Files
mmo/autoloads/player_stats.gd
Marek Lenczewski f1d34ebf1d update
2026-04-04 00:00:15 +02:00

146 lines
3.6 KiB
GDScript

extends Node
enum Role { TANK, DAMAGE, HEALER }
# Basis (aus Resource geladen)
var base: PlayerStats
var speed := 5.0
var jump_velocity := 4.5
var target_range := 20.0
var combat_timeout := 3.0
var respawn_time := 3.0
var gcd_time := 0.5
var aa_cooldown := 0.5
# Laufzeit
var health := 100.0
var max_health := 100.0
var health_regen := 0.0
var shield := 0.0
var max_shield := 0.0
var shield_regen_delay := 3.0
var shield_regen_time := 5.0
var shield_regen_timer := 0.0
var alive := true
# Buffs
var buff_damage := 1.0
var buff_heal := 1.0
var buff_shield := 1.0
# Rolle
var current_role: int = Role.DAMAGE
var ability_set: AbilitySet = null
# Kampf
var target: Node3D = null
var in_combat := false
var combat_timer := 0.0
# Cooldowns
var cooldowns: Array[float] = []
var max_cooldowns: Array[float] = []
var gcd := 0.0
var aa_timer := 0.0
# Szenenwechsel
var portal_position := Vector3.ZERO
var returning_from_dungeon := false
var dungeon_cleared := false
# Cache für Szenenwechsel
var _cache: Dictionary = {}
func init_from_resource(res: PlayerStats) -> void:
base = res
speed = res.speed
jump_velocity = res.jump_velocity
target_range = res.target_range
combat_timeout = res.combat_timeout
respawn_time = res.respawn_time
gcd_time = res.gcd_time
aa_cooldown = res.aa_cooldown
if _cache.is_empty():
health = res.max_health
max_health = res.max_health
health_regen = res.health_regen
shield = res.max_shield
max_shield = res.max_shield
shield_regen_delay = res.shield_regen_delay
shield_regen_time = res.shield_regen_time
shield_regen_timer = 0.0
alive = true
buff_damage = 1.0
buff_heal = 1.0
buff_shield = 1.0
else:
_restore_cache()
cooldowns.resize(5)
cooldowns.fill(0.0)
max_cooldowns.resize(5)
max_cooldowns.fill(0.0)
gcd = 0.0
aa_timer = 0.0
func set_health(value: float) -> void:
health = value
EventBus.health_changed.emit(self, health, max_health)
if health <= 0 and alive:
alive = false
EventBus.entity_died.emit(self)
func set_shield(value: float) -> void:
shield = value
EventBus.shield_changed.emit(self, shield, max_shield)
func set_role(role: int) -> void:
current_role = role
EventBus.role_changed.emit(self, current_role)
func set_target(new_target: Node3D) -> void:
target = new_target
EventBus.target_changed.emit(self, target)
func respawn() -> void:
health = max_health
shield = max_shield
alive = true
EventBus.health_changed.emit(self, health, max_health)
EventBus.shield_changed.emit(self, shield, max_shield)
EventBus.player_respawned.emit(self)
func save_cache() -> void:
_cache = {
"health": health,
"max_health": max_health,
"health_regen": health_regen,
"shield": shield,
"max_shield": max_shield,
"shield_regen_delay": shield_regen_delay,
"shield_regen_time": shield_regen_time,
"alive": alive,
"buff_damage": buff_damage,
"buff_heal": buff_heal,
"buff_shield": buff_shield,
}
func clear_cache() -> void:
_cache.clear()
portal_position = Vector3.ZERO
returning_from_dungeon = false
dungeon_cleared = false
func _restore_cache() -> void:
health = _cache.get("health", max_health)
max_health = _cache.get("max_health", max_health)
health_regen = _cache.get("health_regen", 0.0)
shield = _cache.get("shield", 0.0)
max_shield = _cache.get("max_shield", 0.0)
shield_regen_delay = _cache.get("shield_regen_delay", 3.0)
shield_regen_time = _cache.get("shield_regen_time", 5.0)
alive = _cache.get("alive", true)
buff_damage = _cache.get("buff_damage", 1.0)
buff_heal = _cache.get("buff_heal", 1.0)
buff_shield = _cache.get("buff_shield", 1.0)
_cache.clear()