extends Spell class_name SpellGD # Copyright (c) 2019-2021 Péter Magyar # # 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. var gcd_id : int = 0 func _init(): gcd_id = ESS.stat_get_id("Global Cooldown") func _cast_starts(info : SpellCastInfo) -> void: if needs_target and info.target == null: return if info.caster.cast_is_castings(): return if cooldown_global_cooldown_enabled and info.caster.gcd_hass() or info.caster.category_cooldown_hass(spell_type) or info.caster.cooldown_hass(id): return # Todo Add source info to SpellCastInfo (player, item, spell, etc) #if !info.caster.spell_hass_id(id): # return 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 else: if entity_relation_type == EntityEnums.ENTITY_RELATION_TYPE_HOSTILE: info.target = info.caster ok = true if target_relation_type & TARGET_ENEMY: if entity_relation_type == EntityEnums.ENTITY_RELATION_TYPE_HOSTILE: ok = true if !ok: return if range_enabled: if info.caster != info.target: var c : Vector3 = info.caster.get_body().transform.origin var t : Vector3 = info.target.get_body().transform.origin if (c - t).length() > range_range: return if resource_cost != null and resource_cost.entity_resource_data != null: var r : EntityResource = info.caster.resource_gets_id(resource_cost.entity_resource_data.id) if r == null: return if r.current_value < resource_cost.cost: return if cast_enabled: info.caster.cast_starts(info) return if resource_cost != null and resource_cost.entity_resource_data != null: var r : EntityResource = info.caster.resource_gets_id(resource_cost.entity_resource_data.id) r.current_value -= resource_cost.cost info.caster.notification_scast(SpellEnums.NOTIFICATION_CAST_FINISHED, info) info.caster.notification_scast(SpellEnums.NOTIFICATION_CAST_SUCCESS, info) info.caster.notification_ccast(SpellEnums.NOTIFICATION_CAST_FINISHED, info) if info.target: info.target.notification_scast(SpellEnums.NOTIFICATION_CAST_FINISHED_TARGET, info) handle_cooldown(info) # if projectile != null: # handle_projectile(info) # else: handle_effect(info) handle_gcd(info) func _cast_finishs(info : SpellCastInfo) -> void: if resource_cost != null and resource_cost.entity_resource_data != null: var r : EntityResource = info.caster.resource_gets_id(resource_cost.entity_resource_data.id) if r.current_value < resource_cost.cost: info.caster.son_cast_failed(info) return r.current_value -= resource_cost.cost info.caster.notification_scast(SpellEnums.NOTIFICATION_CAST_FINISHED, info) info.caster.notification_scast(SpellEnums.NOTIFICATION_CAST_SUCCESS, info) info.caster.notification_ccast(SpellEnums.NOTIFICATION_CAST_FINISHED, info) if is_instance_valid(info.target): info.target.notification_scast(SpellEnums.NOTIFICATION_CAST_FINISHED_TARGET, info) if projectile_scene != 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.cast_fails() 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.spell_source = self sdi.dealer = info.caster sdi.receiver = info.target handle_spell_damage(sdi) if heal_enabled and info.target: var shi : SpellHealInfo = SpellHealInfo.new() shi.spell_source = self shi.dealer = info.caster shi.receiver = info.target handle_spell_heal(shi) if is_aura(): var ad : AuraData = AuraData.new() if aura_get_aura_group(): ad = info.target.aura_gets_with_group_by(info.caster, aura_get_aura_group()) else: ad = info.target.aura_gets_by(info.caster, id) if ad: info.target.aura_removes_exact(ad) var aai : AuraApplyInfo = AuraApplyInfo.new() aai.caster_set(info.caster) aai.target_set(info.target) aai.spell_scale_set(info.spell_scale) aai.set_aura(self) aura_sapply(aai) for spell in spells_cast_on_caster: if !spell: continue var sci : SpellCastInfo = SpellCastInfo.new() sci.caster = info.caster sci.target = info.caster sci.has_cast_time = spell.cast_enabled sci.cast_time = spell.cast_cast_time sci.spell_scale = info.spell_scale sci.set_spell(spell) spell.cast_starts(sci) if info.target != null: for spell in spells_cast_on_target: if !spell: continue var sci : SpellCastInfo = SpellCastInfo.new() sci.caster = info.caster sci.target = info.target sci.has_cast_time = spell.cast_enabled sci.cast_time = spell.cast_cast_time sci.spell_scale = info.spell_scale sci.set_spell(spell) spell.cast_starts(sci) func handle_cooldown(info : SpellCastInfo) -> void: if cooldown_cooldown > 0: info.caster.cooldown_adds(id, cooldown_cooldown) func handle_gcd(info : SpellCastInfo) -> void: if cooldown_global_cooldown_enabled and not cast_enabled: info.caster.gcd_starts(info.caster.stat_gets_current(gcd_id)) func