Class: MoveAction
- Inherits:
-
Natural20::Action
- Object
- Natural20::Action
- MoveAction
- Extended by:
- Natural20::ActionDamage
- Includes:
- Natural20::MovementHelper
- Defined in:
- lib/natural_20/actions/move_action.rb
Overview
typed: true
Instance Attribute Summary collapse
-
#as_bonus_action ⇒ Object
Returns the value of attribute as_bonus_action.
-
#as_dash ⇒ Object
Returns the value of attribute as_dash.
-
#jump_index ⇒ Object
Returns the value of attribute jump_index.
-
#move_path ⇒ Object
Returns the value of attribute move_path.
Attributes inherited from Natural20::Action
#action_type, #errors, #result, #session, #source
Class Method Summary collapse
Instance Method Summary collapse
- #build_map ⇒ Object
- #check_opportunity_attacks(entity, move_list, battle, grappled: false) ⇒ Object
- #resolve(_session, map, opts = {}) ⇒ Object
Methods included from Natural20::ActionDamage
Methods included from Natural20::MovementHelper
#compute_actual_moves, #requires_squeeze?, #retrieve_opportunity_attacks, #valid_move_path?
Methods inherited from Natural20::Action
#initialize, #label, #name, #to_s, #validate
Constructor Details
This class inherits a constructor from Natural20::Action
Instance Attribute Details
#as_bonus_action ⇒ Object
Returns the value of attribute as_bonus_action.
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# File 'lib/natural_20/actions/move_action.rb', line 6 def as_bonus_action @as_bonus_action end |
#as_dash ⇒ Object
Returns the value of attribute as_dash.
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# File 'lib/natural_20/actions/move_action.rb', line 6 def as_dash @as_dash end |
#jump_index ⇒ Object
Returns the value of attribute jump_index.
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# File 'lib/natural_20/actions/move_action.rb', line 6 def jump_index @jump_index end |
#move_path ⇒ Object
Returns the value of attribute move_path.
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# File 'lib/natural_20/actions/move_action.rb', line 6 def move_path @move_path end |
Class Method Details
.apply!(battle, item) ⇒ Object
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# File 'lib/natural_20/actions/move_action.rb', line 147 def self.apply!(battle, item) case (item[:type]) when :state item[:params].each do |k, v| item[:source].send(:"#{k}=", v) end when :acrobatics, :athletics if item[:success] Natural20::EventManager.received_event(source: item[:source], event: item[:type], success: true, roll: item[:roll]) else Natural20::EventManager.received_event(source: item[:source], event: item[:type], success: false, roll: item[:roll]) item[:source].prone! end when :drop_grapple item[:target].escape_grapple_from!(@source) Natural20::EventManager.received_event(event: :drop_grapple, target: item[:target], source: @source, source_roll: item[:source_roll], target_roll: item[:target_roll]) when :move item[:map].move_to!(item[:source], *item[:position], battle) if item[:as_dash] && item[:as_bonus_action] battle.entity_state_for(item[:source])[:bonus_action] -= 1 elsif item[:as_dash] battle.entity_state_for(item[:source])[:action] -= 1 elsif battle battle.entity_state_for(item[:source])[:movement] -= item[:move_cost] * battle.map.feet_per_grid end Natural20::EventManager.received_event({ event: :move, source: item[:source], position: item[:position], path: item[:path], feet_per_grid: battle.map&.feet_per_grid, as_dash: item[:as_dash], as_bonus: item[:as_bonus_action] }) end end |
.build(session, source) ⇒ Object
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# File 'lib/natural_20/actions/move_action.rb', line 32 def self.build(session, source) action = MoveAction.new(session, source, :move) action.build_map end |
.can?(entity, battle) ⇒ Boolean
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# File 'lib/natural_20/actions/move_action.rb', line 8 def self.can?(entity, battle) battle.nil? || entity.available_movement(battle).positive? end |
Instance Method Details
#build_map ⇒ Object
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# File 'lib/natural_20/actions/move_action.rb', line 12 def build_map OpenStruct.new({ action: self, param: [ { type: :movement } ], next: lambda { |path_and_jump_index| path, jump_index = path_and_jump_index self.move_path = path self.jump_index = jump_index OpenStruct.new({ param: nil, next: -> { self } }) } }) end |
#check_opportunity_attacks(entity, move_list, battle, grappled: false) ⇒ Object
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# File 'lib/natural_20/actions/move_action.rb', line 133 def check_opportunity_attacks(entity, move_list, battle, grappled: false) if battle retrieve_opportunity_attacks(entity, move_list, battle).each do |enemy_opporunity| original_location = move_list[0...enemy_opporunity[:path]] attack_location = original_location.last battle.trigger_opportunity_attack(enemy_opporunity[:source], entity, *attack_location) return original_location if !grappled && !entity.conscious? end end move_list end |
#resolve(_session, map, opts = {}) ⇒ Object
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# File 'lib/natural_20/actions/move_action.rb', line 39 def resolve(_session, map, opts = {}) raise 'no path specified' if (move_path.nil? || move_path.empty?) && opts[:move_path].nil? @result = [] # check for melee opportunity attacks battle = opts[:battle] current_moves = move_path.presence || opts[:move_path] jumps = jump_index || [] actual_moves = [] additional_effects = [] movement_budget = if as_dash (@source.speed / 5).floor else (@source.available_movement(battle) / 5).floor end movement = compute_actual_moves(@source, current_moves, map, battle, movement_budget, manual_jump: jumps) actual_moves = movement.movement actual_moves.pop while actual_moves.last && !map.placeable?(@source, *actual_moves.last, battle) actual_moves = check_opportunity_attacks(@source, actual_moves, battle) # check if movement requires athletics checks actual_moves = check_movement_athletics(actual_moves, movement.athletics_check_locations, battle, map) # check if movement requires dex checks, e.g. jumping and landing on difficult terrain actual_moves = check_movement_acrobatics(actual_moves, movement.acrobatics_check_locations, battle) # calculate for area based triggers cutoff = false safe_moves = [] actual_moves.each_with_index do |move, _index| = movement.jump_locations.include?(move) trigger_results = map.area_trigger!(@source, move, ) if trigger_results.empty? safe_moves << move else safe_moves << move additional_effects += trigger_results break end end movement = compute_actual_moves(@source, safe_moves, map, battle, movement_budget, manual_jump: jumps) # compute grappled entity movement if @source.grappling? grappled_movement = movement.movement.dup grappled_movement.pop @source.grappling_targets.each do |grappling_target| start_pos = map.entity_or_object_pos(grappling_target) grappled_entity_movement = [start_pos] + grappled_movement additional_effects << { source: grappling_target, map: map, battle: battle, type: :move, path: grappled_entity_movement, as_dash: as_dash, as_bonus_action: as_bonus_action, move_cost: 0, position: grappled_entity_movement.last } grappled_movement.pop end end @result << { source: @source, map: map, battle: battle, as_dash: as_dash, as_bonus_action: as_bonus_action, type: :move, path: movement.movement, move_cost: movement_budget - movement.budget, position: movement.movement.last } @result += additional_effects self end |