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

View File

@@ -0,0 +1,74 @@
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