update
This commit is contained in:
@@ -13,107 +13,3 @@ enum Type { SINGLE, AOE, UTILITY, ULT, PASSIVE }
|
||||
@export var icon: String = ""
|
||||
@export var is_heal: bool = false
|
||||
@export var passive_stat: String = "damage"
|
||||
|
||||
func execute(player: Node, targeting: Node) -> bool:
|
||||
var stat: String = "heal" if is_heal else "damage"
|
||||
var dmg: float = _get_modified_damage(player, damage, stat)
|
||||
match type:
|
||||
Type.SINGLE:
|
||||
return _execute_single(player, targeting, dmg)
|
||||
Type.AOE:
|
||||
return _execute_aoe(player, dmg)
|
||||
Type.UTILITY:
|
||||
return _execute_utility(player)
|
||||
Type.ULT:
|
||||
return _execute_ult(player, targeting, dmg)
|
||||
return false
|
||||
|
||||
func _get_modified_damage(player: Node, base: float, stat: String = "damage") -> float:
|
||||
var combat: Node = player.get_node("Combat")
|
||||
return combat.apply_passive(base, stat)
|
||||
|
||||
func _in_range(player: Node, targeting: Node) -> bool:
|
||||
if ability_range <= 0:
|
||||
return true
|
||||
if is_heal:
|
||||
return true
|
||||
if not is_instance_valid(targeting.current_target):
|
||||
return false
|
||||
var dist: float = player.global_position.distance_to(targeting.current_target.global_position)
|
||||
return dist <= ability_range
|
||||
|
||||
func _execute_single(player: Node, targeting: Node, dmg: float) -> bool:
|
||||
if is_heal:
|
||||
EventBus.heal_requested.emit(player, player, dmg)
|
||||
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
|
||||
return true
|
||||
if not _in_range(player, targeting):
|
||||
return false
|
||||
if not is_instance_valid(targeting.current_target):
|
||||
return false
|
||||
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
|
||||
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
|
||||
return true
|
||||
|
||||
func _execute_aoe(player: Node, dmg: float) -> bool:
|
||||
if is_heal:
|
||||
EventBus.heal_requested.emit(player, player, dmg)
|
||||
var players := player.get_tree().get_nodes_in_group("player")
|
||||
for p in players:
|
||||
if p != player and is_instance_valid(p):
|
||||
var dist: float = player.global_position.distance_to(p.global_position)
|
||||
if dist <= ability_range:
|
||||
EventBus.heal_requested.emit(player, p, dmg)
|
||||
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
|
||||
return true
|
||||
var hit := false
|
||||
var enemies := player.get_tree().get_nodes_in_group("enemies")
|
||||
for enemy in enemies:
|
||||
var dist: float = player.global_position.distance_to(enemy.global_position)
|
||||
if dist <= ability_range:
|
||||
EventBus.damage_requested.emit(player, enemy, dmg)
|
||||
hit = true
|
||||
if hit:
|
||||
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
|
||||
return hit
|
||||
|
||||
func _execute_utility(player: Node) -> bool:
|
||||
var shield: Node = player.get_node_or_null("Shield")
|
||||
if shield:
|
||||
if damage > 0:
|
||||
shield.current_shield = shield.max_shield * (damage / 100.0)
|
||||
else:
|
||||
if shield.current_shield >= shield.max_shield:
|
||||
return false
|
||||
shield.current_shield = shield.max_shield
|
||||
EventBus.shield_changed.emit(player, shield.current_shield, shield.max_shield)
|
||||
return true
|
||||
return false
|
||||
|
||||
func _execute_ult(player: Node, targeting: Node, dmg: float) -> bool:
|
||||
if is_heal:
|
||||
EventBus.heal_requested.emit(player, player, dmg)
|
||||
var players := player.get_tree().get_nodes_in_group("player")
|
||||
var aoe_range: float = aoe_radius if aoe_radius > 0 else ability_range
|
||||
for p in players:
|
||||
if p != player and is_instance_valid(p):
|
||||
var dist: float = player.global_position.distance_to(p.global_position)
|
||||
if dist <= aoe_range:
|
||||
EventBus.heal_requested.emit(player, p, dmg * 0.4)
|
||||
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
|
||||
return true
|
||||
if not _in_range(player, targeting):
|
||||
return false
|
||||
if not is_instance_valid(targeting.current_target):
|
||||
return false
|
||||
var target: Node3D = targeting.current_target
|
||||
EventBus.damage_requested.emit(player, target, dmg * 5.0)
|
||||
var aoe_range: float = aoe_radius if aoe_radius > 0 else ability_range
|
||||
var enemies := player.get_tree().get_nodes_in_group("enemies")
|
||||
for enemy in enemies:
|
||||
if enemy != target and is_instance_valid(enemy):
|
||||
var enemy_dist: float = target.global_position.distance_to(enemy.global_position)
|
||||
if enemy_dist <= aoe_range:
|
||||
EventBus.damage_requested.emit(player, enemy, dmg * 2.0)
|
||||
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg * 5.0)
|
||||
return true
|
||||
|
||||
@@ -1,45 +0,0 @@
|
||||
extends Node
|
||||
|
||||
@export var stats: EntityStats
|
||||
var max_health: float
|
||||
var health_regen: float
|
||||
var current_health: float
|
||||
|
||||
func _ready() -> void:
|
||||
max_health = stats.max_health
|
||||
health_regen = stats.health_regen
|
||||
current_health = max_health
|
||||
EventBus.damage_requested.connect(_on_damage_requested)
|
||||
EventBus.heal_requested.connect(_on_heal_requested)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if current_health > 0 and current_health < max_health and health_regen > 0:
|
||||
current_health = min(current_health + health_regen * delta, max_health)
|
||||
EventBus.health_changed.emit(get_parent(), current_health, max_health)
|
||||
|
||||
func _on_damage_requested(attacker: Node, target: Node, amount: float) -> void:
|
||||
if target != get_parent():
|
||||
return
|
||||
var remaining: float = amount
|
||||
var shield: Node = get_parent().get_node_or_null("Shield")
|
||||
if shield:
|
||||
remaining = shield.absorb(remaining)
|
||||
EventBus.damage_dealt.emit(attacker, get_parent(), amount)
|
||||
if remaining > 0:
|
||||
take_damage(remaining, attacker)
|
||||
|
||||
func take_damage(amount: float, attacker: Node) -> void:
|
||||
current_health -= amount
|
||||
if current_health <= 0:
|
||||
current_health = 0
|
||||
EventBus.health_changed.emit(get_parent(), current_health, max_health)
|
||||
if current_health <= 0:
|
||||
EventBus.entity_died.emit(get_parent())
|
||||
|
||||
func heal(amount: float) -> void:
|
||||
current_health = min(current_health + amount, max_health)
|
||||
EventBus.health_changed.emit(get_parent(), current_health, max_health)
|
||||
|
||||
func _on_heal_requested(healer: Node, target: Node, amount: float) -> void:
|
||||
if target == get_parent():
|
||||
heal(amount)
|
||||
@@ -1 +0,0 @@
|
||||
uid://b053b4fkkeaod
|
||||
@@ -3,38 +3,55 @@ extends Sprite3D
|
||||
@onready var viewport: SubViewport = $SubViewport
|
||||
@onready var health_bar: ProgressBar = $SubViewport/HealthBar
|
||||
@onready var border: ColorRect = $SubViewport/Border
|
||||
@onready var health: Node = get_parent().get_node("Health")
|
||||
@onready var parent_node: Node = get_parent()
|
||||
|
||||
var shield: Node = null
|
||||
var shield_bar: ProgressBar = null
|
||||
var style_normal: StyleBoxFlat
|
||||
var style_aggro: StyleBoxFlat
|
||||
|
||||
func _ready() -> void:
|
||||
texture = viewport.get_texture()
|
||||
health_bar.max_value = health.max_health
|
||||
shield = get_parent().get_node_or_null("Shield")
|
||||
shield_bar = $SubViewport.get_node_or_null("ShieldBar")
|
||||
if shield and shield_bar:
|
||||
shield_bar.max_value = shield.max_shield
|
||||
elif shield_bar:
|
||||
shield_bar.visible = false
|
||||
border.visible = false
|
||||
style_normal = health_bar.get_theme_stylebox("fill").duplicate()
|
||||
style_aggro = style_normal.duplicate()
|
||||
style_aggro.bg_color = Color(0.2, 0.4, 0.9, 1)
|
||||
EventBus.target_changed.connect(_on_target_changed)
|
||||
EventBus.health_changed.connect(_on_health_changed)
|
||||
EventBus.shield_changed.connect(_on_shield_changed)
|
||||
_init_bars()
|
||||
|
||||
func _init_bars() -> void:
|
||||
var max_health: Variant = Stats.get_stat(parent_node, "max_health")
|
||||
if max_health != null:
|
||||
health_bar.max_value = max_health
|
||||
health_bar.value = Stats.get_stat(parent_node, "health")
|
||||
var max_shield: Variant = Stats.get_stat(parent_node, "max_shield")
|
||||
if shield_bar:
|
||||
if max_shield != null and max_shield > 0:
|
||||
shield_bar.max_value = max_shield
