|
|
_completeMemberData: function(playerTurn) {
|
|
var skill;
|
|
|
|
if (this._targetUnit.getHp() === 0) {
|
|
return EnterResult.NOTENTER;
|
|
}
|
|
|
|
// 無限行動時には再行動は発生しない
|
|
if (Miscellaneous.isPlayerFreeAction(this._targetUnit)) {
|
|
return EnterResult.NOTENTER;
|
|
}
|
|
|
|
if (this._targetUnit.getReactionTurnCount() !== 0) {
|
|
return EnterResult.NOTENTER;
|
|
}
|
|
|
|
skill = SkillControl.getBestPossessionSkill(this._targetUnit, SkillType.REACTION);
|
|
if (skill === null) {
|
|
return EnterResult.NOTENTER;
|
|
}
|
|
|
|
if (!Probability.getInvocationProbability(this._targetUnit, skill.getInvocationType(), skill.getInvocationValue())) {
|
|
return EnterResult.NOTENTER;
|
|
}
|
|
|
|
this._skill = skill;
|
|
|
|
this._startReactionAnime();
|
|
|
|
return EnterResult.OK;
|
|
},
|
|
|
|
_startReactionAnime: function() {
|
|
var x = LayoutControl.getPixelX(this._targetUnit.getMapX());
|
|
var y = LayoutControl.getPixelY(this._targetUnit.getMapY());
|
|
var anime = root.queryAnime('reaction');
|
|
var pos = LayoutControl.getMapAnimationPos(x, y, anime);
|
|
|
|
this._dynamicAnime.startDynamicAnime(anime, pos.x, pos.y, anime);
|
|
}
|
|
}
|
|
);
|