update
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@@ -1,19 +1,23 @@
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extends Node
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const GCD_TIME := 0.5
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const AA_DAMAGE := 10.0
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const AA_COOLDOWN := 1.0
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const AA_RANGE := 20.0
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@onready var player: CharacterBody3D = get_parent()
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@onready var targeting: Node = get_parent().get_node("Targeting")
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@onready var player_class: Node = get_parent().get_node("PlayerClass")
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@onready var role: Node = get_parent().get_node("Role")
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var abilities: Array = []
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var cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
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var max_cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
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var gcd_timer := 0.0
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var aa_timer := 0.0
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func _ready() -> void:
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_load_abilities()
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EventBus.class_changed.connect(_on_class_changed)
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EventBus.role_changed.connect(_on_role_changed)
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func _process(delta: float) -> void:
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if gcd_timer > 0:
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@@ -22,9 +26,26 @@ func _process(delta: float) -> void:
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if cooldowns[i] > 0:
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cooldowns[i] -= delta
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EventBus.cooldown_tick.emit(cooldowns, max_cooldowns, gcd_timer)
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_auto_attack(delta)
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func _auto_attack(delta: float) -> void:
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aa_timer -= delta
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if aa_timer > 0:
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return
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if not targeting.in_combat or not targeting.current_target:
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return
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if not is_instance_valid(targeting.current_target):
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return
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var dist := player.global_position.distance_to(targeting.current_target.global_position)
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if dist > AA_RANGE:
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return
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var dmg := apply_passive(AA_DAMAGE)
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EventBus.damage_requested.emit(player, targeting.current_target, dmg)
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print("AA: %s Schaden an %s" % [dmg, targeting.current_target.name])
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aa_timer = AA_COOLDOWN
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func _load_abilities() -> void:
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var ability_set: AbilitySet = player_class.get_ability_set()
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var ability_set: AbilitySet = role.get_ability_set()
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if ability_set:
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abilities = ability_set.abilities
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else:
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@@ -59,5 +80,5 @@ func apply_passive(base_damage: float) -> float:
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return base_damage * (1.0 + ability.damage / 100.0)
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return base_damage
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func _on_class_changed(_player: Node, _class_type: int) -> void:
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func _on_role_changed(_player: Node, _role_type: int) -> void:
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_load_abilities()
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