Files
mmo/autoloads/boss_stats.gd
Marek Lenczewski f21e30eb55 prototype vibe
2026-04-16 17:20:57 +02:00

83 lines
2.5 KiB
GDScript

extends Node
var entities: Dictionary = {}
func register(entity: Node, base: EnemyStats, scale: float = 1.0) -> void:
var max_hp: float = base.max_health * scale
var max_sh: float = base.max_shield * scale
entities[entity] = {
"base": base,
"scale": scale,
"health": max_hp,
"max_health": max_hp,
"health_regen": base.health_regen * scale,
"shield": max_sh,
"max_shield": max_sh,
"shield_regen_delay": base.shield_regen_delay,
"shield_regen_time": base.shield_regen_time,
"shield_regen_timer": 0.0,
"alive": true,
"buff_damage": 1.0,
"buff_heal": 1.0,
"buff_shield": 1.0,
"state": 0,
"target": null,
"spawn_position": Vector3.ZERO,
"portal": null,
"attack_timer": 0.0,
}
func apply_scale(entity: Node, scale: float) -> void:
if entity not in entities:
return
var data: Dictionary = entities[entity]
var base: EnemyStats = data["base"]
data["scale"] = scale
data["max_health"] = base.max_health * scale
data["health"] = data["max_health"]
data["health_regen"] = base.health_regen * scale
data["max_shield"] = base.max_shield * scale
data["shield"] = data["max_shield"]
EventBus.health_changed.emit(entity, data["health"], data["max_health"])
if base.max_shield > 0:
EventBus.shield_changed.emit(entity, data["shield"], data["max_shield"])
func deregister(entity: Node) -> void:
entities.erase(entity)
func get_stat(entity: Node, key: String) -> Variant:
if entity in entities:
return entities[entity].get(key)
return null
func set_stat(entity: Node, key: String, value: Variant) -> void:
if entity in entities:
entities[entity][key] = value
func get_base(entity: Node) -> EnemyStats:
if entity in entities:
return entities[entity]["base"]
return null
func is_alive(entity: Node) -> bool:
if entity in entities:
return entities[entity]["alive"]
return false
func set_health(entity: Node, value: float) -> void:
if entity not in entities:
return
entities[entity]["health"] = value
var max_health: float = entities[entity]["max_health"]
EventBus.health_changed.emit(entity, value, max_health)
if value <= 0 and entities[entity]["alive"]:
entities[entity]["alive"] = false
EventBus.entity_died.emit(entity)
func set_shield(entity: Node, value: float) -> void:
if entity not in entities:
return
entities[entity]["shield"] = value
var max_shield: float = entities[entity]["max_shield"]
EventBus.shield_changed.emit(entity, value, max_shield)