summaryrefslogtreecommitdiff
path: root/scripts/Time/TurnManager.cs
diff options
context:
space:
mode:
authorMatheus <matheus.guedes.mg.m@gmail.com>2025-09-18 12:06:59 -0300
committerMatheus <matheus.guedes.mg.m@gmail.com>2025-09-18 12:06:59 -0300
commit5146895cf537dd69867da612abed5b4abaf805cd (patch)
tree70212352a07922b58db99ba2564f76ca072af200 /scripts/Time/TurnManager.cs
parenteacdd15612c70ff86f3446982c46a09272249936 (diff)
ME ELIMINE AAAAAAAAAAAAAAAAAAAAAAAAAAAA
Diffstat (limited to 'scripts/Time/TurnManager.cs')
-rw-r--r--scripts/Time/TurnManager.cs30
1 files changed, 17 insertions, 13 deletions
diff --git a/scripts/Time/TurnManager.cs b/scripts/Time/TurnManager.cs
index e8f2db9..3d55fbb 100644
--- a/scripts/Time/TurnManager.cs
+++ b/scripts/Time/TurnManager.cs
@@ -12,16 +12,20 @@ namespace TheLegendOfGustav.Time;
/// </summary>
public partial class TurnManager(Map.Map map) : RefCounted
{
- public int TurnCount { get; private set; } = 0;
- private Map.Map Map { get; set; } = map;
- private MapData Map_Data { get => Map.MapData; }
- private Player Player { get => Map_Data.Player; }
-
+ private Map.Map map = map;
/// <summary>
/// As ações do jogador ficam em uma fila e são executadas quando
/// possível dentro das regras do senhor do tempo.
/// </summary>
- private Godot.Collections.Array<Action> PlayerActionQueue { get; set; } = [];
+ private Godot.Collections.Array<Action> playerActionQueue = [];
+
+ /// <summary>
+ /// A quantidade de turnos que se passaram.
+ /// </summary>
+ public int TurnCount { get; private set; } = 0;
+
+ private MapData Map_Data { get => map.MapData; }
+ private Player Player { get => Map_Data.Player; }
/// <summary>
/// Insere uma ação na fila de ações do jogador.
@@ -29,7 +33,7 @@ public partial class TurnManager(Map.Map map) : RefCounted
/// <param name="playerAction"></param>
public void InsertPlayerAction(Action playerAction)
{
- PlayerActionQueue.Add(playerAction);
+ playerActionQueue.Add(playerAction);
}
/// <summary>
@@ -44,7 +48,7 @@ public partial class TurnManager(Map.Map map) : RefCounted
{
// Se o jogador puder agir mas a fila de ações estiver vazia,
// não computamos o turno.
- if (PlayerActionQueue.Count == 0 && Player.Energy > 0)
+ if (playerActionQueue.Count == 0 && Player.Energy > 0)
{
return;
}
@@ -59,10 +63,10 @@ public partial class TurnManager(Map.Map map) : RefCounted
bool actionResult = true; ;
// Primeiro executamos a ação do jogador, se ele puder.
- if (PlayerActionQueue.Count > 0 && Player.Energy > 0)
+ if (playerActionQueue.Count > 0 && Player.Energy > 0)
{
- Action action = PlayerActionQueue[0];
- PlayerActionQueue.RemoveAt(0);
+ Action action = playerActionQueue[0];
+ playerActionQueue.RemoveAt(0);
actionResult = action.Perform();
@@ -80,12 +84,12 @@ public partial class TurnManager(Map.Map map) : RefCounted
{
// Depois computamos os turnos dos outros atores.
HandleEnemyTurns();
- Map.UpdateFOV(Player.GridPosition);
+ map.UpdateFOV(Player.GridPosition);
}
// Por fim, se o jogador mudou de lugar, atualizamos seu campo de visão.
if (Player.GridPosition != previousPlayerPos)
{
- Map.UpdateFOV(Player.GridPosition);
+ map.UpdateFOV(Player.GridPosition);
}
}