extends Node const GCD_TIME := 0.5 const AA_COOLDOWN := 0.5 @onready var player: CharacterBody3D = get_parent() @onready var targeting: Node = get_parent().get_node("Targeting") @onready var role: Node = get_parent().get_node("Role") var abilities: Array = [] var cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0] var max_cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0] var gcd_timer := 0.0 var aa_timer := 0.0 func _ready() -> void: _load_abilities() EventBus.role_changed.connect(_on_role_changed) func _process(delta: float) -> void: if gcd_timer > 0: gcd_timer -= delta for i in range(cooldowns.size()): if cooldowns[i] > 0: cooldowns[i] -= delta EventBus.cooldown_tick.emit(cooldowns, max_cooldowns, gcd_timer) _auto_attack(delta) func _auto_attack(delta: float) -> void: aa_timer -= delta if aa_timer > 0: return if not targeting.in_combat or not targeting.current_target: return if not is_instance_valid(targeting.current_target): return 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(aa_damage, "heal" if aa_is_heal else "damage") if aa_is_heal: EventBus.heal_requested.emit(player, player, dmg) print("AA Heal: %s an %s" % [dmg, player.name]) else: var dist := player.global_position.distance_to(targeting.current_target.global_position) if dist > aa_range: return var target_name: String = targeting.current_target.name EventBus.damage_requested.emit(player, targeting.current_target, dmg) print("AA: %s Schaden an %s" % [dmg, target_name]) aa_timer = AA_COOLDOWN func _load_abilities() -> void: var ability_set: AbilitySet = role.get_ability_set() if ability_set: abilities = ability_set.abilities else: abilities = [] cooldowns = [0.0, 0.0, 0.0, 0.0, 0.0] max_cooldowns = [0.0, 0.0, 0.0, 0.0, 0.0] gcd_timer = 0.0 func _unhandled_input(event: InputEvent) -> void: for i in range(min(abilities.size(), 5)): if event.is_action_pressed("ability_%s" % (i + 1)) and abilities[i]: if abilities[i].type == Ability.Type.PASSIVE: return if cooldowns[i] > 0: return if abilities[i].uses_gcd and gcd_timer > 0: return var success: bool = abilities[i].execute(player, targeting) if not success: return var ability_cd: float = abilities[i].cooldown var gcd_cd: float = GCD_TIME if abilities[i].uses_gcd else 0.0 cooldowns[i] = ability_cd max_cooldowns[i] = max(ability_cd, gcd_cd) if abilities[i].uses_gcd: gcd_timer = GCD_TIME return func apply_passive(base: float, stat: String = "damage") -> float: for ability in abilities: if ability and ability.type == Ability.Type.PASSIVE and ability.passive_stat == stat: return base * (1.0 + ability.damage / 100.0) return base func _on_role_changed(_player: Node, _role_type: int) -> void: _load_abilities()