mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-10 08:42:11 +01:00
168 lines
4.6 KiB
GDScript
168 lines
4.6 KiB
GDScript
extends Entity
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class_name MobGD
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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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
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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var dead : bool = false
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var death_timer : float = 0
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func _ready() -> void:
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ai_state = EntityEnums.AI_STATE_PATROL
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func _enter_tree():
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set_process(true)
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func _process(delta : float) -> void:
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if dead:
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death_timer += delta
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if death_timer > 60:
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queue_free()
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return
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func sstart_attack(entity : Entity) -> void:
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ai_state = EntityEnums.AI_STATE_ATTACK
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starget = entity
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func _notification_cmouse_enter() -> void:
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if centity_interaction_type == EntityEnums.ENITIY_INTERACTION_TYPE_LOOT:
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Input.set_default_cursor_shape(Input.CURSOR_CROSS)
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elif centity_interaction_type == EntityEnums.ENITIY_INTERACTION_TYPE_NONE:
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Input.set_default_cursor_shape(Input.CURSOR_ARROW)
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else:
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Input.set_default_cursor_shape(Input.CURSOR_MOVE)
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func _notification_cmouse_exit() -> void:
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Input.set_default_cursor_shape(Input.CURSOR_ARROW)
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func _notification_sdeath():
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if dead:
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return
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if starget == null:
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queue_free()
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return
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#warning-ignore:unused_variable
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for i in range(aura_gets_count()):
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aura_removes(aura_gets(0))
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dead = true
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var ldiff : float = scharacter_level - starget.scharacter_level + 10.0
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if ldiff < 0:
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ldiff = 0
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if ldiff > 15:
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ldiff = 15
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ldiff /= 10.0
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starget.xp_adds(int(5.0 * scharacter_level * ldiff))
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starget = null
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if sentity_data.loot_db != null:
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sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_LOOT
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else:
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sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_NONE
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ai_state = EntityEnums.AI_STATE_OFF
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func set_position(position : Vector3, rotation : Vector3) -> void:
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get_body().set_position(position, rotation)
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func _notification_sdamage(what, info):
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if what == SpellEnums.NOTIFICATION_DAMAGE_DAMAGE_DEALT:
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if ai_state != EntityEnums.AI_STATE_ATTACK and info.dealer != self:
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sstart_attack(info.dealer)
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func _notification_cdamage(what, info):
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if what == SpellEnums.NOTIFICATION_DAMAGE_DAMAGE_DEALT:
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WorldNumbers.damage(get_body().translation, 1.6, info.damage, info.crit)
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func _notification_cheal(what, info):
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if what == SpellEnums.NOTIFICATION_DAMAGE_DAMAGE_DEALT:
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WorldNumbers.heal(get_body().translation, 1.6, info.heal, info.crit)
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func _notification_sxp_gained(value : int) -> void:
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if not ESS.get_resource_db().get_xp_data().can_character_level_up(gets_character_level()):
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return
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var xpr : int = ESS.get_resource_db().get_xp_data().get_character_xp(gets_character_level());
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if xpr <= scharacter_xp:
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levelup_scharacter(1)
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scharacter_xp = 0
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func _notification_sclass_level_up(value: int):
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._notification_sclass_level_up(value)
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refresh_spells(value)
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func _notification_scharacter_level_up(value: int) -> void:
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._notification_scharacter_level_up(value)
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refresh_spells(value)
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func refresh_spells(value: int):
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if gets_free_spell_points() == 0 and gets_free_class_talent_points() == 0:
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return
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var ecd : EntityClassData = sentity_data.entity_class_data
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if ecd == null:
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return
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var arr : Array = Array()
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for i in range(ecd.get_num_spells()):
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arr.append(ecd.get_spell(i))
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randomize()
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arr.shuffle()
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for _v in range(value):
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for i in range(arr.size()):
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var spell : Spell = arr[i]
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if not spell_hass(spell):
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var spnum :int = spell_gets_count()
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spell_learn_requestc(spell.id)
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if spnum != spell_gets_count():
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break
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if sfree_spell_points == 0:
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break
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if sfree_spell_points == 0:
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break
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