|
||||
shield_bar.value = Stats.get_stat(parent_node, "shield")
|
||||
else:
|
||||
shield_bar.visible = false
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
health_bar.value = health.current_health
|
||||
if shield and shield_bar:
|
||||
shield_bar.value = shield.current_shield
|
||||
var player: Node = get_tree().get_first_node_in_group("player")
|
||||
if player and "target" in parent_node and parent_node.target == player:
|
||||
health_bar.add_theme_stylebox_override("fill", style_aggro)
|
||||
else:
|
||||
health_bar.add_theme_stylebox_override("fill", style_normal)
|
||||
|
||||
func _on_health_changed(entity: Node, current: float, max_val: float) -> void:
|
||||
if entity != parent_node:
|
||||
return
|
||||
health_bar.max_value = max_val
|
||||
health_bar.value = current
|
||||
|
||||
func _on_shield_changed(entity: Node, current: float, max_val: float) -> void:
|
||||
if entity != parent_node or shield_bar == null:
|
||||
return
|
||||
shield_bar.max_value = max_val
|
||||
shield_bar.value = current
|
||||
|
||||
func _on_target_changed(_player: Node, target: Node) -> void:
|
||||
border.visible = (target == get_parent())
|
||||
|
||||
@@ -1,57 +0,0 @@
|
||||
extends Node
|
||||
|
||||
@export var stats: EntityStats
|
||||
var max_shield: float
|
||||
var regen_delay: float
|
||||
var regen_time: float
|
||||
var current_shield: float
|
||||
var regen_timer := 0.0
|
||||
|
||||
var base_max_shield: float
|
||||
|
||||
func _ready() -> void:
|
||||
max_shield = stats.max_shield
|
||||
base_max_shield = max_shield
|
||||
regen_delay = stats.shield_regen_delay
|
||||
regen_time = stats.shield_regen_time
|
||||
current_shield = max_shield
|
||||
EventBus.role_changed.connect(_on_role_changed)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if max_shield <= 0:
|
||||
return
|
||||
if current_shield < max_shield:
|
||||
regen_timer += delta
|
||||
if regen_timer >= regen_delay:
|
||||
current_shield += (max_shield / regen_time) * delta
|
||||
if current_shield >= max_shield:
|
||||
current_shield = max_shield
|
||||
EventBus.shield_regenerated.emit(get_parent())
|
||||
EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
|
||||
|
||||
func _on_role_changed(_player: Node, _role_type: int) -> void:
|
||||
if get_parent() != _player:
|
||||
return
|
||||
var role: Node = get_parent().get_node_or_null("Role")
|
||||
if not role:
|
||||
return
|
||||
var ability_set: AbilitySet = role.get_ability_set()
|
||||
if not ability_set:
|
||||
return
|
||||
max_shield = base_max_shield
|
||||
for ability in ability_set.abilities:
|
||||
if ability and ability.type == Ability.Type.PASSIVE and ability.passive_stat == "shield":
|
||||
max_shield = base_max_shield * (1.0 + ability.damage / 100.0)
|
||||
current_shield = min(current_shield, max_shield)
|
||||
EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
|
||||
|
||||
func absorb(amount: float) -> float:
|
||||
if current_shield <= 0:
|
||||
return amount
|
||||
regen_timer = 0.0
|
||||
var absorbed: float = min(amount, current_shield)
|
||||
current_shield -= absorbed
|
||||
if current_shield <= 0:
|
||||
EventBus.shield_broken.emit(get_parent())
|
||||
EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
|
||||
return amount - absorbed
|
||||
@@ -1 +0,0 @@
|
||||
uid://bpfw71oprcvou
|
||||
@@ -1,44 +0,0 @@
|
||||
extends Node
|
||||
|
||||
@export var spawn_scene: PackedScene
|
||||
@export var spawn_count := 3
|
||||
@export var thresholds: Array[float] = [0.85, 0.70, 0.55, 0.40, 0.25, 0.10]
|
||||
|
||||
var triggered: Array[bool] = []
|
||||
|
||||
@onready var parent: Node3D = get_parent()
|
||||
@onready var health: Node = get_parent().get_node("Health")
|
||||
|
||||
func _ready() -> void:
|
||||
triggered.resize(thresholds.size())
|
||||
triggered.fill(false)
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if not spawn_scene or health.current_health <= 0:
|
||||
return
|
||||
var ratio: float = health.current_health / health.max_health
|
||||
for i in range(thresholds.size()):
|
||||
if not triggered[i] and ratio <= thresholds[i]:
|
||||
triggered[i] = true
|
||||
_spawn()
|
||||
|
||||
func _spawn() -> void:
|
||||
var spawned: Array = []
|
||||
for j in range(spawn_count):
|
||||
var entity: Node = spawn_scene.instantiate()
|
||||
var offset := Vector3(randf_range(-2, 2), 0, randf_range(-2, 2))
|
||||
parent.get_parent().add_child(entity)
|
||||
entity.global_position = parent.global_position + offset
|
||||
if "spawn_position" in entity:
|
||||
entity.spawn_position = parent.global_position
|
||||
if "portal" in entity:
|
||||
entity.portal = parent
|
||||
spawned.append(entity)
|
||||
var player: Node = get_tree().get_first_node_in_group("player")
|
||||
if player:
|
||||
var dist: float = parent.global_position.distance_to(player.global_position)
|
||||
if dist <= 10.0:
|
||||
for entity in spawned:
|
||||
if entity.has_method("_engage"):
|
||||
entity._engage(player)
|
||||
EventBus.portal_spawn.emit(parent, spawned)
|
||||
@@ -1 +0,0 @@
|
||||
uid://cm2s3xkmuesey
|
||||
@@ -11,6 +11,6 @@ func _on_entity_died(entity: Node) -> void:
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
GameState.dungeon_cleared = true
|
||||
GameState.returning_from_dungeon = false
|
||||
GameState.clear_player()
|
||||
GameState.clear()
|
||||
EventBus.dungeon_cleared.emit()
|
||||
get_tree().change_scene_to_file("res://scenes/world.tscn")
|
||||
|
||||
@@ -2,56 +2,35 @@ extends CharacterBody3D
|
||||
|
||||
enum State { IDLE, CHASE, ATTACK, RETURN }
|
||||
|
||||
@export var stats: BaseStats
|
||||
|
||||
var state: int = State.IDLE
|
||||
var target: Node3D = null
|
||||
var spawn_position: Vector3
|
||||
var portal: Node3D = null
|
||||
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
|
||||
|
||||
@onready var health: Node = $Health
|
||||
|
||||
func _ready() -> void:
|
||||
spawn_position = global_position
|
||||
add_to_group("enemies")
|
||||
Stats.register(self, stats)
|
||||
EventBus.entity_died.connect(_on_entity_died)
|
||||
|
||||
func _exit_tree() -> void:
|
||||
Stats.deregister(self)
|
||||
|
||||
func _on_entity_died(entity: Node) -> void:
|
||||
if entity == self:
|
||||
queue_free()
|
||||
elif entity == target:
|
||||
target = null
|
||||
state = State.RETURN
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if not is_on_floor():
|
||||
velocity.y -= gravity * delta
|
||||
move_and_slide()
|
||||
|
||||
func _engage(new_target: Node3D) -> void:
|
||||
if state == State.CHASE or state == State.ATTACK:
|
||||
return
|
||||
target = new_target
|
||||
state = State.CHASE
|
||||
var aggro: Node = get_node_or_null("EnemyAggro")
|
||||
if aggro:
|
||||
aggro.add_aggro(new_target, 1.0)
|
||||
_alert_nearby()
|
||||
|
||||
func _alert_nearby() -> void:
|
||||
var enemies := get_tree().get_nodes_in_group("enemies")
|
||||
for enemy in enemies:
|
||||
if enemy != self and is_instance_valid(enemy) and "state" in enemy:
|
||||
if enemy.state == enemy.State.IDLE:
|
||||
var dist: float = global_position.distance_to(enemy.global_position)
|
||||
if dist <= 3.0:
|
||||
enemy._engage(target)
|
||||
|
||||
func _on_detection_area_body_entered(body: Node3D) -> void:
|
||||
if body is CharacterBody3D and body.name == "Player":
|
||||
_engage(body)
|
||||
EventBus.enemy_engaged.emit(self, body)
|
||||
EventBus.enemy_detected.emit(self, body)
|
||||
|
||||
func _on_detection_area_body_exited(body: Node3D) -> void:
|
||||
if body == target and state == State.CHASE:
|
||||
state = State.RETURN
|
||||
target = null
|
||||
func _on_detection_area_body_exited(_body: Node3D) -> void:
|
||||
pass
|
||||
|
||||
@@ -1,82 +0,0 @@
|
||||
extends Node
|
||||
|
||||
const AGGRO_DECAY := 1.0
|
||||
const PORTAL_RADIUS := 10.0
|
||||
var aggro_table: Dictionary = {}
|
||||
var seconds_outside := 0.0
|
||||
|
||||
@onready var enemy: CharacterBody3D = get_parent()
|
||||
|
||||
func _ready() -> void:
|
||||
EventBus.damage_dealt.connect(_on_damage_dealt)
|
||||
EventBus.entity_died.connect(_on_entity_died)
|
||||
EventBus.heal_requested.connect(_on_heal_requested)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
var outside_portal := false
|
||||
if enemy.portal and is_instance_valid(enemy.portal):
|
||||
