This commit is contained in:
Marek Lenczewski
2026-03-30 22:56:58 +02:00
parent d6715e9c3f
commit 04749104a0
49 changed files with 1406 additions and 171 deletions

View File

@@ -1,9 +1,7 @@
extends Node
const GCD_TIME := 0.5
const AA_DAMAGE := 10.0
const AA_COOLDOWN := 1.0
const AA_RANGE := 20.0
const AA_COOLDOWN := 0.5
@onready var player: CharacterBody3D = get_parent()
@onready var targeting: Node = get_parent().get_node("Targeting")
@@ -36,12 +34,23 @@ func _auto_attack(delta: float) -> void:
return
if not is_instance_valid(targeting.current_target):
return
var dist := player.global_position.distance_to(targeting.current_target.global_position)
if dist > AA_RANGE:
var ability_set: AbilitySet = role.get_ability_set()
if not ability_set:
return
var dmg := apply_passive(AA_DAMAGE)
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
print("AA: %s Schaden an %s" % [dmg, targeting.current_target.name])
var aa_damage: float = ability_set.aa_damage
var aa_range: float = ability_set.aa_range
var aa_is_heal: bool = ability_set.aa_is_heal
var dmg: float = apply_passive(aa_damage, "heal" if aa_is_heal else "damage")
if aa_is_heal:
EventBus.heal_requested.emit(player, player, dmg)
print("AA Heal: %s an %s" % [dmg, player.name])
else:
var dist := player.global_position.distance_to(targeting.current_target.global_position)
if dist > aa_range:
return
var target_name: String = targeting.current_target.name
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
print("AA: %s Schaden an %s" % [dmg, target_name])
aa_timer = AA_COOLDOWN
func _load_abilities() -> void:
@@ -74,11 +83,11 @@ func _unhandled_input(event: InputEvent) -> void:
gcd_timer = GCD_TIME
return
func apply_passive(base_damage: float) -> float:
func apply_passive(base: float, stat: String = "damage") -> float:
for ability in abilities:
if ability and ability.type == Ability.Type.PASSIVE:
return base_damage * (1.0 + ability.damage / 100.0)
return base_damage
if ability and ability.type == Ability.Type.PASSIVE and ability.passive_stat == stat:
return base * (1.0 + ability.damage / 100.0)
return base
func _on_role_changed(_player: Node, _role_type: int) -> void:
_load_abilities()