update
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@@ -1,93 +1,9 @@
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extends Node
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const GCD_TIME := 0.5
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const AA_COOLDOWN := 0.5
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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 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.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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gcd_timer -= delta
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for i in range(cooldowns.size()):
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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 ability_set: AbilitySet = role.get_ability_set()
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if not ability_set:
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return
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var aa_damage: float = ability_set.aa_damage
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var aa_range: float = ability_set.aa_range
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var aa_is_heal: bool = ability_set.aa_is_heal
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var dmg: float = apply_passive(aa_damage, "heal" if aa_is_heal else "damage")
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if aa_is_heal:
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EventBus.heal_requested.emit(player, player, dmg)
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print("AA Heal: %s an %s" % [dmg, player.name])
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else:
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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 target_name: String = targeting.current_target.name
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EventBus.damage_requested.emit(player, targeting.current_target, dmg)
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print("AA: %s Schaden an %s" % [dmg, 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 = 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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abilities = []
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cooldowns = [0.0, 0.0, 0.0, 0.0, 0.0]
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max_cooldowns = [0.0, 0.0, 0.0, 0.0, 0.0]
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gcd_timer = 0.0
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func _unhandled_input(event: InputEvent) -> void:
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for i in range(min(abilities.size(), 5)):
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if event.is_action_pressed("ability_%s" % (i + 1)) and abilities[i]:
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if abilities[i].type == Ability.Type.PASSIVE:
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return
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if cooldowns[i] > 0:
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return
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if abilities[i].uses_gcd and gcd_timer > 0:
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return
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var success: bool = abilities[i].execute(player, targeting)
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if not success:
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return
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var ability_cd: float = abilities[i].cooldown
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var gcd_cd: float = GCD_TIME if abilities[i].uses_gcd else 0.0
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cooldowns[i] = ability_cd
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max_cooldowns[i] = max(ability_cd, gcd_cd)
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if abilities[i].uses_gcd:
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gcd_timer = GCD_TIME
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for i in range(5):
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if event.is_action_pressed("ability_%s" % (i + 1)):
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EventBus.ability_use_requested.emit(player, i)
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return
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func apply_passive(base: float, stat: String = "damage") -> float:
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for ability in abilities:
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if ability and ability.type == Ability.Type.PASSIVE and ability.passive_stat == stat:
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return base * (1.0 + ability.damage / 100.0)
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return base
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func _on_role_changed(_player: Node, _role_type: int) -> void:
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_load_abilities()
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