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-rw-r--r--scripts/entities/actors/actions/BumpAction.cs2
-rw-r--r--scripts/entities/actors/actions/DirectionalAction.cs4
-rw-r--r--scripts/entities/actors/actions/MeleeAction.cs14
-rw-r--r--scripts/entities/actors/actions/MovementAction.cs4
4 files changed, 16 insertions, 8 deletions
diff --git a/scripts/entities/actors/actions/BumpAction.cs b/scripts/entities/actors/actions/BumpAction.cs
index 805520c..bee202b 100644
--- a/scripts/entities/actors/actions/BumpAction.cs
+++ b/scripts/entities/actors/actions/BumpAction.cs
@@ -19,7 +19,7 @@ public partial class BumpAction : DirectionalAction
Action action;
// Se houver um ator no destino, crie uma ação de ataque.
- if (GetTargetActor() != null) {
+ if (GetTarget() != null) {
action = new MeleeAction(actor, Offset);
} else {
// Mas se não houver, crie uma ação de movimento.
diff --git a/scripts/entities/actors/actions/DirectionalAction.cs b/scripts/entities/actors/actions/DirectionalAction.cs
index ca2ca95..9c7a915 100644
--- a/scripts/entities/actors/actions/DirectionalAction.cs
+++ b/scripts/entities/actors/actions/DirectionalAction.cs
@@ -24,7 +24,7 @@ public abstract partial class DirectionalAction : Action
/// Função que obtém o alvo da ação, se houver.
/// </summary>
/// <returns>O ator alvo da ação, nulo se não houver.</returns>
- protected Actor GetTargetActor() {
- return Map_Data.GetBlockingActorAtPosition(Destination);
+ protected Entity GetTarget() {
+ return Map_Data.GetBlockingEntityAtPosition(Destination);
}
}
diff --git a/scripts/entities/actors/actions/MeleeAction.cs b/scripts/entities/actors/actions/MeleeAction.cs
index b20430a..6dfeb78 100644
--- a/scripts/entities/actors/actions/MeleeAction.cs
+++ b/scripts/entities/actors/actions/MeleeAction.cs
@@ -15,7 +15,15 @@ public partial class MeleeAction : DirectionalAction
public override void Perform()
{
// Eu te disse que este método seria útil.
- Actor target = GetTargetActor();
+ Entity potentialTarget = GetTarget();
+
+ // Só podemos atacar atores.
+ if (potentialTarget is not Actor) {
+ return;
+ }
+
+ Actor target = (Actor)potentialTarget;
+
// Se não houver um ator na direção, não podemos continuar.
// Isto é uma ação gratuita.
@@ -24,13 +32,13 @@ public partial class MeleeAction : DirectionalAction
// não podemos ter dano negativo.
int damage = actor.Atk - target.Def;
- string attackDesc = $"{actor.ActorName} ataca {target.ActorName}";
+ string attackDesc = $"{actor.DisplayName} ataca {target.DisplayName}";
if (damage > 0) {
attackDesc += $" e remove {damage} de HP.";
target.Hp -= damage;
} else {
- attackDesc += $" mas {target.ActorName} tem músculos de aço.";
+ attackDesc += $" mas {target.DisplayName} tem músculos de aço.";
}
MessageLogData.Instance.AddMessage(attackDesc);
diff --git a/scripts/entities/actors/actions/MovementAction.cs b/scripts/entities/actors/actions/MovementAction.cs
index 3608357..2c394fc 100644
--- a/scripts/entities/actors/actions/MovementAction.cs
+++ b/scripts/entities/actors/actions/MovementAction.cs
@@ -12,11 +12,11 @@ public partial class MovementAction : DirectionalAction
public override void Perform()
{
// Não anda se o destino for um tile sólido.
- if (!Map_Data.IsTileWalkable(Destination)) return;
+ if (!Map_Data.GetTile(Destination).IsWalkable) return;
// Não anda se o destino for oculpado por um ator.
// Na maioria dos casos, essa condição nunca é verdadeira.
- if (GetTargetActor() != null) return;
+ if (GetTarget() != null) return;
actor.Walk(Offset);
actor.Energy -= cost;