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
|
||||
|
||||
Reference in New Issue
Block a user