var dist_to_portal: float = enemy.global_position.distance_to(enemy.portal.global_position)
|
||||
if dist_to_portal > PORTAL_RADIUS:
|
||||
outside_portal = true
|
||||
seconds_outside += delta
|
||||
else:
|
||||
seconds_outside = 0.0
|
||||
|
||||
for player in aggro_table.keys():
|
||||
var decay: float = AGGRO_DECAY * delta
|
||||
if outside_portal:
|
||||
var bonus_decay: float = aggro_table[player] * 0.01 * pow(2, seconds_outside) * delta
|
||||
decay += bonus_decay
|
||||
aggro_table[player] -= decay
|
||||
# Im Portal-Radius: Aggro bleibt bei mindestens 1
|
||||
if not outside_portal and enemy.portal and is_instance_valid(player):
|
||||
var player_dist: float = player.global_position.distance_to(enemy.portal.global_position)
|
||||
if player_dist <= PORTAL_RADIUS and aggro_table[player] < 1.0:
|
||||
aggro_table[player] = 1.0
|
||||
if aggro_table[player] <= 0:
|
||||
aggro_table.erase(player)
|
||||
|
||||
var top_target: Node = _get_top_target()
|
||||
if top_target and top_target != enemy.target:
|
||||
enemy.target = top_target
|
||||
if enemy.state == enemy.State.IDLE or enemy.state == enemy.State.RETURN:
|
||||
enemy.state = enemy.State.CHASE
|
||||
elif not top_target and enemy.state != enemy.State.IDLE and enemy.state != enemy.State.RETURN:
|
||||
enemy.target = null
|
||||
enemy.state = enemy.State.RETURN
|
||||
|
||||
func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void:
|
||||
if target != enemy:
|
||||
return
|
||||
var multiplier := 1.0
|
||||
var role: Node = attacker.get_node_or_null("Role")
|
||||
if role and role.current_role == 0:
|
||||
multiplier = 2.0
|
||||
add_aggro(attacker, amount * multiplier)
|
||||
|
||||
func _on_heal_requested(healer: Node, _target: Node, amount: float) -> void:
|
||||
if not healer.is_in_group("player"):
|
||||
return
|
||||
if healer in aggro_table:
|
||||
add_aggro(healer, amount * 0.5)
|
||||
|
||||
func _on_entity_died(entity: Node) -> void:
|
||||
aggro_table.erase(entity)
|
||||
|
||||
func add_aggro(player: Node, amount: float) -> void:
|
||||
if player in aggro_table:
|
||||
aggro_table[player] += amount
|
||||
else:
|
||||
aggro_table[player] = amount
|
||||
|
||||
func _get_top_target() -> Node:
|
||||
var top: Node = null
|
||||
var top_val := 0.0
|
||||
for player in aggro_table:
|
||||
if is_instance_valid(player) and aggro_table[player] > top_val:
|
||||
top_val = aggro_table[player]
|
||||
top = player
|
||||
return top
|
||||
|
||||
func has_aggro_on(player: Node) -> bool:
|
||||
return _get_top_target() == player
|
||||
@@ -1 +0,0 @@
|
||||
uid://bojdohjxr6uef
|
||||
@@ -1,26 +0,0 @@
|
||||
extends Node
|
||||
|
||||
const ATTACK_RANGE := 2.0
|
||||
const ATTACK_COOLDOWN := 1.5
|
||||
const ATTACK_DAMAGE := 5.0
|
||||
|
||||
var attack_timer := 0.0
|
||||
|
||||
@onready var enemy: CharacterBody3D = get_parent()
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
attack_timer -= delta
|
||||
if enemy.state != enemy.State.ATTACK:
|
||||
return
|
||||
if not is_instance_valid(enemy.target):
|
||||
enemy.state = enemy.State.RETURN
|
||||
return
|
||||
var dist := enemy.global_position.distance_to(enemy.target.global_position)
|
||||
if dist > ATTACK_RANGE:
|
||||
enemy.state = enemy.State.CHASE
|
||||
return
|
||||
if attack_timer <= 0:
|
||||
attack_timer = ATTACK_COOLDOWN
|
||||
EventBus.damage_requested.emit(enemy, enemy.target, ATTACK_DAMAGE)
|
||||
enemy.velocity.x = 0
|
||||
enemy.velocity.z = 0
|
||||
@@ -1 +0,0 @@
|
||||
uid://ct4u62xalrjyo
|
||||
@@ -49,10 +49,14 @@ func _return_to_spawn(delta: float) -> void:
|
||||
_regenerate(delta)
|
||||
|
||||
func _regenerate(delta: float) -> void:
|
||||
var health: Node = enemy.get_node("Health")
|
||||
if health.current_health < health.max_health:
|
||||
var rate: float = REGEN_FAST if health.current_health < health.max_health else REGEN_SLOW
|
||||
if health.current_health >= health.max_health * 0.99:
|
||||
var health: float = Stats.get_stat(enemy, "health")
|
||||
var max_health: float = Stats.get_stat(enemy, "max_health")
|
||||
if health == null or max_health == null:
|
||||
return
|
||||
if health < max_health:
|
||||
var rate: float = REGEN_FAST
|
||||
if health >= max_health * 0.99:
|
||||
rate = REGEN_SLOW
|
||||
health.current_health = min(health.current_health + health.max_health * rate * delta, health.max_health)
|
||||
EventBus.health_changed.emit(enemy, health.current_health, health.max_health)
|
||||
health = min(health + max_health * rate * delta, max_health)
|
||||
Stats.set_stat(enemy, "health", health)
|
||||
EventBus.health_changed.emit(enemy, health, max_health)
|
||||
|
||||
@@ -1,20 +1,46 @@
|
||||
extends Node
|
||||
|
||||
# Intentionen (Input → System)
|
||||
signal ability_use_requested(player, ability_index)
|
||||
signal auto_attack_tick(attacker)
|
||||
signal target_requested(player, target)
|
||||
signal enemy_detected(enemy, player)
|
||||
|
||||
# Ergebnisse (System → Node)
|
||||
signal combat_state_changed(player, in_combat)
|
||||
signal enemy_state_changed(enemy, new_state)
|
||||
signal enemy_target_changed(enemy, target)
|
||||
|
||||
# Kampf
|
||||
signal attack_executed(attacker, position, direction, damage)
|
||||
signal damage_dealt(attacker, target, damage)
|
||||
signal damage_requested(attacker, target, amount)
|
||||
signal heal_requested(healer, target, amount)
|
||||
|
||||
# Entity
|
||||
signal entity_died(entity)
|
||||
signal health_changed(entity, current, max_val)
|
||||
signal shield_changed(entity, current, max_val)
|
||||
signal shield_broken(entity)
|
||||
signal shield_regenerated(entity)
|
||||
signal regeneration_changed(entity, current, max_val)
|
||||
|
||||
# Spieler
|
||||
signal target_changed(player, target)
|
||||
signal player_respawned(player)
|
||||
signal role_changed(player, role_type)
|
||||
signal damage_requested(attacker, target, amount)
|
||||
signal health_changed(entity, current, max_val)
|
||||
signal shield_changed(entity, current, max_val)
|
||||
signal respawn_tick(timer)
|
||||
signal enemy_engaged(enemy, target)
|
||||
signal cooldown_tick(cooldowns, max_cooldowns, gcd_timer)
|
||||
|
||||
# Buff
|
||||
signal buff_changed(entity, stat, value)
|
||||
|
||||
# Gegner
|
||||
signal enemy_engaged(enemy, target)
|
||||
|
||||
# Portal
|
||||
signal portal_spawn(portal, enemies)
|
||||
signal heal_requested(healer, target, amount)
|
||||
signal portal_defeated(portal)
|
||||
|
||||
# Dungeon
|
||||
signal dungeon_cleared()
|
||||
|
||||
@@ -1,42 +1,20 @@
|
||||
extends Node
|
||||
|
||||
var player_health: float = -1.0
|
||||
var player_max_health: float = -1.0
|
||||
var player_shield: float = -1.0
|
||||
var player_max_shield: float = -1.0
|
||||
var player_role: int = 1
|
||||
var portal_position: Vector3 = Vector3.ZERO
|
||||
var returning_from_dungeon := false
|
||||
var dungeon_cleared := false
|
||||
|
||||
func save_player(player: Node) -> void:
|
||||
var health: Node = player.get_node("Health")
|
||||
var shield: Node = player.get_node("Shield")
|
||||
var role: Node = player.get_node("Role")
|
||||
player_health = health.current_health
|
||||
player_max_health = health.max_health
|
||||
player_shield = shield.current_shield
|
||||
player_max_shield = shield.max_shield
|
||||
player_role = role.current_role
|
||||
|
||||
func restore_player(player: Node) -> void:
|
||||
if player_health < 0:
|
||||
return
|
||||
var health: Node = player.get_node("Health")
|
||||
var shield: Node = player.get_node("Shield")
|
||||
var role: Node = player.get_node("Role")
|
||||
health.current_health = player_health
|
||||
shield.current_shield = player_shield
|
||||
role.set_role(player_role)
|
||||
EventBus.health_changed.emit(player, health.current_health, health.max_health)
|
||||
EventBus.shield_changed.emit(player, shield.current_shield, shield.max_shield)
|
||||
|
||||
func clear_player() -> void:
|
||||
player_health = -1.0
|
||||
player_shield = -1.0
|
||||
|
||||
func clear() -> void:
|
||||
clear_player()
|
||||
Stats.clear_player_cache()
|
||||
portal_position = Vector3.ZERO
|
||||
returning_from_dungeon = false
|
||||
dungeon_cleared = false
|
||||
|
||||
@@ -1,93 +1,9 @@
|
||||
extends Node
|
||||
|
||||
const GCD_TIME := 0.5
|
||||
const AA_COOLDOWN := 0.5
|
||||
|
||||
@onready var player: CharacterBody3D = get_parent()
