This commit is contained in:
Marek Le
2026-05-09 23:37:26 +02:00
parent 6d28b04c12
commit 2d4002bd3f
263 changed files with 5250 additions and 4597 deletions

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extends Node
@onready var role_system: Node = get_node("../RoleSystem")
@onready var cooldown_system: Node = get_node("../CooldownSystem")
func _ready() -> void:
EventBus.ability_use_requested.connect(_on_ability_request)
func _on_ability_request(player: Node, index: int) -> void:
if not is_instance_valid(player) or not Stats.has(player):
return
var target_str: String = ""
var tv: Variant = (player as Node).get("current_target")
if tv != null and is_instance_valid(tv) and tv is Node:
target_str = String((tv as Node).get_path())
if not multiplayer.is_server() and multiplayer.multiplayer_peer != null:
_request_use.rpc_id(1, String(player.get_path()), index, target_str)
return
_execute(player, index, target_str)
@rpc("any_peer", "reliable")
func _request_use(path_str: String, index: int, target_str: String) -> void:
var p: Node = get_node_or_null(NodePath(path_str))
if p == null:
return
if target_str != "":
var t := get_node_or_null(NodePath(target_str))
if t and Stats.has(t):
p.set("current_target", t)
_execute(p, index, target_str)
func _execute(player: Node, index: int, _target_str: String = "") -> void:
if index < 0 or index > 3:
return
var role: int = int(Stats.get_stat(player, "role", GameState.ROLE_DAMAGE))
var set: AbilitySet = role_system.get_set(role)
if set == null or index >= set.abilities.size():
return
var ability: Ability = set.abilities[index]
if ability == null:
return
if not cooldown_system.is_ready(player, index):
return
if ability.uses_gcd and not cooldown_system.is_gcd_ready(player):
return
cooldown_system.set_cooldown(player, index, ability.cooldown, float(Stats.get_stat(player, "gcd_time", 0.5)) if ability.uses_gcd else 0.0)
EventBus.ability_used.emit(player, index, ability)
_apply_ability(player, ability)
func _apply_ability(player: Node, ability: Ability) -> void:
match ability.type:
Ability.Type.SINGLE:
_apply_single(player, ability)
Ability.Type.AOE:
_apply_aoe(player, ability)
Ability.Type.UTILITY:
_apply_utility(player, ability)
Ability.Type.ULT:
_apply_ult(player, ability)
_:
pass
func _apply_single(player: Node, ability: Ability) -> void:
var dmg_mult: float = float(Stats.get_stat(player, "buff_damage", 1.0))
var heal_mult: float = float(Stats.get_stat(player, "buff_heal", 1.0))
var target: Node = _resolve_target(player, ability)
if target == null:
return
if (player as Node3D).global_position.distance_to((target as Node3D).global_position) > ability.ability_range:
return
if ability.is_heal:
EventBus.heal_requested.emit(player, target, ability.damage * heal_mult)
else:
EventBus.damage_requested.emit(player, target, ability.damage * dmg_mult, ability.element)
if ability.shield_value > 0.0:
_apply_shield(player, ability.shield_value)
func _apply_aoe(player: Node, ability: Ability) -> void:
var dmg_mult: float = float(Stats.get_stat(player, "buff_damage", 1.0))
var heal_mult: float = float(Stats.get_stat(player, "buff_heal", 1.0))
var origin: Vector3 = (player as Node3D).global_position
var center: Vector3 = origin
var target: Node = _resolve_target(player, ability)
if target and (target as Node3D).global_position.distance_to(origin) <= ability.ability_range:
center = (target as Node3D).global_position
if ability.is_heal:
for ally in get_tree().get_nodes_in_group("player"):
if (ally as Node3D).global_position.distance_to(center) <= ability.aoe_radius:
EventBus.heal_requested.emit(player, ally, ability.damage * heal_mult)
else:
var hits: int = 0
for foe in Stats.entities_in_group(&"enemies"):
if (foe as Node3D).global_position.distance_to(center) <= ability.aoe_radius:
EventBus.damage_requested.emit(player, foe, ability.damage * dmg_mult, ability.element)
hits += 1
for foe in Stats.entities_in_group(&"portals"):
if (foe as Node3D).global_position.distance_to(center) <= ability.aoe_radius:
EventBus.damage_requested.emit(player, foe, ability.damage * dmg_mult, ability.element)
hits += 1
for foe in Stats.entities_in_group(&"gates"):
if (foe as Node3D).global_position.distance_to(center) <= ability.aoe_radius:
EventBus.damage_requested.emit(player, foe, ability.damage * dmg_mult, ability.element)
hits += 1
if ability.shield_value > 0.0:
_apply_shield(player, ability.shield_value * hits)
func _apply_utility(player: Node, ability: Ability) -> void:
if ability.shield_multiplier > 0.0:
var max_shield: float = float(Stats.get_stat(player, "max_shield", 0.0))
var add: float = max_shield * ability.shield_multiplier
Stats.set_stat(player, "shield", min(max_shield, float(Stats.get_stat(player, "shield", 0.0)) + add))
EventBus.shield_changed.emit(player, Stats.get_stat(player, "shield"), max_shield)
func _apply_ult(player: Node, ability: Ability) -> void:
if ability.is_heal:
_apply_aoe(player, ability)
elif ability.shield_multiplier > 0.0:
var max_shield: float = float(Stats.get_stat(player, "max_shield", 0.0))
Stats.set_stat(player, "shield", min(max_shield * (1.0 + ability.shield_multiplier), float(Stats.get_stat(player, "shield", 0.0)) + max_shield * ability.shield_multiplier))
EventBus.shield_changed.emit(player, Stats.get_stat(player, "shield"), max_shield)
else:
var target: Node = _resolve_target(player, ability)
if target == null:
return
var dmg_mult: float = float(Stats.get_stat(player, "buff_damage", 1.0))
EventBus.damage_requested.emit(player, target, ability.damage * dmg_mult, ability.element)
if ability.aoe_radius > 0.0:
var center: Vector3 = (target as Node3D).global_position
for foe in Stats.entities_in_group(&"enemies"):
if foe == target:
continue
if (foe as Node3D).global_position.distance_to(center) <= ability.aoe_radius:
EventBus.damage_requested.emit(player, foe, ability.damage * 0.5 * dmg_mult, ability.element)
func _apply_shield(player: Node, amount: float) -> void:
var max_shield: float = float(Stats.get_stat(player, "max_shield", 0.0))
Stats.set_stat(player, "shield", min(max_shield, float(Stats.get_stat(player, "shield", 0.0)) + amount))
EventBus.shield_changed.emit(player, Stats.get_stat(player, "shield"), max_shield)
func _resolve_target(player: Node, ability: Ability) -> Node:
if ability.is_heal:
var lowest: Node = null
var lowest_pct: float = 2.0
for ally in get_tree().get_nodes_in_group("player"):
if not Stats.has(ally):
continue
var hp: float = float(Stats.get_stat(ally, "health", 0.0))
var max_hp: float = float(Stats.get_stat(ally, "max_health", 1.0))
if max_hp <= 0.0 or hp <= 0.0:
continue
var pct: float = hp / max_hp
if pct < lowest_pct:
lowest = ally
lowest_pct = pct
return lowest
var tv: Variant = (player as Node).get("current_target")
if tv != null and is_instance_valid(tv) and tv is Node and Stats.has(tv):
return tv as Node
var nearest: Node = null
var nearest_dist: float = INF
for foe in Stats.entities_in_group(&"enemies") + Stats.entities_in_group(&"portals") + Stats.entities_in_group(&"gates"):
var d: float = (foe as Node3D).global_position.distance_to((player as Node3D).global_position)
if d < nearest_dist and d <= ability.ability_range:
nearest = foe
nearest_dist = d
return nearest

