update
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53
systems/element_system.gd
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53
systems/element_system.gd
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extends Node
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enum Element { NONE, FIRE }
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var applied_elements: Dictionary = {}
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func _ready() -> void:
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EventBus.element_damage_dealt.connect(_on_element_damage_dealt)
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EventBus.entity_died.connect(_on_entity_died)
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EventBus.effect_expired.connect(_on_effect_expired)
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func _on_element_damage_dealt(attacker: Node, target: Node, _amount: float, element: int) -> void:
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if element == Element.NONE:
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return
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if not target.is_in_group("enemies") and not target.is_in_group("portals"):
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return
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var current: int = applied_elements.get(target, Element.NONE)
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if current != Element.NONE and current != element:
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_trigger_reaction(attacker, target, current, element)
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return
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_apply_element(attacker, target, element)
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func _apply_element(source: Node, target: Node, element: int) -> void:
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applied_elements[target] = element
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EventBus.element_applied.emit(target, element)
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match element:
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Element.FIRE:
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_apply_fire(source, target)
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func _apply_fire(source: Node, target: Node) -> void:
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var fire_dot := Effect.new()
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fire_dot.effect_name = "Burning"
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fire_dot.type = Effect.Type.DEBUFF
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fire_dot.stat = "damage"
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fire_dot.value = 3.0
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fire_dot.duration = 6.0
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fire_dot.is_multiplier = false
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fire_dot.tick_interval = 2.0
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fire_dot.element = Element.FIRE
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EventBus.effect_requested.emit(target, fire_dot, source)
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func _trigger_reaction(_attacker: Node, target: Node, _elem_a: int, _elem_b: int) -> void:
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applied_elements.erase(target)
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EventBus.element_reaction.emit(target, _elem_a, _elem_b, "")
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func _on_entity_died(entity: Node) -> void:
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applied_elements.erase(entity)
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func _on_effect_expired(target: Node, effect: Effect) -> void:
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if effect.element != Element.NONE:
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var current: int = applied_elements.get(target, Element.NONE)
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if current == effect.element:
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applied_elements.erase(target)
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