58 lines
1.8 KiB
GDScript
58 lines
1.8 KiB
GDScript
extends Node
|
|
|
|
@export var stats: EntityStats
|
|
var max_shield: float
|
|
var regen_delay: float
|
|
var regen_time: float
|
|
var current_shield: float
|
|
var regen_timer := 0.0
|
|
|
|
var base_max_shield: float
|
|
|
|
func _ready() -> void:
|
|
max_shield = stats.max_shield
|
|
base_max_shield = max_shield
|
|
regen_delay = stats.shield_regen_delay
|
|
regen_time = stats.shield_regen_time
|
|
current_shield = max_shield
|
|
EventBus.role_changed.connect(_on_role_changed)
|
|
|
|
func _process(delta: float) -> void:
|
|
if max_shield <= 0:
|
|
return
|
|
if current_shield < max_shield:
|
|
regen_timer += delta
|
|
if regen_timer >= regen_delay:
|
|
current_shield += (max_shield / regen_time) * delta
|
|
if current_shield >= max_shield:
|
|
current_shield = max_shield
|
|
EventBus.shield_regenerated.emit(get_parent())
|
|
EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
|
|
|
|
func _on_role_changed(_player: Node, _role_type: int) -> void:
|
|
if get_parent() != _player:
|
|
return
|
|
var role: Node = get_parent().get_node_or_null("Role")
|
|
if not role:
|
|
return
|
|
var ability_set: AbilitySet = role.get_ability_set()
|
|
if not ability_set:
|
|
return
|
|
max_shield = base_max_shield
|
|
for ability in ability_set.abilities:
|
|
if ability and ability.type == Ability.Type.PASSIVE and ability.passive_stat == "shield":
|
|
max_shield = base_max_shield * (1.0 + ability.damage / 100.0)
|
|
current_shield = min(current_shield, max_shield)
|
|
EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
|
|
|
|
func absorb(amount: float) -> float:
|
|
if current_shield <= 0:
|
|
return amount
|
|
regen_timer = 0.0
|
|
var absorbed: float = min(amount, current_shield)
|
|
current_shield -= absorbed
|
|
if current_shield <= 0:
|
|
EventBus.shield_broken.emit(get_parent())
|
|
EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
|
|
return amount - absorbed
|