This commit is contained in:
Marek Lenczewski
2026-04-04 00:00:15 +02:00
parent 3488856b91
commit f1d34ebf1d
104 changed files with 1912 additions and 1789 deletions

View File

@@ -1,124 +1,83 @@
extends Node
func _ready() -> void:
EventBus.ability_use_requested.connect(_on_ability_use_requested)
EventBus.ability_use.connect(_on_ability_use)
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:
func _on_ability_use(_player: Node, ability_index: int) -> void:
if not PlayerData.alive:
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 player_base: BaseStats = Stats.get_base(player)
var aa_cd: float = player_base.aa_cooldown if player_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()
var ability_set: AbilitySet = PlayerData.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):
if PlayerData.cooldowns[ability_index] > 0:
return
if ability.uses_gcd and not cooldown_system.is_gcd_ready(player):
if ability.uses_gcd and PlayerData.gcd > 0:
return
var success: bool = _execute_ability(player, ability)
var success: bool = _execute_ability(ability)
if not success:
return
var player_base: BaseStats = Stats.get_base(player)
var gcd_time: float = player_base.gcd_time if player_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)
var gcd: float = PlayerData.gcd_time if ability.uses_gcd else 0.0
PlayerData.cooldowns[ability_index] = ability.cooldown
PlayerData.max_cooldowns[ability_index] = max(ability.cooldown, gcd)
if gcd > 0:
PlayerData.gcd = gcd
func _execute_ability(player: Node, ability: Ability) -> bool:
var targeting: Node = player.get_node("Targeting")
func _execute_ability(ability: Ability) -> bool:
var stat: String = "heal" if ability.is_heal else "damage"
var dmg: float = _apply_passive(player, ability.damage, stat)
var dmg: float = _apply_passive(ability.damage, stat)
var player: Node = get_tree().get_first_node_in_group("player")
match ability.type:
Ability.Type.SINGLE:
return _execute_single(player, targeting, ability, dmg)
return _execute_single(player, ability, dmg)
Ability.Type.AOE:
return _execute_aoe(player, ability, dmg)
Ability.Type.UTILITY:
return _execute_utility(player, ability)
return _execute_utility(ability)
Ability.Type.ULT:
return _execute_ult(player, targeting, ability, dmg)
return _execute_ult(player, 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 _apply_passive(base: float, stat: String) -> float:
var mult: float = 1.0
match stat:
"damage": mult = PlayerData.buff_damage
"heal": mult = PlayerData.buff_heal
return base * mult
func _in_range(player: Node, targeting: Node, ability: Ability) -> bool:
func _in_range(ability: Ability) -> bool:
if ability.ability_range <= 0 or ability.is_heal:
return true
if not is_instance_valid(targeting.current_target):
if not is_instance_valid(PlayerData.target):
return false
var dist: float = player.global_position.distance_to(targeting.current_target.global_position)
var player: Node = get_tree().get_first_node_in_group("player")
var dist: float = player.global_position.distance_to(PlayerData.target.global_position)
return dist <= ability.ability_range
func _execute_single(player: Node, targeting: Node, ability: Ability, dmg: float) -> bool:
func _execute_single(player: 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):
if not _in_range(ability):
return false
if not is_instance_valid(targeting.current_target):
if not is_instance_valid(PlayerData.target):
return false
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
EventBus.damage_requested.emit(player, PlayerData.target, dmg)
if ability.element != 0:
EventBus.element_damage_dealt.emit(player, targeting.current_target, dmg, ability.element)
EventBus.element_damage_dealt.emit(player, PlayerData.target, dmg, ability.element)
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:
for enemy in get_tree().get_nodes_in_group("enemies"):
var dist: float = player.global_position.distance_to(enemy.global_position)
if dist <= ability.ability_range:
EventBus.damage_requested.emit(player, enemy, dmg)
@@ -129,44 +88,35 @@ func _execute_aoe(player: Node, ability: Ability, dmg: float) -> bool:
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:
func _execute_utility(ability: Ability) -> bool:
if PlayerData.max_shield <= 0:
return false
var shield: float = Stats.get_stat(player, "shield")
var shield: float = PlayerData.shield
if ability.damage > 0:
shield = max_shield * (ability.damage / 100.0)
shield = PlayerData.max_shield * (ability.damage / 100.0)
else:
if shield >= max_shield:
if shield >= PlayerData.max_shield:
return false
shield = max_shield
Stats.set_stat(player, "shield", shield)
EventBus.shield_changed.emit(player, shield, max_shield)
shield = PlayerData.max_shield
PlayerData.set_shield(shield)
return true
func _execute_ult(player: Node, targeting: Node, ability: Ability, dmg: float) -> bool:
func _execute_ult(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")
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):
if not _in_range(ability):
return false
if not is_instance_valid(targeting.current_target):
if not is_instance_valid(PlayerData.target):
return false
var target: Node3D = targeting.current_target
var target: Node3D = PlayerData.target
EventBus.damage_requested.emit(player, target, dmg * 5.0)
if ability.element != 0:
EventBus.element_damage_dealt.emit(player, target, dmg * 5.0, ability.element)
var splash_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:
for enemy in get_tree().get_nodes_in_group("enemies"):
if enemy != target and is_instance_valid(enemy):
var enemy_dist: float = target.global_position.distance_to(enemy.global_position)
if enemy_dist <= splash_range: