Files
mmo/systems/health_system.gd
Marek Le 2d4002bd3f refactor
2026-05-09 23:37:26 +02:00

70 lines
2.8 KiB
GDScript

extends Node
func _ready() -> void:
EventBus.damage_requested.connect(_on_damage_requested)
EventBus.heal_requested.connect(_on_heal_requested)
if multiplayer.multiplayer_peer != null and not multiplayer.is_server() and not (multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
set_physics_process(false)
else:
set_physics_process(true)
var _regen_accum: float = 0.0
func _physics_process(delta: float) -> void:
if not multiplayer.is_server() and multiplayer.multiplayer_peer != null:
return
_regen_accum += delta
if _regen_accum < 0.20:
return
var dt: float = _regen_accum
_regen_accum = 0.0
for entity in Stats.entities():
if not is_instance_valid(entity):
continue
var hp: float = float(Stats.get_stat(entity, "health", 0.0))
var max_hp: float = float(Stats.get_stat(entity, "max_health", 0.0))
var regen: float = float(Stats.get_stat(entity, "health_regen", 0.0))
if regen > 0.0 and hp > 0.0 and hp < max_hp:
var new_hp: float = min(max_hp, hp + regen * dt)
Stats.set_stat(entity, "health", new_hp)
EventBus.health_changed.emit(entity, new_hp, max_hp)
func _on_damage_requested(attacker: Node, target: Node, amount: float, element: int) -> void:
if not multiplayer.is_server() and multiplayer.multiplayer_peer != null:
return
if not is_instance_valid(target) or not Stats.has(target):
return
var hp: float = float(Stats.get_stat(target, "health", 0.0))
if hp <= 0.0:
return
var remaining := amount
var shield: float = float(Stats.get_stat(target, "shield", 0.0))
if shield > 0.0:
var absorbed: float = min(shield, remaining)
Stats.set_stat(target, "shield", shield - absorbed)
Stats.set_stat(target, "shield_regen_timer", float(Stats.get_stat(target, "shield_regen_delay", 5.0)))
remaining -= absorbed
EventBus.shield_changed.emit(target, Stats.get_stat(target, "shield"), Stats.get_stat(target, "max_shield", 0.0))
if shield - absorbed <= 0.0:
EventBus.shield_broken.emit(target)
if remaining > 0.0:
var new_hp: float = max(0.0, hp - remaining)
Stats.set_stat(target, "health", new_hp)
EventBus.health_changed.emit(target, new_hp, Stats.get_stat(target, "max_health"))
EventBus.damage_dealt.emit(attacker, target, amount)
if new_hp <= 0.0:
EventBus.entity_died.emit(target)
func _on_heal_requested(healer: Node, target: Node, amount: float) -> void:
if not multiplayer.is_server() and multiplayer.multiplayer_peer != null:
return
if not is_instance_valid(target) or not Stats.has(target):
return
var hp: float = float(Stats.get_stat(target, "health", 0.0))
if hp <= 0.0:
return
var max_hp: float = float(Stats.get_stat(target, "max_health", 0.0))
var new_hp: float = min(max_hp, hp + amount)
Stats.set_stat(target, "health", new_hp)
EventBus.health_changed.emit(target, new_hp, max_hp)