|
||||
@onready var targeting: Node = get_parent().get_node("Targeting")
|
||||
@onready var role: Node = get_parent().get_node("Role")
|
||||
|
||||
var abilities: Array = []
|
||||
var cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
|
||||
var max_cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
|
||||
var gcd_timer := 0.0
|
||||
var aa_timer := 0.0
|
||||
|
||||
func _ready() -> void:
|
||||
_load_abilities()
|
||||
EventBus.role_changed.connect(_on_role_changed)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if gcd_timer > 0:
|
||||
gcd_timer -= delta
|
||||
for i in range(cooldowns.size()):
|
||||
if cooldowns[i] > 0:
|
||||
cooldowns[i] -= delta
|
||||
EventBus.cooldown_tick.emit(cooldowns, max_cooldowns, gcd_timer)
|
||||
_auto_attack(delta)
|
||||
|
||||
func _auto_attack(delta: float) -> void:
|
||||
aa_timer -= delta
|
||||
if aa_timer > 0:
|
||||
return
|
||||
if not targeting.in_combat or not targeting.current_target:
|
||||
return
|
||||
if not is_instance_valid(targeting.current_target):
|
||||
return
|
||||
var ability_set: AbilitySet = role.get_ability_set()
|
||||
if not ability_set:
|
||||
return
|
||||
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:
|
||||
var ability_set: AbilitySet = role.get_ability_set()
|
||||
if ability_set:
|
||||
abilities = ability_set.abilities
|
||||
else:
|
||||
abilities = []
|
||||
cooldowns = [0.0, 0.0, 0.0, 0.0, 0.0]
|
||||
max_cooldowns = [0.0, 0.0, 0.0, 0.0, 0.0]
|
||||
gcd_timer = 0.0
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
for i in range(min(abilities.size(), 5)):
|
||||
if event.is_action_pressed("ability_%s" % (i + 1)) and abilities[i]:
|
||||
if abilities[i].type == Ability.Type.PASSIVE:
|
||||
return
|
||||
if cooldowns[i] > 0:
|
||||
return
|
||||
if abilities[i].uses_gcd and gcd_timer > 0:
|
||||
return
|
||||
var success: bool = abilities[i].execute(player, targeting)
|
||||
if not success:
|
||||
return
|
||||
var ability_cd: float = abilities[i].cooldown
|
||||
var gcd_cd: float = GCD_TIME if abilities[i].uses_gcd else 0.0
|
||||
cooldowns[i] = ability_cd
|
||||
max_cooldowns[i] = max(ability_cd, gcd_cd)
|
||||
if abilities[i].uses_gcd:
|
||||
gcd_timer = GCD_TIME
|
||||
for i in range(5):
|
||||
if event.is_action_pressed("ability_%s" % (i + 1)):
|
||||
EventBus.ability_use_requested.emit(player, i)
|
||||
return
|
||||
|
||||
func apply_passive(base: float, stat: String = "damage") -> float:
|
||||
for ability in abilities:
|
||||
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()
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
extends Node
|
||||
|
||||
const SPEED := 5.0
|
||||
const JUMP_VELOCITY := 4.5
|
||||
|
||||
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
|
||||
|
||||
@onready var player: CharacterBody3D = get_parent()
|
||||
@@ -11,8 +8,12 @@ func _physics_process(delta: float) -> void:
|
||||
if not player.is_on_floor():
|
||||
player.velocity.y -= gravity * delta
|
||||
|
||||
var base: BaseStats = Stats.get_base(player)
|
||||
var speed: float = base.speed if base is PlayerStats else 5.0
|
||||
var jump_velocity: float = base.jump_velocity if base is PlayerStats else 4.5
|
||||
|
||||
if Input.is_action_just_pressed("ui_accept") and player.is_on_floor():
|
||||
player.velocity.y = JUMP_VELOCITY
|
||||
player.velocity.y = jump_velocity
|
||||
|
||||
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
|
||||
var camera_pivot := player.get_node("CameraPivot") as Node3D
|
||||
@@ -26,10 +27,10 @@ func _physics_process(delta: float) -> void:
|
||||
var direction := (forward * -input_dir.y + right * input_dir.x).normalized()
|
||||
|
||||
if direction:
|
||||
player.velocity.x = direction.x * SPEED
|
||||
player.velocity.z = direction.z * SPEED
|
||||
player.velocity.x = direction.x * speed
|
||||
player.velocity.z = direction.z * speed
|
||||
else:
|
||||
player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
|
||||
player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
|
||||
player.velocity.x = move_toward(player.velocity.x, 0, speed)
|
||||
player.velocity.z = move_toward(player.velocity.z, 0, speed)
|
||||
|
||||
player.move_and_slide()
|
||||
|
||||
@@ -1,8 +1,28 @@
|
||||
extends CharacterBody3D
|
||||
|
||||
@export var stats: BaseStats
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("player")
|
||||
Stats.register(self, stats)
|
||||
var cooldown_system: Node = get_tree().get_first_node_in_group("cooldown_system")
|
||||
if cooldown_system:
|
||||
cooldown_system.register(self, 5)
|
||||
if GameState.returning_from_dungeon:
|
||||
GameState.restore_player(self)
|
||||
global_position = GameState.portal_position + Vector3(0, 1, -5)
|
||||
GameState.returning_from_dungeon = false
|
||||
elif GameState.dungeon_cleared:
|
||||
GameState.clear()
|
||||
var health: float = Stats.get_stat(self, "health")
|
||||
var max_health: float = Stats.get_stat(self, "max_health")
|
||||
var shield: float = Stats.get_stat(self, "shield")
|
||||
var max_shield: float = Stats.get_stat(self, "max_shield")
|
||||
EventBus.health_changed.emit(self, health, max_health)
|
||||
EventBus.shield_changed.emit(self, shield, max_shield)
|
||||
|
||||
func _exit_tree() -> void:
|
||||
Stats.deregister(self)
|
||||
var cooldown_system: Node = get_tree().get_first_node_in_group("cooldown_system")
|
||||
if cooldown_system:
|
||||
cooldown_system.deregister(self)
|
||||
|
||||
@@ -1,46 +0,0 @@
|
||||
extends Node
|
||||
|
||||
const RESPAWN_TIME := 3.0
|
||||
var respawn_timer := 0.0
|
||||
var is_dead := false
|
||||
var spawn_position: Vector3
|
||||
|
||||
@onready var player: CharacterBody3D = get_parent()
|
||||
|
||||
func _ready() -> void:
|
||||
spawn_position = Vector3(0, 1, -5)
|
||||
EventBus.entity_died.connect(_on_entity_died)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if is_dead:
|
||||
respawn_timer -= delta
|
||||
EventBus.respawn_tick.emit(respawn_timer)
|
||||
if respawn_timer <= 0:
|
||||
_respawn()
|
||||
|
||||
func _on_entity_died(entity: Node) -> void:
|
||||
if entity == player and not is_dead:
|
||||
is_dead = true
|
||||
respawn_timer = RESPAWN_TIME
|
||||
player.velocity = Vector3.ZERO
|
||||
player.get_node("Mesh").visible = false
|
||||
player.get_node("CollisionShape3D").disabled = true
|
||||
player.get_node("Movement").set_physics_process(false)
|
||||
player.get_node("Combat").set_process_unhandled_input(false)
|
||||
player.get_node("Targeting").set_process_unhandled_input(false)
|
||||
|
||||
func _respawn() -> void:
|
||||
is_dead = false
|
||||
player.global_position = spawn_position
|
||||
player.get_node("Mesh").visible = true
|
||||
player.get_node("CollisionShape3D").disabled = false
|
||||
player.get_node("Movement").set_physics_process(true)
|
||||
player.get_node("Combat").set_process_unhandled_input(true)
|
||||
player.get_node("Targeting").set_process_unhandled_input(true)
|
||||
var health_node: Node = player.get_node("Health")
|
||||
var shield_node: Node = player.get_node("Shield")
|
||||
health_node.current_health = health_node.max_health
|
||||
shield_node.current_shield = shield_node.max_shield
|
||||
EventBus.health_changed.emit(player, health_node.current_health, health_node.max_health)
|
||||
EventBus.shield_changed.emit(player, shield_node.current_shield, shield_node.max_shield)
|
||||
EventBus.player_respawned.emit(player)
|
||||
@@ -1 +0,0 @@
|
||||
uid://dw3dtax5bx0of
|
||||
@@ -1,11 +1,17 @@
|
||||
extends StaticBody3D
|
||||
|
||||
@export var stats: BaseStats
|
||||
|
||||
const GATE_SCENE: PackedScene = preload("res://scenes/portal/gate.tscn")
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("portals")
|
||||
Stats.register(self, stats)
|
||||
EventBus.entity_died.connect(_on_entity_died)
|
||||
|
||||
func _exit_tree() -> void:
|
||||
Stats.deregister(self)
|
||||
|
||||
func _on_entity_died(entity: Node) -> void:
|
||||
if entity != self:
|
||||
return
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
extends Resource
|
||||
class_name EntityStats
|
||||
class_name BaseStats
|
||||
|
||||
@export var max_health := 100.0
|
||||
@export var health_regen := 0.0
|
||||
1
scripts/resources/base_stats.gd.uid
Normal file
1
scripts/resources/base_stats.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cet184f878lb8
