extends Spell class_name SpellGD # Copyright (c) 2019-2020 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. 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 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.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_enabled 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)