mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-28 13:27:10 +01:00
182 lines
5.2 KiB
GDScript
182 lines
5.2 KiB
GDScript
extends Spell
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class_name SpellGD
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# This Source Code Form is subject to the terms of the Mozilla Public
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# License, v. 2.0. If a copy of the MPL was not distributed with this
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# file, You can obtain one at https://mozilla.org/MPL/2.0/.
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func _sstart_casting(info : SpellCastInfo) -> void:
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if info.caster.sis_casting():
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return
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if info.spell.cooldown_global_cooldown and info.caster.gets_has_global_cooldown() or info.caster.hass_category_cooldown(spell_type) or info.caster.hass_cooldown(id):
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return
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if !info.caster.hass_spell(self):
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return
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if cast:
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info.caster.sstart_casting(info)
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return
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info.caster.sspell_cast_success(info)
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if info.target:
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info.target.son_cast_finished_target(info)
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handle_cooldown(info)
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if has_projectile():
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fire_projectile(info)
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else:
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handle_effect(info)
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handle_gcd(info)
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func _sfinish_cast(info : SpellCastInfo) -> void:
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info.caster.son_cast_finished(info)
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info.caster.sspell_cast_success(info)
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if is_instance_valid(info.target):
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info.target.son_cast_finished_target(info)
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if has_projectile():
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fire_projectile(info)
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else:
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handle_effect(info)
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handle_cooldown(info)
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func _son_cast_player_moved(info):
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if !cast_can_move_while_casting:
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info.caster.sfail_cast()
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func fire_projectile(info : SpellCastInfo):
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if projectile_type == SPELL_PROJECTILE_TYPE_FOLLOW:
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var sp : SpellProjectileGD = SpellProjectileGD.new()
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info.get_caster().get_parent().add_child(sp)
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sp.owner = info.get_caster().get_parent()
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sp.launch(info, projectile, projectile_speed)
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func _son_spell_hit(info):
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handle_effect(info)
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func handle_effect(info : SpellCastInfo) -> void:
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if target_type == SPELL_TARGET_TYPE_TARGET:
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if info.target == null:
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return
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var ok : bool = false
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# if (target_relation_type & TARGET_SELF):
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# ok = true
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# if not ok and (target_relation_type & TARGET_ENEMY and info.target is Entity):
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# ok = true
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#
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# if not ok and (target_relation_type & TARGET_FRIENDLY and info.target is Player):
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# ok = true
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# if not ok:
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# return
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elif target_type == SPELL_TARGET_TYPE_SELF:
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info.target = info.caster
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if damage and info.target:
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var sdi : SpellDamageInfo = SpellDamageInfo.new()
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sdi.damage_source = self
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sdi.dealer = info.caster
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sdi.receiver = info.target
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handle_spell_damage(sdi)
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for aura in caster_aura_applys:
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var ainfo : AuraApplyInfo = AuraApplyInfo.new()
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ainfo.caster = info.caster
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ainfo.target = info.caster
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ainfo.spell_scale = 1
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ainfo.aura = aura
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aura.sapply(ainfo)
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if info.target != null:
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for aura in target_aura_applys:
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var ad : AuraData = null
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if aura.aura_group != null:
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ad = info.target.sget_aura_with_group_by(info.caster, aura.aura_group)
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else:
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ad = info.target.sget_aura_by(info.caster, aura.get_id())
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if ad != null:
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info.target.sremove_aura_exact(ad)
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var ainfo : AuraApplyInfo = AuraApplyInfo.new()
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ainfo.caster = info.caster
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ainfo.target = info.target
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ainfo.spell_scale = 1
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ainfo.aura = aura
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aura.sapply(ainfo)
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func handle_cooldown(info : SpellCastInfo) -> void:
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if cooldown_cooldown > 0:
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info.caster.adds_cooldown(id, cooldown_cooldown)
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func handle_gcd(info : SpellCastInfo) -> void:
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if cooldown_global_cooldown and cast_cast_time < 0.01:
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info.caster.sstart_global_cooldown(info.caster.get_gcd().scurrent)
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func add_spell_cast_effect(info : SpellCastInfo) -> void:
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var basic_spell_effect : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
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if basic_spell_effect != null:
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if basic_spell_effect.spell_cast_effect_left_hand != null:
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info.caster.get_character_skeleton().left_hand_attach_point.add_effect(basic_spell_effect.spell_cast_effect_left_hand)
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if basic_spell_effect.spell_cast_effect_right_hand != null:
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info.caster.get_character_skeleton().right_hand_attach_point.add_effect(basic_spell_effect.spell_cast_effect_right_hand)
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func remove_spell_cast_effect(info : SpellCastInfo) -> void:
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var basic_spell_effect : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
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if basic_spell_effect != null:
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if basic_spell_effect.spell_cast_effect_left_hand != null:
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info.caster.get_character_skeleton().left_hand_attach_point.remove_effect(basic_spell_effect.spell_cast_effect_left_hand)
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if basic_spell_effect.spell_cast_effect_right_hand != null:
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info.caster.get_character_skeleton().right_hand_attach_point.remove_effect(basic_spell_effect.spell_cast_effect_right_hand)
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func _con_spell_cast_started(info):
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add_spell_cast_effect(info)
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func _con_spell_cast_failed(info):
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remove_spell_cast_effect(info)
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func _con_spell_cast_interrupted(info):
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remove_spell_cast_effect(info)
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func _con_spell_cast_success(info):
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remove_spell_cast_effect(info)
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if not is_instance_valid(info.target):
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return
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var bse : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
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if bse != null:
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if bse.torso_spell_cast_finish_effect != null:
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info.target.get_character_skeleton().torso_attach_point.add_effect_timed(bse.torso_spell_cast_finish_effect, bse.torso_spell_cast_finish_effect_time)
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if bse.root_spell_cast_finish_effect != null:
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info.target.get_character_skeleton().root_attach_point.add_effect_timed(bse.root_spell_cast_finish_effect, bse.root_spell_cast_finish_effect_time)
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