update
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@@ -1,28 +1,56 @@
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extends Node
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const GCD_TIME := 1.0
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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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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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func _ready() -> void:
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_load_abilities()
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EventBus.class_changed.connect(_on_class_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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func _load_abilities() -> void:
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var ability_set: AbilitySet = player_class.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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abilities[i].execute(player, targeting)
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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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return
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func apply_passive(base_damage: float) -> float:
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