add_spell_cast_effect(info : SpellCastInfo) -> void: var basic_spell_effect = visual_spell_effects if basic_spell_effect != null: if basic_spell_effect.spell_cast_effect_left_hand != null: info.caster.get_character_skeleton().common_attach_point_add(EntityEnums.COMMON_SKELETON_POINT_LEFT_HAND, basic_spell_effect.spell_cast_effect_left_hand) if basic_spell_effect.spell_cast_effect_right_hand != null: info.caster.get_character_skeleton().common_attach_point_add(EntityEnums.COMMON_SKELETON_POINT_RIGHT_HAND, basic_spell_effect.spell_cast_effect_right_hand) func remove_spell_cast_effect(info : SpellCastInfo) -> void: var basic_spell_effect = visual_spell_effects if basic_spell_effect != null: if basic_spell_effect.spell_cast_effect_left_hand != null: info.caster.get_character_skeleton().common_attach_point_remove(EntityEnums.COMMON_SKELETON_POINT_LEFT_HAND, basic_spell_effect.spell_cast_effect_left_hand) if basic_spell_effect.spell_cast_effect_right_hand != null: info.caster.get_character_skeleton().common_attach_point_remove(EntityEnums.COMMON_SKELETON_POINT_RIGHT_HAND, basic_spell_effect.spell_cast_effect_right_hand) func _notification_ccast(what, info): if what == SpellEnums.NOTIFICATION_CAST_STARTED: add_spell_cast_effect(info) elif what == SpellEnums.NOTIFICATION_CAST_FAILED: remove_spell_cast_effect(info) elif what == SpellEnums.NOTIFICATION_CAST_FINISHED: remove_spell_cast_effect(info) elif what == SpellEnums.NOTIFICATION_CAST_INTERRUPTED: remove_spell_cast_effect(info) elif what == SpellEnums.NOTIFICATION_CAST_SUCCESS: 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().common_attach_point_add_timed(EntityEnums.COMMON_SKELETON_POINT_TORSO, bse.torso_spell_cast_finish_effect_time) if bse.root_spell_cast_finish_effect != null: info.target.get_character_skeleton().common_attach_point_add_timed(EntityEnums.COMMON_SKELETON_POINT_ROOT, bse.root_spell_cast_finish_effect_time) func _son_spell_hit(info): handle_effect(info) func _aura_sapply(info : AuraApplyInfo) -> void: # var add : bool = false var ad : AuraData = info.target.aura_gets_by(info.caster, info.aura.id) if ad == null: # add = true ad = AuraData.new() setup_aura_data(ad, info); for i in range(aura_stat_attribute_get_count()): info.target.stat_mod(aura_stat_attribute_get_stat(id), aura_stat_attribute_get_base_mod(i), aura_stat_attribute_get_bonus_mod(i), aura_stat_attribute_get_percent_mod(i)) if aura_states_add != 0: for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX): var t : int = 1 << i if aura_states_add & t != 0: info.target.adds_state_ref(i) info.target.aura_adds(ad); apply_mods(ad) else: ad.remaining_time = aura_time func _aura_sdeapply(data : AuraData) -> void: for i in range(aura_stat_attribute_get_count()): data.owner.stat_mod(aura_stat_attribute_get_stat(id), -aura_stat_attribute_get_base_mod(i), -aura_stat_attribute_get_bonus_mod(i), -aura_stat_attribute_get_percent_mod(i)) if aura_states_add != 0: for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX): var t : int = 1 << i if aura_states_add & t != 0: data.owner.removes_state_ref(i) deapply_mods(data) func apply_mods(ad : AuraData): pass func deapply_mods(ad : AuraData): pass func _con_aura_added(data : AuraData) -> void: if data.owner.get_character_skeleton() == null or data.owner.get_character_skeleton().root_attach_point == null: return var bse : SpellEffectVisualBasic = aura_visual_spell_effects as SpellEffectVisualBasic if bse != null: if bse.root_aura_effect != null: if bse.root_aura_effect_time < 0.00001: data.owner.get_character_skeleton().root_attach_point.add_effect(bse.root_aura_effect) else: data.owner.get_character_skeleton().root_attach_point.add_effect_timed(bse.root_aura_effect, bse.root_aura_effect_time) if bse.torso_aura_effect != null: if bse.torso_aura_effect_time < 0.00001: data.owner.get_character_skeleton().torso_attach_point.add_effect(bse.torso_aura_effect) else: data.owner.get_character_skeleton().torso_attach_point.add_effect_timed(bse.torso_aura_effect, bse.torso_aura_effect_time) func _con_aura_removed(data : AuraData) -> void: var bse : SpellEffectVisualBasic = aura_visual_spell_effects as SpellEffectVisualBasic if bse != null: if bse.root_aura_effect != null and bse.root_aura_effect_time < 0.00001: data.owner.get_character_skeleton().root_attach_point.remove_effect(bse.root_aura_effect) if bse.torso_aura_effect != null and bse.torso_aura_effect_time < 0.00001: data.owner.get_character_skeleton().torso_attach_point.remove_effect(bse.torso_aura_effect)