update
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@@ -7,55 +7,68 @@ enum Type { SINGLE, AOE, UTILITY, ULT, PASSIVE }
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@export var type: Type = Type.SINGLE
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@export var damage: float = 0.0
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@export var ability_range: float = 3.0
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@export var cooldown: float = 0.0
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@export var uses_gcd: bool = true
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@export var icon: String = ""
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func execute(player: Node, targeting: Node) -> void:
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func execute(player: Node, targeting: Node) -> bool:
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var dmg: float = _get_modified_damage(player, damage)
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match type:
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Type.SINGLE:
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_execute_single(player, targeting, dmg)
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return _execute_single(player, targeting, dmg)
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Type.AOE:
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_execute_aoe(player, dmg)
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return _execute_aoe(player, dmg)
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Type.UTILITY:
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_execute_utility(player)
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return _execute_utility(player)
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Type.ULT:
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_execute_ult(player, targeting, dmg)
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return _execute_ult(player, targeting, dmg)
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return false
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func _get_modified_damage(player: Node, base: float) -> float:
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var combat: Node = player.get_node("Combat")
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return combat.apply_passive(base)
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func _execute_single(player: Node, targeting: Node, dmg: float) -> void:
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func _in_range(player: Node, targeting: Node) -> bool:
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if ability_range <= 0:
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return true
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var target: Node3D = targeting.current_target
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if not target or not is_instance_valid(target):
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return
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return false
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var dist: float = player.global_position.distance_to(target.global_position)
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if dist > ability_range:
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return
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return dist <= ability_range
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func _execute_single(player: Node, targeting: Node, dmg: float) -> bool:
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if not _in_range(player, targeting):
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return false
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var target: Node3D = targeting.current_target
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EventBus.damage_requested.emit(player, target, dmg)
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EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
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return true
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func _execute_aoe(player: Node, dmg: float) -> void:
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func _execute_aoe(player: Node, dmg: float) -> bool:
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var hit := false
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var enemies := player.get_tree().get_nodes_in_group("enemies")
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for enemy in enemies:
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var dist: float = player.global_position.distance_to(enemy.global_position)
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if dist <= ability_range:
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EventBus.damage_requested.emit(player, enemy, dmg)
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EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
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hit = true
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if hit:
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EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
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return hit
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func _execute_utility(player: Node) -> void:
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func _execute_utility(player: Node) -> bool:
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var shield: Node = player.get_node_or_null("Shield")
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if shield:
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shield.current_shield = shield.max_shield
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EventBus.shield_changed.emit(player, shield.current_shield, shield.max_shield)
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return true
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return false
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func _execute_ult(player: Node, targeting: Node, dmg: float) -> void:
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func _execute_ult(player: Node, targeting: Node, dmg: float) -> bool:
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if not _in_range(player, targeting):
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return false
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var target: Node3D = targeting.current_target
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if not target or not is_instance_valid(target):
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return
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var dist: float = player.global_position.distance_to(target.global_position)
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if dist > ability_range:
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return
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EventBus.damage_requested.emit(player, target, dmg * 4.0)
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var enemies := player.get_tree().get_nodes_in_group("enemies")
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for enemy in enemies:
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@@ -64,3 +77,4 @@ func _execute_ult(player: Node, targeting: Node, dmg: float) -> void:
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if enemy_dist <= ability_range:
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EventBus.damage_requested.emit(player, enemy, dmg * 2.0)
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EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg * 4.0)
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return true
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