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Create ArenaBattleSystem.kt
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package com.github.nacabaro.vbhelper.battle
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import android.util.Log
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import androidx.compose.runtime.MutableState
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import androidx.compose.runtime.mutableStateOf
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import androidx.compose.runtime.getValue
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import androidx.compose.runtime.setValue
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class ArenaBattleSystem {
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companion object {
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private const val TAG = "ArenaBattleSystem"
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}
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// Attack phases: 0=Idle, 1=Player attack on player screen, 2=Player attack on opponent screen,
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// 3=Opponent attack on opponent screen, 4=Opponent attack on player screen
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private var _attackPhase by mutableStateOf(0)
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val attackPhase: Int get() = _attackPhase
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private var _attackProgress by mutableStateOf(0f)
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val attackProgress: Float get() = _attackProgress
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private var _isPlayerAttacking by mutableStateOf(false)
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val isPlayerAttacking: Boolean get() = _isPlayerAttacking
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private var _attackIsHit by mutableStateOf(false)
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val attackIsHit: Boolean get() = _attackIsHit
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private var _isAttackButtonEnabled by mutableStateOf(true)
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val isAttackButtonEnabled: Boolean get() = _isAttackButtonEnabled
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private var _currentView by mutableStateOf(0)
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val currentView: Int get() = _currentView
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private var _playerHP by mutableStateOf(100f)
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val playerHP: Float get() = _playerHP
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private var _opponentHP by mutableStateOf(100f)
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val opponentHP: Float get() = _opponentHP
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private var _isBattleOver by mutableStateOf(false)
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val isBattleOver: Boolean get() = _isBattleOver
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private var _critBarProgress by mutableStateOf(0)
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val critBarProgress: Int get() = _critBarProgress
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fun startPlayerAttack() {
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Log.d(TAG, "Starting player attack")
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_attackPhase = 1
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_attackProgress = 0f
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_isPlayerAttacking = true
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_isAttackButtonEnabled = false
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_currentView = 0
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}
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fun startOpponentAttack() {
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Log.d(TAG, "Starting opponent attack")
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_attackPhase = 3
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_attackProgress = 0f
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_isPlayerAttacking = false
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_currentView = 1
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}
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fun advanceAttackPhase() {
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_attackPhase++
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_attackProgress = 0f
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Log.d(TAG, "Advanced to attack phase: $_attackPhase")
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}
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fun setAttackProgress(progress: Float) {
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_attackProgress = progress
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}
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fun setAttackHitState(isHit: Boolean) {
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_attackIsHit = isHit
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}
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fun switchToView(view: Int) {
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_currentView = view
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Log.d(TAG, "Switched to view: $view")
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}
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fun enableAttackButton() {
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_isAttackButtonEnabled = true
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Log.d(TAG, "Attack button enabled")
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}
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fun applyDamage(isPlayer: Boolean, damage: Float) {
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if (isPlayer) {
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_playerHP = (_playerHP - damage).coerceAtLeast(0f)
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} else {
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_opponentHP = (_opponentHP - damage).coerceAtLeast(0f)
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}
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Log.d(TAG, "Applied damage: ${if (isPlayer) "player" else "opponent"} -$damage")
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}
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fun updateHPFromAPI(playerHP: Float, opponentHP: Float) {
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_playerHP = playerHP
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_opponentHP = opponentHP
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Log.d(TAG, "Updated HP from API: Player=$playerHP, Opponent=$opponentHP")
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}
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fun completeAttackAnimation(playerDamage: Float = 0f, opponentDamage: Float = 0f) {
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if (playerDamage > 0f) {
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applyDamage(true, playerDamage)
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}
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if (opponentDamage > 0f) {
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applyDamage(false, opponentDamage)
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}
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Log.d(TAG, "Completed attack animation with damage: Player=$playerDamage, Opponent=$opponentDamage")
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}
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fun resetAttackState() {
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_attackPhase = 0
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_attackProgress = 0f
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_isPlayerAttacking = false
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_attackIsHit = false
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_currentView = 0
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Log.d(TAG, "Reset attack state")
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}
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fun checkBattleOver(): Boolean {
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return _playerHP <= 0f || _opponentHP <= 0f
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}
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fun endBattle() {
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_isBattleOver = true
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Log.d(TAG, "Battle ended")
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}
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fun updateCritBarProgress(progress: Int) {
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_critBarProgress = progress
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Log.d(TAG, "Updated crit bar progress: $progress")
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}
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}
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