broken_seals/game/scripts/spells/gd_spell_script.gd

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GDScript3
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extends Spell
class_name SpellGD
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# Copyright (c) 2019-2020 Péter Magyar
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#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
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func _sstart_casting(info : SpellCastInfo) -> void:
if needs_target and info.target == null:
return
if info.caster.sis_casting():
return
if cooldown_global_cooldown_enabled and info.caster.gets_has_global_cooldown() or info.caster.hass_category_cooldown(spell_type) or info.caster.hass_cooldown(id):
return
if !info.caster.hass_spell_id(id):
return
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var entity_relation_type = info.caster.gets_relation_to(info.target)
var ok = false
if target_relation_type & TARGET_FRIENDLY or target_relation_type & TARGET_SELF:
if entity_relation_type == EntityEnums.ENTITY_RELATION_TYPE_FRIENDLY or entity_relation_type == EntityEnums.ENTITY_RELATION_TYPE_NEUTRAL:
ok = true
if target_relation_type & TARGET_ENEMY:
if entity_relation_type == EntityEnums.ENTITY_RELATION_TYPE_HOSTILE:
ok = true
if !ok:
return
if cast_enabled:
info.caster.sstart_casting(info)
return
info.caster.sspell_cast_success(info)
if info.target:
info.target.son_cast_finished_target(info)
handle_cooldown(info)
if projectile != null:
handle_projectile(info)
else:
handle_effect(info)
handle_gcd(info)
func _sfinish_cast(info : SpellCastInfo) -> void:
info.caster.son_cast_finished(info)
info.caster.sspell_cast_success(info)
if is_instance_valid(info.target):
info.target.son_cast_finished_target(info)
if projectile != null:
handle_projectile(info)
else:
handle_effect(info)
handle_cooldown(info)
handle_gcd(info)
func _son_cast_player_moved(info):
if !cast_can_move_while_casting:
info.caster.sfail_cast()
func handle_projectile(info : SpellCastInfo):
pass
# if projectile_type == SPELL_PROJECTILE_TYPE_FOLLOW:
# var sp : WorldSpellGD = WorldSpellGD.new()
#
# info.get_caster().get_parent().add_child(sp)
# sp.owner = info.get_caster().get_parent()
#
# sp.launch(info, projectile, projectile_speed)
func _son_spell_hit(info):
handle_effect(info)
func handle_effect(info : SpellCastInfo) -> void:
if target_type == SPELL_TARGET_TYPE_TARGET:
if info.target == null:
return
# var ok : bool = false
# if (target_relation_type & TARGET_SELF):
# ok = true
# if not ok and (target_relation_type & TARGET_ENEMY and info.target is Entity):
# ok = true
#
# if not ok and (target_relation_type & TARGET_FRIENDLY and info.target is Player):
# ok = true
# if not ok:
# return
elif target_type == SPELL_TARGET_TYPE_SELF:
info.target = info.caster
if damage_enabled and info.target:
var sdi : SpellDamageInfo = SpellDamageInfo.new()
sdi.damage_source = self
sdi.dealer = info.caster
sdi.receiver = info.target
handle_spell_damage(sdi)
for aura in caster_aura_applys:
var ainfo : AuraApplyInfo = AuraApplyInfo.new()
ainfo.caster = info.caster
ainfo.target = info.caster
ainfo.spell_scale = 1
ainfo.aura = aura
aura.sapply(ainfo)
if info.target != null:
for aura in target_aura_applys:
var ad : AuraData = null
if aura.aura_group != null:
ad = info.target.gets_aura_with_group_by(info.caster, aura.aura_group)
else:
ad = info.target.gets_aura_by(info.caster, aura.get_id())
if ad != null:
info.target.removes_aura_exact(ad)
var ainfo : AuraApplyInfo = AuraApplyInfo.new()
ainfo.caster = info.caster
ainfo.target = info.target
ainfo.spell_scale = 1
ainfo.aura = aura
aura.sapply(ainfo)
func handle_cooldown(info : SpellCastInfo) -> void:
if cooldown_cooldown > 0:
info.caster.adds_cooldown(id, cooldown_cooldown)
func handle_gcd(info : SpellCastInfo) -> void:
if cooldown_global_cooldown_enabled and cast_cast_time < 0.01:
info.caster.sstart_global_cooldown(info.caster.get_gcd().scurrent)
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func add_spell_cast_effect(info : SpellCastInfo) -> void:
var basic_spell_effect : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
if basic_spell_effect != null:
if basic_spell_effect.spell_cast_effect_left_hand != null:
info.caster.get_character_skeleton().left_hand_attach_point.add_effect(basic_spell_effect.spell_cast_effect_left_hand)
if basic_spell_effect.spell_cast_effect_right_hand != null:
info.caster.get_character_skeleton().right_hand_attach_point.add_effect(basic_spell_effect.spell_cast_effect_right_hand)
func remove_spell_cast_effect(info : SpellCastInfo) -> void:
var basic_spell_effect : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
if basic_spell_effect != null:
if basic_spell_effect.spell_cast_effect_left_hand != null:
info.caster.get_character_skeleton().left_hand_attach_point.remove_effect(basic_spell_effect.spell_cast_effect_left_hand)
if basic_spell_effect.spell_cast_effect_right_hand != null:
info.caster.get_character_skeleton().right_hand_attach_point.remove_effect(basic_spell_effect.spell_cast_effect_right_hand)
func _con_spell_cast_started(info):
add_spell_cast_effect(info)
func _con_spell_cast_failed(info):
remove_spell_cast_effect(info)
func _con_spell_cast_interrupted(info):
remove_spell_cast_effect(info)
func _con_spell_cast_success(info):
remove_spell_cast_effect(info)
if not is_instance_valid(info.target):
return
var bse : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
if bse != null:
if bse.torso_spell_cast_finish_effect != null:
info.target.get_character_skeleton().torso_attach_point.add_effect_timed(bse.torso_spell_cast_finish_effect, bse.torso_spell_cast_finish_effect_time)
if bse.root_spell_cast_finish_effect != null:
info.target.get_character_skeleton().root_attach_point.add_effect_timed(bse.root_spell_cast_finish_effect, bse.root_spell_cast_finish_effect_time)