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

75 lines
2.6 KiB
GDScript

extends Node
func _process(delta: float) -> void:
_process_player(delta)
_process_entities(delta, EnemyData.entities)
_process_entities(delta, BossData.entities)
func _process_player(delta: float) -> void:
if not PlayerData.alive or PlayerData.max_shield <= 0:
return
if PlayerData.shield < PlayerData.max_shield:
PlayerData.shield_regen_timer += delta
if PlayerData.shield_regen_timer >= PlayerData.shield_regen_delay:
var regen_rate: float = PlayerData.max_shield / PlayerData.shield_regen_time
var shield: float = PlayerData.shield + regen_rate * delta
if shield >= PlayerData.max_shield:
shield = PlayerData.max_shield
EventBus.shield_regenerated.emit(get_tree().get_first_node_in_group("player"))
PlayerData.set_shield(shield)
func _process_entities(delta: float, entities: Dictionary) -> void:
for entity in entities:
if not is_instance_valid(entity):
continue
var data: Dictionary = entities[entity]
if not data["alive"]:
continue
var max_shield: float = data["max_shield"]
if max_shield <= 0:
continue
var shield: float = data["shield"]
if shield < max_shield:
data["shield_regen_timer"] += delta
if data["shield_regen_timer"] >= data["shield_regen_delay"]:
var regen_rate: float = max_shield / data["shield_regen_time"]
shield += regen_rate * delta
if shield >= max_shield:
shield = max_shield
EventBus.shield_regenerated.emit(entity)
data["shield"] = shield
EventBus.shield_changed.emit(entity, shield, max_shield)
func absorb(target: Node, amount: float) -> float:
var player: Node = get_tree().get_first_node_in_group("player")
if target == player:
if PlayerData.shield <= 0:
return amount
PlayerData.shield_regen_timer = 0.0
var absorbed: float = min(amount, PlayerData.shield)
var shield: float = PlayerData.shield - absorbed
PlayerData.set_shield(shield)
if shield <= 0:
EventBus.shield_broken.emit(target)
return amount - absorbed
var data_source: Node = _get_data_source(target)
if not data_source:
return amount
var shield: float = data_source.get_stat(target, "shield")
if shield == null or shield <= 0:
return amount
data_source.set_stat(target, "shield_regen_timer", 0.0)
var absorbed: float = min(amount, shield)
shield -= absorbed
data_source.set_shield(target, shield)
if shield <= 0:
EventBus.shield_broken.emit(target)
return amount - absorbed
func _get_data_source(entity: Node) -> Node:
if entity.is_in_group("boss"):
return BossData
elif entity.is_in_group("enemies"):
return EnemyData
return null