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@cubed2d
Created December 16, 2013 10:47
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game unit
#==============================================================================
# ** Game_Unit
#------------------------------------------------------------------------------
# This class handles units. It's used as a superclass of the Game_Party and
# and Game_Troop classes.
#==============================================================================
class Game_Unit
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :in_battle # in battle flag
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@in_battle = false
end
#--------------------------------------------------------------------------
# * Get Members
#--------------------------------------------------------------------------
def members
return []
end
#--------------------------------------------------------------------------
# * Get Array of Living Members
#--------------------------------------------------------------------------
def alive_members
members.select {|member| member.alive? }
end
#--------------------------------------------------------------------------
# * Get Array of Incapacitated Members
#--------------------------------------------------------------------------
def dead_members
members.select {|member| member.dead? }
end
#--------------------------------------------------------------------------
# * Get Array of Movable Members
#--------------------------------------------------------------------------
def movable_members
members.select {|member| member.movable? }
end
#--------------------------------------------------------------------------
# * Clear all Members' Battle Actions
#--------------------------------------------------------------------------
def clear_actions
members.each {|member| member.clear_actions }
end
#--------------------------------------------------------------------------
# * Calculate Average Value of Agility
#--------------------------------------------------------------------------
def agi
return 1 if members.size == 0
members.inject(0) {|r, member| r += member.agi } / members.size
end
#--------------------------------------------------------------------------
# * Calculate Total Target Rate
#--------------------------------------------------------------------------
def tgr_sum
alive_members.inject(0) {|r, member| r + member.tgr }
end
#--------------------------------------------------------------------------
# * Random Selection of Target
#--------------------------------------------------------------------------
def random_target
tgr_rand = rand * tgr_sum
alive_members.each do |member|
tgr_rand -= member.tgr
return member if tgr_rand < 0
end
alive_members[0]
end
#--------------------------------------------------------------------------
# * Randomly Determine Target (K.O.)
#--------------------------------------------------------------------------
def random_dead_target
dead_members.empty? ? nil : dead_members[rand(dead_members.size)]
end
#--------------------------------------------------------------------------
# * Smooth Selection of Target
#--------------------------------------------------------------------------
def smooth_target(index)
member = members[index]
(member && member.alive?) ? member : alive_members[0]
end
#--------------------------------------------------------------------------
# * Smooth Selection of Target (K.O.)
#--------------------------------------------------------------------------
def smooth_dead_target(index)
member = members[index]
(member && member.dead?) ? member : dead_members[0]
end
#--------------------------------------------------------------------------
# * Clear Action Results
#--------------------------------------------------------------------------
def clear_results
members.select {|member| member.result.clear }
end
#--------------------------------------------------------------------------
# * Processing at Start of Battle
#--------------------------------------------------------------------------
def on_battle_start
members.each {|member| member.on_battle_start }
@in_battle = true
end
#--------------------------------------------------------------------------
# * Processing at End of Battle
#--------------------------------------------------------------------------
def on_battle_end
@in_battle = false
members.each {|member| member.on_battle_end }
end
#--------------------------------------------------------------------------
# * Create Battle Action
#--------------------------------------------------------------------------
def make_actions
members.each {|member| member.make_actions }
end
#--------------------------------------------------------------------------
# * Determine Everyone is Dead
#--------------------------------------------------------------------------
def all_dead?
alive_members.empty?
end
#--------------------------------------------------------------------------
# * Get Substitute Battler
#--------------------------------------------------------------------------
def substitute_battler
members.find {|member| member.substitute? }
end
end
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