extends Entity class_name MobGD # Copyright Péter Magyar relintai@gmail.com # MIT License, functionality from this class needs to be protable to the entity spell system # 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. var dead : bool = false var death_timer : float = 0 func _enter_tree(): set_process(true) ai_state = EntityEnums.AI_STATE_PATROL func _process(delta : float) -> void: if dead: death_timer += delta if death_timer > 60: queue_free() return func sstart_attack(entity : Entity) -> void: ai_state = EntityEnums.AI_STATE_ATTACK starget = entity func _notification_cmouse_enter() -> void: if centity_interaction_type == EntityEnums.ENITIY_INTERACTION_TYPE_LOOT: Input.set_default_cursor_shape(Input.CURSOR_CROSS) elif centity_interaction_type == EntityEnums.ENITIY_INTERACTION_TYPE_NONE: Input.set_default_cursor_shape(Input.CURSOR_ARROW) elif centity_interaction_type == EntityEnums.ENITIY_INTERACTION_TYPE_TRAIN: Input.set_default_cursor_shape(Input.CURSOR_HELP) else: Input.set_default_cursor_shape(Input.CURSOR_MOVE) func _notification_cmouse_exit() -> void: Input.set_default_cursor_shape(Input.CURSOR_ARROW) func _notification_sdeath(): if dead: return if starget == null: queue_free() return #warning-ignore:unused_variable for i in range(aura_gets_count()): aura_removes(aura_gets(0)) dead = true var ldiff : float = slevel - starget.slevel + 10.0 if ldiff < 0: ldiff = 0 if ldiff > 15: ldiff = 15 ldiff /= 10.0 starget.xp_adds(int(5.0 * slevel * ldiff)) starget = null if sentity_data.loot_db != null: sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_LOOT else: sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_NONE ai_state = EntityEnums.AI_STATE_OFF func set_position(position : Vector3, rotation : Vector3) -> void: get_body().set_position(position, rotation) func _notification_sdamage(what, info): if what == SpellEnums.NOTIFICATION_DAMAGE_DAMAGE_DEALT: if ai_state != EntityEnums.AI_STATE_ATTACK and info.dealer != self: sstart_attack(info.dealer) func _notification_cdamage(what, info): if what == SpellEnums.NOTIFICATION_DAMAGE_DAMAGE_DEALT: WorldNumbers.damage(get_body().translation, 1.6, info.damage, info.crit) func _notification_cheal(what, info): if what == SpellEnums.NOTIFICATION_DAMAGE_DAMAGE_DEALT: WorldNumbers.heal(get_body().translation, 1.6, info.heal, info.crit) func _notification_sxp_gained(value : int) -> void: if not ESS.get_resource_db().get_xp_data().can_character_level_up(slevel): return var xpr : int = ESS.get_resource_db().get_xp_data().get_character_xp(slevel); if xpr <= sxp: levelups(1) sxp = 0 func _notification_sclass_level_up(value: int): ._notification_sclass_level_up(value) refresh_spells(value) func _notification_scharacter_level_up(value: int) -> void: ._notification_scharacter_level_up(value) refresh_spells(value) func refresh_spells(value: int): if gets_free_spell_points() == 0 and gets_free_class_talent_points() == 0: return var ecd : EntityClassData = sentity_data.entity_class_data if ecd == null: return var arr : Array = Array() for i in range(ecd.get_num_spells()): arr.append(ecd.get_spell(i)) randomize() arr.shuffle() for _v in range(value): for i in range(arr.size()): var spell : Spell = arr[i] if not spell_hass(spell): var spnum :int = spell_gets_count() spell_learn_requestc(spell.id) if spnum != spell_gets_count(): break if sfree_spell_points == 0: break if sfree_spell_points == 0: break