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

39 lines
1.3 KiB
GDScript

extends Node
func _ready() -> void:
EventBus.damage_requested.connect(_on_damage_requested)
func _on_damage_requested(attacker: Node, target: Node, amount: float) -> void:
var remaining: float = amount
var shield_system: Node = get_node_or_null("../ShieldSystem")
if shield_system:
remaining = shield_system.absorb(target, remaining)
EventBus.damage_dealt.emit(attacker, target, amount)
if remaining > 0:
_apply_damage(target, remaining)
func _apply_damage(entity: Node, amount: float) -> void:
if entity == _get_player():
var health: float = PlayerData.health - amount
if health < 0:
health = 0
PlayerData.set_health(health)
elif entity.is_in_group("boss"):
var health: float = BossData.get_stat(entity, "health") - amount
if health < 0:
health = 0
BossData.set_health(entity, health)
elif entity.is_in_group("enemies"):
var health: float = EnemyData.get_stat(entity, "health") - amount
if health < 0:
health = 0
EnemyData.set_health(entity, health)
elif entity.is_in_group("portals"):
var health: float = PortalData.get_stat(entity, "health") - amount
if health < 0:
health = 0
PortalData.set_health(entity, health)
func _get_player() -> Node:
return get_tree().get_first_node_in_group("player")