extends Spell class_name SpellGD # This Source Code Form is subject to the terms of the Mozilla Public # License, v. 2.0. If a copy of the MPL was not distributed with this # file, You can obtain one at https://mozilla.org/MPL/2.0/. func _sstart_casting(info : SpellCastInfo) -> void: if info.caster.sis_casting(): return if info.spell.cooldown_global_cooldown 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(self): return if cast: 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 has_projectile(): fire_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 has_projectile(): fire_projectile(info) else: handle_effect(info) handle_cooldown(info) func _son_cast_player_moved(info): if !cast_can_move_while_casting: info.caster.sfail_cast() func fire_projectile(info : SpellCastInfo): 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 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.sget_aura_with_group_by(info.caster, aura.aura_group) else: ad = info.target.sget_aura_by(info.caster, aura.get_id()) if ad != null: info.target.sremove_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 and cast_cast_time < 0.01: info.caster.sstart_global_cooldown(info.caster.get_gcd().scurrent) 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)