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Feat/auto combat #57
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Feat/auto combat #57
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Owner
justindujardin
commented
Nov 27, 2022
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- Add an auto-combat option that automatically selects player actions when enabled.
- Show defeated players in combat, but facing down on the ground
- Clean up item use and add animation
- this was noticeable in dark areas, where the darkness vignette would not cover the whole screen.
- an old bit of interface that got lost somewhere in refactoring. it's not needed so drop it
- when called, it exits any current state and cleans up.
- there's a floating action button on the combat view now. When pressed it automatically selects combat actions for the party. - currently it just attacks, and everyone targets the first enemy in the enemies array. This works pretty well to take enemies out of combat quickly. - TODO: some useful abstraction for choosing actions that enemies and players can use.
- choose the first alive party member to move through the world with
- this was noticeable in dark areas, where the darkness vignette would not cover the whole screen. - this replaces the old "fix" and inflates the camera clip to make sure it covers the whole area. It's simpler but also less precise. 🤷
- before the combat started immediately when loaded, and it felt too fast. - wait almost a second before starting
- add `chooseMove` helper to determine which actions to select. - use heal spell when party members are injured if it's owned - use push spell to damage enemies if there are no injured party members and it's owned - use a potion on injured party members if one is owned - attack the enemy with the least HP as a final resort - add tests
- use animation component to show image of item used
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- it's weird when they disappear entirely
- idk if this is quite the right solution. I think you want to set the entity enabled=False to avoid selection. 🤷
🎉 This PR is included in version 0.3.5 🎉 The release is available on GitHub release Your semantic-release bot 📦🚀 |
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