|
||||
2
scripts/resources/boss_stats.gd
Normal file
2
scripts/resources/boss_stats.gd
Normal file
@@ -0,0 +1,2 @@
|
||||
extends EnemyStats
|
||||
class_name BossStats
|
||||
1
scripts/resources/boss_stats.gd.uid
Normal file
1
scripts/resources/boss_stats.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bio01w2gd5e7q
|
||||
12
scripts/resources/enemy_stats.gd
Normal file
12
scripts/resources/enemy_stats.gd
Normal file
@@ -0,0 +1,12 @@
|
||||
extends BaseStats
|
||||
class_name EnemyStats
|
||||
|
||||
@export var speed := 3.0
|
||||
@export var attack_range := 2.0
|
||||
@export var attack_cooldown := 1.5
|
||||
@export var attack_damage := 5.0
|
||||
@export var regen_fast := 0.10
|
||||
@export var regen_slow := 0.01
|
||||
@export var aggro_decay := 1.0
|
||||
@export var portal_radius := 10.0
|
||||
@export var alert_radius := 3.0
|
||||
1
scripts/resources/enemy_stats.gd.uid
Normal file
1
scripts/resources/enemy_stats.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bh2uuuvl30y0x
|
||||
@@ -1 +0,0 @@
|
||||
uid://ij663bdj2cgu
|
||||
10
scripts/resources/player_stats.gd
Normal file
10
scripts/resources/player_stats.gd
Normal file
@@ -0,0 +1,10 @@
|
||||
extends BaseStats
|
||||
class_name PlayerStats
|
||||
|
||||
@export var speed := 5.0
|
||||
@export var jump_velocity := 4.5
|
||||
@export var target_range := 20.0
|
||||
@export var combat_timeout := 3.0
|
||||
@export var respawn_time := 3.0
|
||||
@export var gcd_time := 0.5
|
||||
@export var aa_cooldown := 0.5
|
||||
1
scripts/resources/player_stats.gd.uid
Normal file
1
scripts/resources/player_stats.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://ypyntbavbsto
|
||||
5
scripts/resources/portal_stats.gd
Normal file
5
scripts/resources/portal_stats.gd
Normal file
@@ -0,0 +1,5 @@
|
||||
extends BaseStats
|
||||
class_name PortalStats
|
||||
|
||||
@export var spawn_count := 3
|
||||
@export var thresholds: Array[float] = [0.85, 0.70, 0.55, 0.40, 0.25, 0.10]
|
||||
1
scripts/resources/portal_stats.gd.uid
Normal file
1
scripts/resources/portal_stats.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bioid3s5oftxs
|
||||
53
scripts/stats.gd
Normal file
53
scripts/stats.gd
Normal file
@@ -0,0 +1,53 @@
|
||||
extends Node
|
||||
|
||||
var entities: Dictionary = {}
|
||||
var player_cache: Dictionary = {}
|
||||
|
||||
func register(entity: Node, base: BaseStats) -> void:
|
||||
if entity.is_in_group("player") and not player_cache.is_empty():
|
||||
entities[entity] = player_cache.duplicate()
|
||||
entities[entity]["base_stats"] = base
|
||||
player_cache.clear()
|
||||
else:
|
||||
entities[entity] = {
|
||||
"base_stats": base,
|
||||
"health": base.max_health,
|
||||
"max_health": base.max_health,
|
||||
"health_regen": base.health_regen,
|
||||
"shield": base.max_shield,
|
||||
"max_shield": base.max_shield,
|
||||
"shield_regen_delay": base.shield_regen_delay,
|
||||
"shield_regen_time": base.shield_regen_time,
|
||||
"shield_regen_timer": 0.0,
|
||||
"alive": true,
|
||||
"buff_damage": 1.0,
|
||||
"buff_heal": 1.0,
|
||||
"buff_shield": 1.0,
|
||||
}
|
||||
|
||||
func deregister(entity: Node) -> void:
|
||||
if entity.is_in_group("player") and entity in entities:
|
||||
player_cache = entities[entity].duplicate()
|
||||
entities.erase(entity)
|
||||
|
||||
func clear_player_cache() -> void:
|
||||
player_cache.clear()
|
||||
|
||||
func get_stat(entity: Node, key: String) -> Variant:
|
||||
if entity in entities:
|
||||
return entities[entity].get(key)
|
||||
return null
|
||||
|
||||
func set_stat(entity: Node, key: String, value: Variant) -> void:
|
||||
if entity in entities:
|
||||
entities[entity][key] = value
|
||||
|
||||
func get_base(entity: Node) -> BaseStats:
|
||||
if entity in entities:
|
||||
return entities[entity]["base_stats"]
|
||||
return null
|
||||
|
||||
func is_alive(entity: Node) -> bool:
|
||||
if entity in entities:
|
||||
return entities[entity]["alive"]
|
||||
return false
|
||||
1
scripts/stats.gd.uid
Normal file
1
scripts/stats.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cyxmpeib7pcw7
|
||||
169
scripts/systems/ability_system.gd
Normal file
169
scripts/systems/ability_system.gd
Normal file
@@ -0,0 +1,169 @@
|
||||
extends Node
|
||||
|
||||
func _ready() -> void:
|
||||
EventBus.ability_use_requested.connect(_on_ability_use_requested)
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
var players := get_tree().get_nodes_in_group("player")
|
||||
for player in players:
|
||||
if not Stats.is_alive(player):
|
||||
continue
|
||||
_try_auto_attack(player)
|
||||
|
||||
func _try_auto_attack(player: Node) -> void:
|
||||
var targeting: Node = player.get_node_or_null("Targeting")
|
||||
if not targeting or not targeting.in_combat or not targeting.current_target:
|
||||
return
|
||||
if not is_instance_valid(targeting.current_target):
|
||||
return
|
||||
var cooldown_system: Node = get_node("../CooldownSystem")
|
||||
if not cooldown_system.is_aa_ready(player):
|
||||
return
|
||||
var role: Node = player.get_node("Role")
|
||||
var ability_set: AbilitySet = role.get_ability_set()
|
||||
if not ability_set:
|
||||
return
|
||||
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(player, aa_damage, "heal" if aa_is_heal else "damage")
|
||||
if aa_is_heal:
|
||||
EventBus.heal_requested.emit(player, player, dmg)
|
||||
else:
|
||||
var dist: float = player.global_position.distance_to(targeting.current_target.global_position)
|
||||
if dist > aa_range:
|
||||
return
|
||||
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
|
||||
var base: BaseStats = Stats.get_base(player)
|
||||
var aa_cd: float = base.aa_cooldown if base is PlayerStats else 0.5
|
||||
cooldown_system.set_aa_cooldown(player, aa_cd)
|
||||
|
||||
func _on_ability_use_requested(player: Node, ability_index: int) -> void:
|
||||
var role: Node = player.get_node_or_null("Role")
|
||||
if not role:
|
||||
return
|
||||
var ability_set: AbilitySet = role.get_ability_set()
|
||||
if not ability_set or ability_index >= ability_set.abilities.size():
|
||||
return
|
||||
var ability: Ability = ability_set.abilities[ability_index]
|
||||
if not ability or ability.type == Ability.Type.PASSIVE:
|
||||
return
|
||||
var cooldown_system: Node = get_node("../CooldownSystem")
|
||||
if not cooldown_system.is_ready(player, ability_index):
|
||||
return
|
||||
if ability.uses_gcd and not cooldown_system.is_gcd_ready(player):
|
||||
return
|
||||
var success: bool = _execute_ability(player, ability)
|
||||
if not success:
|
||||
return
|
||||
var base: BaseStats = Stats.get_base(player)
|
||||
var gcd_time: float = base.gcd_time if base is PlayerStats else 0.5
|
||||
var gcd: float = gcd_time if ability.uses_gcd else 0.0
|
||||
cooldown_system.set_cooldown(player, ability_index, ability.cooldown, gcd)
|
||||
|
||||
func _execute_ability(player: Node, ability: Ability) -> bool:
|
||||
var targeting: Node = player.get_node("Targeting")
|
||||
var stat: String = "heal" if ability.is_heal else "damage"
|
||||
var dmg: float = _apply_passive(player, ability.damage, stat)
|
||||
match ability.type:
|
||||
Ability.Type.SINGLE:
|
||||
return _execute_single(player, targeting, ability, dmg)
|
||||
Ability.Type.AOE:
|
||||
return _execute_aoe(player, ability, dmg)
|
||||
Ability.Type.UTILITY:
|
||||
return _execute_utility(player, ability)
|
||||
Ability.Type.ULT:
|
||||
return _execute_ult(player, targeting, ability, dmg)
|
||||
return false
|
||||
|
||||
func _apply_passive(player: Node, base: float, stat: String) -> float:
|
||||
var mult: Variant = Stats.get_stat(player, "buff_" + stat)
|
||||
if mult != null:
|
||||
return base * mult
|
||||
return base
|
||||
|
||||
func _in_range(player: Node, targeting: Node, ability: Ability) -> bool:
|
||||
if ability.ability_range <= 0 or ability.is_heal:
|
||||
return true
|
||||
if not is_instance_valid(targeting.current_target):
|
||||
return false
|
||||
var dist: float = player.global_position.distance_to(targeting.current_target.global_position)
|
||||
return dist <= ability.ability_range
|
||||
|
||||
func _execute_single(player: Node, targeting: Node, ability: Ability, dmg: float) -> bool:
|
||||
if ability.is_heal:
|
||||
EventBus.heal_requested.emit(player, player, dmg)
