Files
mmo/scripts/abilities/ability.gd
Marek Le 4fddc74df1 update
2026-03-30 09:03:29 +02:00

83 lines
3.0 KiB
GDScript

extends Resource
class_name Ability
enum Type { SINGLE, AOE, UTILITY, ULT, PASSIVE }
@export var ability_name: String = ""
@export var type: Type = Type.SINGLE
@export var damage: float = 0.0
@export var ability_range: float = 3.0
@export var cooldown: float = 0.0
@export var uses_gcd: bool = true
@export var aoe_radius: float = 0.0
@export var icon: String = ""
func execute(player: Node, targeting: Node) -> bool:
var dmg: float = _get_modified_damage(player, damage)
match type:
Type.SINGLE:
return _execute_single(player, targeting, dmg)
Type.AOE:
return _execute_aoe(player, dmg)
Type.UTILITY:
return _execute_utility(player)
Type.ULT:
return _execute_ult(player, targeting, dmg)
return false
func _get_modified_damage(player: Node, base: float) -> float:
var combat: Node = player.get_node("Combat")
return combat.apply_passive(base)
func _in_range(player: Node, targeting: Node) -> bool:
if ability_range <= 0:
return true
var target: Node3D = targeting.current_target
if not target or not is_instance_valid(target):
return false
var dist: float = player.global_position.distance_to(target.global_position)
return dist <= ability_range
func _execute_single(player: Node, targeting: Node, dmg: float) -> bool:
if not _in_range(player, targeting):
return false
var target: Node3D = targeting.current_target
EventBus.damage_requested.emit(player, target, dmg)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
func _execute_aoe(player: Node, dmg: float) -> bool:
var hit := false
var enemies := player.get_tree().get_nodes_in_group("enemies")
for enemy in enemies:
var dist: float = player.global_position.distance_to(enemy.global_position)
if dist <= ability_range:
EventBus.damage_requested.emit(player, enemy, dmg)
hit = true
if hit:
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return hit
func _execute_utility(player: Node) -> bool:
var shield: Node = player.get_node_or_null("Shield")
if shield:
shield.current_shield = shield.max_shield
EventBus.shield_changed.emit(player, shield.current_shield, shield.max_shield)
return true
return false
func _execute_ult(player: Node, targeting: Node, dmg: float) -> bool:
if not _in_range(player, targeting):
return false
var target: Node3D = targeting.current_target
EventBus.damage_requested.emit(player, target, dmg * 5.0)
var aoe_range: float = aoe_radius if aoe_radius > 0 else ability_range
var enemies := player.get_tree().get_nodes_in_group("enemies")
for enemy in enemies:
if enemy != target:
var enemy_dist: float = target.global_position.distance_to(enemy.global_position)
if enemy_dist <= aoe_range:
EventBus.damage_requested.emit(player, enemy, dmg * 2.0)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg * 5.0)
return true