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

142
systems/buff_system.gd Normal file
View File

@@ -0,0 +1,142 @@
extends Node
var active_buffs: Dictionary = {}
func _ready() -> void:
EventBus.effect_requested.connect(_on_effect_requested)
EventBus.role_changed.connect(_on_role_changed)
EventBus.entity_died.connect(_on_entity_died)
func _process(delta: float) -> void:
for entity in active_buffs.keys():
if not is_instance_valid(entity):
active_buffs.erase(entity)
continue
var entries: Array = active_buffs[entity]
var i: int = entries.size() - 1
while i >= 0:
var entry: Dictionary = entries[i]
var effect: Effect = entry["effect"]
if effect.duration > 0:
entry["remaining"] -= delta
if entry["remaining"] <= 0:
var is_aura_buff: bool = entry.get("is_aura_buff", false)
entries.remove_at(i)
if not is_aura_buff:
EventBus.effect_expired.emit(entity, effect)
_recalc(entity)
i -= 1
continue
if effect.tick_interval > 0:
entry["tick_timer"] -= delta
if entry["tick_timer"] <= 0:
entry["tick_timer"] += effect.tick_interval
if not effect.is_multiplier and effect.type == Effect.Type.BUFF:
var source: Node = entry["source"]
if not is_instance_valid(source):
source = entity
EventBus.heal_requested.emit(source, entity, effect.value)
i -= 1
func apply(target: Node, effect: Effect, source: Node) -> void:
if effect.type != Effect.Type.BUFF and effect.type != Effect.Type.AURA:
return
if not active_buffs.has(target):
active_buffs[target] = []
var replaced := false
var entries: Array = active_buffs[target]
for i in range(entries.size()):
if entries[i]["effect"].effect_name == effect.effect_name:
entries[i]["effect"] = effect
entries[i]["source"] = source
entries[i]["remaining"] = effect.duration
entries[i]["tick_timer"] = effect.tick_interval
replaced = true
break
if not replaced:
entries.append({
"effect": effect,
"source": source,
"remaining": effect.duration,
"tick_timer": effect.tick_interval,
})
EventBus.effect_applied.emit(target, effect)
if effect.is_multiplier:
_recalc(target)
func apply_aura_buff(target: Node, effect: Effect, source: Node) -> void:
if not active_buffs.has(target):
active_buffs[target] = []
var entry := {
"effect": effect,
"source": source,
"remaining": effect.duration,
"tick_timer": effect.tick_interval,
"aura_source": source,
"is_aura_buff": true,
}
active_buffs[target].append(entry)
if effect.is_multiplier:
_recalc(target)
func has_aura_buff(target: Node, aura_name: String, source: Node) -> bool:
if not active_buffs.has(target):
return false
for entry in active_buffs[target]:
if entry["effect"].effect_name == aura_name and entry.get("aura_source") == source:
return true
return false
func refresh_aura_buff(target: Node, aura_name: String, source: Node, duration: float) -> void:
if not active_buffs.has(target):
return
for entry in active_buffs[target]:
if entry["effect"].effect_name == aura_name and entry.get("aura_source") == source:
entry["remaining"] = duration
return
func clear(entity: Node) -> void:
active_buffs.erase(entity)
_recalc(entity)
func _on_effect_requested(target: Node, effect: Effect, source: Node) -> void:
if effect.type == Effect.Type.BUFF or effect.type == Effect.Type.AURA:
apply(target, effect, source)
func _on_entity_died(entity: Node) -> void:
active_buffs.erase(entity)
_recalc(entity)
func _on_role_changed(player: Node, _role_type: int) -> void:
_remove_permanent(player)
func _remove_permanent(entity: Node) -> void:
if not active_buffs.has(entity):
return
var entries: Array = active_buffs[entity]
var i: int = entries.size() - 1
while i >= 0:
if entries[i]["effect"].duration < 0:
EventBus.effect_expired.emit(entity, entries[i]["effect"])
entries.remove_at(i)
i -= 1
_recalc(entity)
func _recalc(entity: Node) -> void:
var mults := { "damage": 1.0, "heal": 1.0, "shield": 1.0 }
if active_buffs.has(entity):
for entry in active_buffs[entity]:
var effect: Effect = entry["effect"]
if effect.is_multiplier and effect.stat in mults:
mults[effect.stat] += effect.value
var player: Node = get_tree().get_first_node_in_group("player")
if entity == player:
PlayerData.buff_damage = mults["damage"]
PlayerData.buff_heal = mults["heal"]
PlayerData.buff_shield = mults["shield"]
if PlayerData.base:
var new_max: float = PlayerData.base.max_shield * mults["shield"]
PlayerData.max_shield = new_max
PlayerData.shield = min(PlayerData.shield, new_max)
PlayerData.set_shield(PlayerData.shield)
EventBus.buff_changed.emit(entity, "damage", mults["damage"])