|
||||
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
|
||||
return true
|
||||
if not _in_range(player, targeting, ability):
|
||||
return false
|
||||
if not is_instance_valid(targeting.current_target):
|
||||
return false
|
||||
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
|
||||
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
|
||||
return true
|
||||
|
||||
func _execute_aoe(player: Node, ability: Ability, dmg: float) -> bool:
|
||||
if ability.is_heal:
|
||||
EventBus.heal_requested.emit(player, player, dmg)
|
||||
var players := get_tree().get_nodes_in_group("player")
|
||||
for p in players:
|
||||
if p != player and is_instance_valid(p):
|
||||
var dist: float = player.global_position.distance_to(p.global_position)
|
||||
if dist <= ability.ability_range:
|
||||
EventBus.heal_requested.emit(player, p, dmg)
|
||||
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
|
||||
return true
|
||||
var hit := false
|
||||
var enemies := get_tree().get_nodes_in_group("enemies")
|
||||
for enemy in enemies:
|
||||
var dist: float = player.global_position.distance_to(enemy.global_position)
|
||||
if dist <= ability.ability_range:
|
||||
EventBus.damage_requested.emit(player, enemy, dmg)
|
||||
hit = true
|
||||
if hit:
|
||||
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
|
||||
return hit
|
||||
|
||||
func _execute_utility(player: Node, ability: Ability) -> bool:
|
||||
var max_shield: float = Stats.get_stat(player, "max_shield")
|
||||
if max_shield <= 0:
|
||||
return false
|
||||
var shield: float = Stats.get_stat(player, "shield")
|
||||
if ability.damage > 0:
|
||||
shield = max_shield * (ability.damage / 100.0)
|
||||
else:
|
||||
if shield >= max_shield:
|
||||
return false
|
||||
shield = max_shield
|
||||
Stats.set_stat(player, "shield", shield)
|
||||
EventBus.shield_changed.emit(player, shield, max_shield)
|
||||
return true
|
||||
|
||||
func _execute_ult(player: Node, targeting: Node, ability: Ability, dmg: float) -> bool:
|
||||
if ability.is_heal:
|
||||
EventBus.heal_requested.emit(player, player, dmg)
|
||||
var players := get_tree().get_nodes_in_group("player")
|
||||
var aoe_range: float = ability.aoe_radius if ability.aoe_radius > 0 else ability.ability_range
|
||||
for p in players:
|
||||
if p != player and is_instance_valid(p):
|
||||
var dist: float = player.global_position.distance_to(p.global_position)
|
||||
if dist <= aoe_range:
|
||||
EventBus.heal_requested.emit(player, p, dmg * 0.4)
|
||||
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
|
||||
return true
|
||||
if not _in_range(player, targeting, ability):
|
||||
return false
|
||||
if not is_instance_valid(targeting.current_target):
|
||||
return false
|
||||
var target: Node3D = targeting.current_target
|
||||
EventBus.damage_requested.emit(player, target, dmg * 5.0)
|
||||
var aoe_range: float = ability.aoe_radius if ability.aoe_radius > 0 else ability.ability_range
|
||||
var enemies := get_tree().get_nodes_in_group("enemies")
|
||||
for enemy in enemies:
|
||||
if enemy != target and is_instance_valid(enemy):
|
||||
var enemy_dist: float = target.global_position.distance_to(enemy.global_position)
|
||||
if enemy_dist <= aoe_range:
|
||||
EventBus.damage_requested.emit(player, enemy, dmg * 2.0)
|
||||
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg * 5.0)
|
||||
return true
|
||||
1
scripts/systems/ability_system.gd.uid
Normal file
1
scripts/systems/ability_system.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://h0hts425epc6
|
||||
130
scripts/systems/aggro_system.gd
Normal file
130
scripts/systems/aggro_system.gd
Normal file
@@ -0,0 +1,130 @@
|
||||
extends Node
|
||||
|
||||
var aggro_tables: Dictionary = {}
|
||||
var seconds_outside: Dictionary = {}
|
||||
|
||||
func _ready() -> void:
|
||||
EventBus.damage_dealt.connect(_on_damage_dealt)
|
||||
EventBus.heal_requested.connect(_on_heal_requested)
|
||||
EventBus.entity_died.connect(_on_entity_died)
|
||||
EventBus.enemy_detected.connect(_on_enemy_detected)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
for enemy in aggro_tables.keys():
|
||||
if not is_instance_valid(enemy):
|
||||
aggro_tables.erase(enemy)
|
||||
seconds_outside.erase(enemy)
|
||||
continue
|
||||
_decay_aggro(enemy, delta)
|
||||
_update_target(enemy)
|
||||
|
||||
func _decay_aggro(enemy: Node, delta: float) -> void:
|
||||
var table: Dictionary = aggro_tables[enemy]
|
||||
var base: BaseStats = Stats.get_base(enemy)
|
||||
var portal_radius: float = base.portal_radius if base is EnemyStats else 10.0
|
||||
var aggro_decay: float = base.aggro_decay if base is EnemyStats else 1.0
|
||||
|
||||
var outside_portal := false
|
||||
if "portal" in enemy and enemy.portal and is_instance_valid(enemy.portal):
|
||||
var dist: float = enemy.global_position.distance_to(enemy.portal.global_position)
|
||||
if dist > portal_radius:
|
||||
outside_portal = true
|
||||
seconds_outside[enemy] = seconds_outside.get(enemy, 0.0) + delta
|
||||
else:
|
||||
seconds_outside[enemy] = 0.0
|
||||
|
||||
for player in table.keys():
|
||||
var decay: float = aggro_decay * delta
|
||||
if outside_portal:
|
||||
var bonus: float = table[player] * 0.01 * pow(2, seconds_outside.get(enemy, 0.0)) * delta
|
||||
decay += bonus
|
||||
table[player] -= decay
|
||||
if not outside_portal and "portal" in enemy and enemy.portal and is_instance_valid(player):
|
||||
var player_dist: float = player.global_position.distance_to(enemy.portal.global_position)
|
||||
if player_dist <= portal_radius and table[player] < 1.0:
|
||||
table[player] = 1.0
|
||||
if table[player] <= 0:
|
||||
table.erase(player)
|
||||
|
||||
func _update_target(enemy: Node) -> void:
|
||||
if not "state" in enemy:
|
||||
return
|
||||
var table: Dictionary = aggro_tables[enemy]
|
||||
var top: Node = _get_top_target(table)
|
||||
if top and top != enemy.target:
|
||||
enemy.target = top
|
||||
if enemy.state == enemy.State.IDLE or enemy.state == enemy.State.RETURN:
|
||||
enemy.state = enemy.State.CHASE
|
||||
elif not top and enemy.state != enemy.State.IDLE and enemy.state != enemy.State.RETURN:
|
||||
enemy.target = null
|
||||
enemy.state = enemy.State.RETURN
|
||||
|
||||
func _add_aggro(enemy: Node, player: Node, amount: float) -> void:
|
||||
if enemy not in aggro_tables:
|
||||
aggro_tables[enemy] = {}
|
||||
if player in aggro_tables[enemy]:
|
||||
aggro_tables[enemy][player] += amount
|
||||
else:
|
||||
aggro_tables[enemy][player] = amount
|
||||
|
||||
func _get_top_target(table: Dictionary) -> Node:
|
||||
var top: Node = null
|
||||
var top_val := 0.0
|
||||
for player in table:
|
||||
if is_instance_valid(player) and table[player] > top_val:
|
||||
top_val = table[player]
|
||||
top = player
|
||||
return top
|
||||
|
||||
func _alert_nearby(enemy: Node, target: Node) -> void:
|
||||
var base: BaseStats = Stats.get_base(enemy)
|
||||
var alert_radius: float = base.alert_radius if base is EnemyStats else 3.0
|
||||
var enemies := enemy.get_tree().get_nodes_in_group("enemies")
|
||||
for other in enemies:
|
||||
if other != enemy and is_instance_valid(other) and "state" in other:
|
||||
if other.state == other.State.IDLE:
|
||||
var dist: float = enemy.global_position.distance_to(other.global_position)
|
||||
if dist <= alert_radius:
|
||||
_add_aggro(other, target, 1.0)
|
||||
other.target = target
|
||||
other.state = other.State.CHASE
|
||||
EventBus.enemy_engaged.emit(other, target)
|
||||
|
||||
func _on_enemy_detected(enemy: Node, player: Node) -> void:
|
||||
if not enemy.is_in_group("enemies"):
|
||||
return
|
||||
if "state" in enemy:
|
||||
if enemy.state == enemy.State.CHASE or enemy.state == enemy.State.ATTACK:
|
||||
return
|
||||
_add_aggro(enemy, player, 1.0)
|
||||
if "state" in enemy:
|
||||
enemy.target = player
|
||||
enemy.state = enemy.State.CHASE
|
||||
EventBus.enemy_engaged.emit(enemy, player)
|
||||
_alert_nearby(enemy, player)
|
||||
|
||||
func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void:
|
||||
if not target.is_in_group("enemies") and not target.is_in_group("portals"):
|
||||
return
|
||||
var multiplier := 1.0
|
||||
var role: Node = attacker.get_node_or_null("Role")
|
||||
if role and role.current_role == 0:
|
||||
