broken_seals/game/player/Mob.gd

168 lines
4.6 KiB
GDScript

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 _ready() -> void:
ai_state = EntityEnums.AI_STATE_PATROL
func _enter_tree():
set_process(true)
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)
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 = scharacter_level - starget.scharacter_level + 10.0
if ldiff < 0:
ldiff = 0
if ldiff > 15:
ldiff = 15
ldiff /= 10.0
starget.xp_adds(int(5.0 * scharacter_level * 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(gets_character_level()):
return
var xpr : int = ESS.get_resource_db().get_xp_data().get_character_xp(gets_character_level());
if xpr <= scharacter_xp:
levelup_scharacter(1)
scharacter_xp = 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