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extends Node
@onready var role_system: Node = get_node("../RoleSystem")
@onready var cooldown_system: Node = get_node("../CooldownSystem")
var _accum: float = 0.0
func _ready() -> void:
if multiplayer.multiplayer_peer != null and not multiplayer.is_server() and not (multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
set_physics_process(false)
else:
set_physics_process(true)
func _physics_process(delta: float) -> void:
if not multiplayer.is_server() and multiplayer.multiplayer_peer != null:
return
_accum += delta
if _accum < 0.10:
return
_accum = 0.0
for player in get_tree().get_nodes_in_group("player"):
if not Stats.has(player):
continue
if int(Stats.get_stat(player, "health", 0.0)) <= 0:
continue
if not cooldown_system.is_aa_ready(player):
continue
var role: int = int(Stats.get_stat(player, "role", GameState.ROLE_DAMAGE))
var set: AbilitySet = role_system.get_set(role)
if set == null:
continue
var target: Node = _pick_target(player, set)
if target == null:
continue
var dist: float = (player as Node3D).global_position.distance_to((target as Node3D).global_position)
if dist > set.aa_range:
continue
var dmg_mult: float = float(Stats.get_stat(player, "buff_damage", 1.0))
var heal_mult: float = float(Stats.get_stat(player, "buff_heal", 1.0))
if set.aa_is_heal:
EventBus.heal_requested.emit(player, target, set.aa_damage * heal_mult)
else:
EventBus.damage_requested.emit(player, target, set.aa_damage * dmg_mult, Element.NONE)
cooldown_system.set_aa(player, float(Stats.get_stat(player, "aa_cooldown", 0.5)))
func _pick_target(player: Node, set: AbilitySet) -> Node:
if set.aa_is_heal:
var lowest: Node = null
var lowest_pct: float = 2.0
for ally in get_tree().get_nodes_in_group("player"):
if not Stats.has(ally):
continue
var hp: float = float(Stats.get_stat(ally, "health", 0.0))
var max_hp: float = float(Stats.get_stat(ally, "max_health", 1.0))
if hp <= 0.0:
continue
var pct: float = hp / max_hp
if pct < lowest_pct and (player as Node3D).global_position.distance_to((ally as Node3D).global_position) <= set.aa_range:
lowest = ally
lowest_pct = pct
return lowest
var current_var: Variant = (player as Node).get("current_target")
if current_var != null and is_instance_valid(current_var) and current_var is Node and Stats.has(current_var):
return current_var
var nearest: Node = null
var nearest_dist: float = INF
for foe in Stats.entities_in_group(&"enemies"):
if not is_instance_valid(foe):
continue
var d: float = (foe as Node3D).global_position.distance_to((player as Node3D).global_position)
if d < nearest_dist and d <= set.aa_range:
nearest = foe
nearest_dist = d
return nearest

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