multiplier = 2.0
|
||||
_add_aggro(target, attacker, amount * multiplier)
|
||||
|
||||
func _on_heal_requested(healer: Node, _target: Node, amount: float) -> void:
|
||||
if not healer.is_in_group("player"):
|
||||
return
|
||||
for enemy in aggro_tables:
|
||||
if is_instance_valid(enemy) and healer in aggro_tables[enemy]:
|
||||
_add_aggro(enemy, healer, amount * 0.5)
|
||||
|
||||
func _on_entity_died(entity: Node) -> void:
|
||||
aggro_tables.erase(entity)
|
||||
seconds_outside.erase(entity)
|
||||
for enemy in aggro_tables:
|
||||
if is_instance_valid(enemy):
|
||||
aggro_tables[enemy].erase(entity)
|
||||
if "target" in enemy and entity == enemy.target:
|
||||
enemy.target = null
|
||||
enemy.state = enemy.State.RETURN
|
||||
1
scripts/systems/aggro_system.gd.uid
Normal file
1
scripts/systems/aggro_system.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cm7ehl2pexcst
|
||||
37
scripts/systems/buff_system.gd
Normal file
37
scripts/systems/buff_system.gd
Normal file
@@ -0,0 +1,37 @@
|
||||
extends Node
|
||||
|
||||
func _ready() -> void:
|
||||
EventBus.role_changed.connect(_on_role_changed)
|
||||
|
||||
func _on_role_changed(player: Node, _role_type: int) -> void:
|
||||
var role: Node = player.get_node_or_null("Role")
|
||||
if not role:
|
||||
return
|
||||
var ability_set: AbilitySet = role.get_ability_set()
|
||||
if not ability_set:
|
||||
return
|
||||
var damage_mult := 1.0
|
||||
var heal_mult := 1.0
|
||||
var shield_mult := 1.0
|
||||
for ability in ability_set.abilities:
|
||||
if ability and ability.type == Ability.Type.PASSIVE:
|
||||
var bonus: float = ability.damage / 100.0
|
||||
match ability.passive_stat:
|
||||
"damage":
|
||||
damage_mult = 1.0 + bonus
|
||||
"heal":
|
||||
heal_mult = 1.0 + bonus
|
||||
"shield":
|
||||
shield_mult = 1.0 + bonus
|
||||
Stats.set_stat(player, "buff_damage", damage_mult)
|
||||
Stats.set_stat(player, "buff_heal", heal_mult)
|
||||
Stats.set_stat(player, "buff_shield", shield_mult)
|
||||
var base: BaseStats = Stats.get_base(player)
|
||||
if base:
|
||||
var new_max: float = base.max_shield * shield_mult
|
||||
Stats.set_stat(player, "max_shield", new_max)
|
||||
var shield: float = Stats.get_stat(player, "shield")
|
||||
shield = min(shield, new_max)
|
||||
Stats.set_stat(player, "shield", shield)
|
||||
EventBus.shield_changed.emit(player, shield, new_max)
|
||||
EventBus.buff_changed.emit(player, "damage", damage_mult)
|
||||
1
scripts/systems/buff_system.gd.uid
Normal file
1
scripts/systems/buff_system.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://da2jm0awq2lnh
|
||||
73
scripts/systems/cooldown_system.gd
Normal file
73
scripts/systems/cooldown_system.gd
Normal file
@@ -0,0 +1,73 @@
|
||||
extends Node
|
||||
|
||||
var cooldowns: Dictionary = {}
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("cooldown_system")
|
||||
EventBus.role_changed.connect(_on_role_changed)
|
||||
|
||||
func register(entity: Node, ability_count: int) -> void:
|
||||
cooldowns[entity] = {
|
||||
"cds": [] as Array[float],
|
||||
"max_cds": [] as Array[float],
|
||||
"gcd": 0.0,
|
||||
"aa": 0.0,
|
||||
}
|
||||
cooldowns[entity]["cds"].resize(ability_count)
|
||||
cooldowns[entity]["cds"].fill(0.0)
|
||||
cooldowns[entity]["max_cds"].resize(ability_count)
|
||||
cooldowns[entity]["max_cds"].fill(0.0)
|
||||
|
||||
func deregister(entity: Node) -> void:
|
||||
cooldowns.erase(entity)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
for entity in cooldowns:
|
||||
if not is_instance_valid(entity):
|
||||
continue
|
||||
var data: Dictionary = cooldowns[entity]
|
||||
if data["gcd"] > 0:
|
||||
data["gcd"] -= delta
|
||||
if data["aa"] > 0:
|
||||
data["aa"] -= delta
|
||||
var cds: Array = data["cds"]
|
||||
for i in range(cds.size()):
|
||||
if cds[i] > 0:
|
||||
cds[i] -= delta
|
||||
EventBus.cooldown_tick.emit(cds, data["max_cds"], data["gcd"])
|
||||
|
||||
func is_ready(entity: Node, index: int) -> bool:
|
||||
if entity not in cooldowns:
|
||||
return false
|
||||
return cooldowns[entity]["cds"][index] <= 0
|
||||
|
||||
func is_gcd_ready(entity: Node) -> bool:
|
||||
if entity not in cooldowns:
|
||||
return false
|
||||
return cooldowns[entity]["gcd"] <= 0
|
||||
|
||||
func is_aa_ready(entity: Node) -> bool:
|
||||
if entity not in cooldowns:
|
||||
return false
|
||||
return cooldowns[entity]["aa"] <= 0
|
||||
|
||||
func set_cooldown(entity: Node, index: int, cd: float, gcd: float) -> void:
|
||||
if entity not in cooldowns:
|
||||
return
|
||||
var data: Dictionary = cooldowns[entity]
|
||||
data["cds"][index] = cd
|
||||
data["max_cds"][index] = max(cd, gcd)
|
||||
if gcd > 0:
|
||||
data["gcd"] = gcd
|
||||
|
||||
func set_aa_cooldown(entity: Node, cd: float) -> void:
|
||||
if entity not in cooldowns:
|
||||
return
|
||||
cooldowns[entity]["aa"] = cd
|
||||
|
||||
func _on_role_changed(player: Node, _role_type: int) -> void:
|
||||
if player in cooldowns:
|
||||
var data: Dictionary = cooldowns[player]
|
||||
data["cds"].fill(0.0)
|
||||
data["max_cds"].fill(0.0)
|
||||
data["gcd"] = 0.0
|
||||
1
scripts/systems/cooldown_system.gd.uid
Normal file
1
scripts/systems/cooldown_system.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://ddos7mo8rahou
|
||||
1
scripts/systems/damage_system.gd
Normal file
1
scripts/systems/damage_system.gd
Normal file
@@ -0,0 +1 @@
|
||||
extends Node
|
||||
1
scripts/systems/damage_system.gd.uid
Normal file
1
scripts/systems/damage_system.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cbd1bryh0e2dw
|
||||
36
scripts/systems/enemy_ai_system.gd
Normal file
36
scripts/systems/enemy_ai_system.gd
Normal file
@@ -0,0 +1,36 @@
|
||||
extends Node
|
||||
|
||||
var attack_timers: Dictionary = {}
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
for enemy in get_tree().get_nodes_in_group("enemies"):
|
||||
if not is_instance_valid(enemy) or not Stats.is_alive(enemy):
|
||||
continue
|
||||
if enemy.state != enemy.State.ATTACK:
|
||||
continue
|
||||
_handle_attack(enemy, delta)
|
||||
|
||||
func _handle_attack(enemy: Node, delta: float) -> void:
|
||||
if enemy not in attack_timers:
|
||||
attack_timers[enemy] = 0.0
|
||||
attack_timers[enemy] -= delta
|
||||
|
||||
if not is_instance_valid(enemy.target):
|
||||
enemy.state = enemy.State.RETURN
|
||||
return
|
||||
|
||||
var base: BaseStats = Stats.get_base(enemy)
|
||||
var attack_range: float = base.attack_range if base is EnemyStats else 2.0
|
||||
var dist: float = enemy.global_position.distance_to(enemy.target.global_position)
|
||||
if dist > attack_range:
|
||||
enemy.state = enemy.State.CHASE
|
||||
return
|
||||
|
||||
if attack_timers[enemy] <= 0:
|
||||
var attack_cooldown: float = base.attack_cooldown if base is EnemyStats else 1.5
|
||||
var attack_damage: float = base.attack_damage if base is EnemyStats else 5.0
|
||||
attack_timers[enemy] = attack_cooldown
|
||||
EventBus.damage_requested.emit(enemy, enemy.target, attack_damage)
|
||||
|
||||
enemy.velocity.x = 0
|
||||
enemy.velocity.z = 0
|
||||
1
scripts/systems/enemy_ai_system.gd.uid
Normal file
1
scripts/systems/enemy_ai_system.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bwhxu5586lc1l
|
||||
49
scripts/systems/health_system.gd
Normal file
49
scripts/systems/health_system.gd
Normal file
@@ -0,0 +1,49 @@
|
||||
extends Node
|
||||
|
||||
func _ready() -> void:
|
||||
EventBus.damage_requested.connect(_on_damage_requested)
|
||||
EventBus.heal_requested.connect(_on_heal_requested)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
for entity in Stats.entities:
|
||||
if not is_instance_valid(entity):
|
||||
continue
|
||||
var data: Dictionary = Stats.entities[entity]
|
||||
if not data["alive"]:
|
||||
continue
|
||||
var regen: float = data["health_regen"]
|
||||
if regen > 0 and data["health"] < data["max_health"]:
|
||||
data["health"] = min(data["health"] + regen * delta, data["max_health"])
|
||||
EventBus.health_changed.emit(entity, data["health"], data["max_health"])
|
||||
|
||||
func _on_damage_requested(attacker: Node, target: Node, amount: float) -> void:
|
||||
if not Stats.is_alive(target):
|
||||
return
|
||||
var remaining: float = amount
|
||||
var shield_system: Node = get_node_or_null("../ShieldSystem")
|
||||
if shield_system:
|
||||
