Files
mmo/scripts/player/combat.gd
Marek Le 80a65fa555 update
2026-03-29 22:58:23 +02:00

64 lines
2.0 KiB
GDScript

extends Node
const GCD_TIME := 0.5
@onready var player: CharacterBody3D = get_parent()
@onready var targeting: Node = get_parent().get_node("Targeting")
@onready var player_class: Node = get_parent().get_node("PlayerClass")
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
func _ready() -> void:
_load_abilities()
EventBus.class_changed.connect(_on_class_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)
func _load_abilities() -> void:
var ability_set: AbilitySet = player_class.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_damage: float) -> float:
for ability in abilities:
if ability and ability.type == Ability.Type.PASSIVE:
return base_damage * (1.0 + ability.damage / 100.0)
return base_damage
func _on_class_changed(_player: Node, _class_type: int) -> void:
_load_abilities()