remaining = shield_system.absorb(target, remaining)
|
||||
EventBus.damage_dealt.emit(attacker, target, amount)
|
||||
if remaining > 0:
|
||||
_take_damage(target, remaining)
|
||||
|
||||
func _take_damage(entity: Node, amount: float) -> void:
|
||||
var health: float = Stats.get_stat(entity, "health")
|
||||
health -= amount
|
||||
if health <= 0:
|
||||
health = 0
|
||||
Stats.set_stat(entity, "health", health)
|
||||
var max_health: float = Stats.get_stat(entity, "max_health")
|
||||
EventBus.health_changed.emit(entity, health, max_health)
|
||||
if health <= 0:
|
||||
Stats.set_stat(entity, "alive", false)
|
||||
EventBus.entity_died.emit(entity)
|
||||
|
||||
func _on_heal_requested(healer: Node, target: Node, amount: float) -> void:
|
||||
if not Stats.is_alive(target):
|
||||
return
|
||||
var health: float = Stats.get_stat(target, "health")
|
||||
var max_health: float = Stats.get_stat(target, "max_health")
|
||||
health = min(health + amount, max_health)
|
||||
Stats.set_stat(target, "health", health)
|
||||
EventBus.health_changed.emit(target, health, max_health)
|
||||
1
scripts/systems/health_system.gd.uid
Normal file
1
scripts/systems/health_system.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://b3wkn5118dimy
|
||||
48
scripts/systems/respawn_system.gd
Normal file
48
scripts/systems/respawn_system.gd
Normal file
@@ -0,0 +1,48 @@
|
||||
extends Node
|
||||
|
||||
var dead_players: Dictionary = {}
|
||||
|
||||
func _ready() -> void:
|
||||
EventBus.entity_died.connect(_on_entity_died)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
for player in dead_players.keys():
|
||||
if not is_instance_valid(player):
|
||||
dead_players.erase(player)
|
||||
continue
|
||||
dead_players[player] -= delta
|
||||
EventBus.respawn_tick.emit(dead_players[player])
|
||||
if dead_players[player] <= 0:
|
||||
_respawn(player)
|
||||
|
||||
func _on_entity_died(entity: Node) -> void:
|
||||
if not entity.is_in_group("player"):
|
||||
return
|
||||
if entity in dead_players:
|
||||
return
|
||||
var base: BaseStats = Stats.get_base(entity)
|
||||
var respawn_time: float = base.respawn_time if base is PlayerStats else 3.0
|
||||
dead_players[entity] = respawn_time
|
||||
entity.velocity = Vector3.ZERO
|
||||
entity.get_node("Mesh").visible = false
|
||||
entity.get_node("CollisionShape3D").disabled = true
|
||||
entity.get_node("Movement").set_physics_process(false)
|
||||
entity.get_node("Combat").set_process_unhandled_input(false)
|
||||
entity.get_node("Targeting").set_process_unhandled_input(false)
|
||||
|
||||
func _respawn(player: Node) -> void:
|
||||
dead_players.erase(player)
|
||||
player.global_position = Vector3(0, 1, -5)
|
||||
player.get_node("Mesh").visible = true
|
||||
player.get_node("CollisionShape3D").disabled = false
|
||||
player.get_node("Movement").set_physics_process(true)
|
||||
player.get_node("Combat").set_process_unhandled_input(true)
|
||||
player.get_node("Targeting").set_process_unhandled_input(true)
|
||||
var max_health: float = Stats.get_stat(player, "max_health")
|
||||
var max_shield: float = Stats.get_stat(player, "max_shield")
|
||||
Stats.set_stat(player, "health", max_health)
|
||||
Stats.set_stat(player, "shield", max_shield)
|
||||
Stats.set_stat(player, "alive", true)
|
||||
EventBus.health_changed.emit(player, max_health, max_health)
|
||||
EventBus.shield_changed.emit(player, max_shield, max_shield)
|
||||
EventBus.player_respawned.emit(player)
|
||||
1
scripts/systems/respawn_system.gd.uid
Normal file
1
scripts/systems/respawn_system.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://b1qkvoqvmd21h
|
||||
38
scripts/systems/shield_system.gd
Normal file
38
scripts/systems/shield_system.gd
Normal file
@@ -0,0 +1,38 @@
|
||||
extends Node
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
for entity in Stats.entities:
|
||||
if not is_instance_valid(entity):
|
||||
continue
|
||||
var data: Dictionary = Stats.entities[entity]
|
||||
if not data["alive"]:
|
||||
continue
|
||||
var max_shield: float = data["max_shield"]
|
||||
if max_shield <= 0:
|
||||
continue
|
||||
var shield: float = data["shield"]
|
||||
if shield < max_shield:
|
||||
data["shield_regen_timer"] += delta
|
||||
if data["shield_regen_timer"] >= data["shield_regen_delay"]:
|
||||
var regen_rate: float = max_shield / data["shield_regen_time"]
|
||||
shield += regen_rate * delta
|
||||
if shield >= max_shield:
|
||||
shield = max_shield
|
||||
EventBus.shield_regenerated.emit(entity)
|
||||
data["shield"] = shield
|
||||
EventBus.shield_changed.emit(entity, shield, max_shield)
|
||||
|
||||
func absorb(entity: Node, amount: float) -> float:
|
||||
var shield: float = Stats.get_stat(entity, "shield")
|
||||
if shield == null or shield <= 0:
|
||||
return amount
|
||||
Stats.set_stat(entity, "shield_regen_timer", 0.0)
|
||||
var absorbed: float = min(amount, shield)
|
||||
shield -= absorbed
|
||||
Stats.set_stat(entity, "shield", shield)
|
||||
var max_shield: float = Stats.get_stat(entity, "max_shield")
|
||||
if shield <= 0:
|
||||
EventBus.shield_broken.emit(entity)
|
||||
EventBus.shield_changed.emit(entity, shield, max_shield)
|
||||
return amount - absorbed
|
||||
|
||||
1
scripts/systems/shield_system.gd.uid
Normal file
1
scripts/systems/shield_system.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://rsnpuf77o0sn
|
||||
52
scripts/systems/spawn_system.gd
Normal file
52
scripts/systems/spawn_system.gd
Normal file
@@ -0,0 +1,52 @@
|
||||
extends Node
|
||||
|
||||
const ENEMY_SCENE: PackedScene = preload("res://scenes/enemy/enemy.tscn")
|
||||
|
||||
var portal_data: Dictionary = {}
|
||||
|
||||
func _ready() -> void:
|
||||
EventBus.health_changed.connect(_on_health_changed)
|
||||
EventBus.entity_died.connect(_on_entity_died)
|
||||
|
||||
func _on_health_changed(entity: Node, current: float, max_val: float) -> void:
|
||||
if not entity.is_in_group("portals"):
|
||||
return
|
||||
if entity not in portal_data:
|
||||
var base: BaseStats = Stats.get_base(entity)
|
||||
var thresholds: Array[float] = base.thresholds if base is PortalStats else [0.85, 0.70, 0.55, 0.40, 0.25, 0.10]
|
||||
var triggered: Array[bool] = []
|
||||
triggered.resize(thresholds.size())
|
||||
triggered.fill(false)
|
||||
portal_data[entity] = { "thresholds": thresholds, "triggered": triggered }
|
||||
if current <= 0:
|
||||
return
|
||||
var data: Dictionary = portal_data[entity]
|
||||
var ratio: float = current / max_val
|
||||
var base: BaseStats = Stats.get_base(entity)
|
||||
var spawn_count: int = base.spawn_count if base is PortalStats else 3
|
||||
for i in range(data["thresholds"].size()):
|
||||
if not data["triggered"][i] and ratio <= data["thresholds"][i]:
|
||||
data["triggered"][i] = true
|
||||
_spawn_enemies(entity, spawn_count)
|
||||
|
||||
func _spawn_enemies(portal: Node, count: int) -> void:
|
||||
var spawned: Array = []
|
||||
for j in range(count):
|
||||
var entity: Node = ENEMY_SCENE.instantiate()
|
||||
var offset := Vector3(randf_range(-2, 2), 0, randf_range(-2, 2))
|
||||
portal.get_parent().add_child(entity)
|
||||
entity.global_position = portal.global_position + offset
|
||||
entity.spawn_position = portal.global_position
|
||||
entity.portal = portal
|
||||
spawned.append(entity)
|
||||
var player: Node = get_tree().get_first_node_in_group("player")
|
||||
if player:
|
||||
var dist: float = portal.global_position.distance_to(player.global_position)
|
||||
if dist <= 10.0:
|
||||
for entity in spawned:
|
||||
EventBus.enemy_detected.emit(entity, player)
|
||||
EventBus.portal_spawn.emit(portal, spawned)
|
||||
|
||||
func _on_entity_died(entity: Node) -> void:
|
||||
if entity.is_in_group("portals"):
|
||||
portal_data.erase(entity)
|
||||
1
scripts/systems/spawn_system.gd.uid
Normal file
1
scripts/systems/spawn_system.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c84voxmnaifyt
|
||||
@@ -39,7 +39,6 @@ func _spawn_portal() -> void:
|
||||
get_parent().add_child(portal)
|
||||
portal.global_position = pos
|
||||
portals.append(portal)
|
||||
print("Portal gespawnt bei: %s" % pos)
|
||||
|
||||
func _cleanup_dead() -> void:
|
||||
portals = portals.filter(func(p: Node) -> bool: return is_instance_valid(p))
|
||||
|
||||
Reference in New Issue
Block a user