mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-10 08:42:11 +01:00
361 lines
8.9 KiB
GDScript
361 lines
8.9 KiB
GDScript
extends Entity
|
|
|
|
# Copyright Péter Magyar relintai@gmail.com
|
|
# MIT License, functionality from this class needs to be protable to the entity spell system
|
|
|
|
# Copyright (c) 2019 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.
|
|
|
|
#export (String) var map_path : String
|
|
export(float) var max_visible_distance : float = 120 setget set_max_visible_distance
|
|
var max_visible_distance_squared : float = max_visible_distance * max_visible_distance
|
|
|
|
const ray_length = 1000
|
|
const ACCEL : float = 100.0
|
|
const DEACCEL : float = 100.0
|
|
const GRAVITY : float = -24.8
|
|
const JUMP_SPEED : float = 3.8
|
|
const MAX_SLOPE_ANGLE : float = 40.0
|
|
|
|
#var process_gravity : bool = true
|
|
|
|
var _on : bool = true
|
|
|
|
var y_rot : float = 0.0
|
|
|
|
var vel : Vector3 = Vector3()
|
|
var dir : Vector3 = Vector3()
|
|
var target_movement_direction : Vector2 = Vector2()
|
|
|
|
var animation_tree : AnimationTree
|
|
var anim_node_state_machine : AnimationNodeStateMachinePlayback = null
|
|
var animation_run : bool = false
|
|
|
|
var moving : bool = false
|
|
var sleep : bool = false
|
|
var dead : bool = false
|
|
var death_timer : float = 0
|
|
|
|
func _ready() -> void:
|
|
animation_tree = get_character_skeleton().get_animation_tree()
|
|
|
|
if animation_tree != null:
|
|
anim_node_state_machine = animation_tree["parameters/playback"]
|
|
|
|
animation_tree["parameters/run-loop/blend_position"] = Vector2(0, -1)
|
|
|
|
ai_state = EntityEnums.AI_STATE_PATROL
|
|
|
|
set_process(true)
|
|
set_physics_process(true)
|
|
|
|
|
|
func _process(delta : float) -> void:
|
|
if dead:
|
|
death_timer += delta
|
|
|
|
if death_timer > 60:
|
|
queue_free()
|
|
|
|
return
|
|
|
|
var camera : Camera = get_tree().get_root().get_camera() as Camera
|
|
|
|
if camera == null:
|
|
return
|
|
|
|
var cam_pos : Vector3 = camera.global_transform.xform(Vector3())
|
|
var dstv : Vector3 = cam_pos - translation
|
|
dstv.y = 0
|
|
var dst : float = dstv.length_squared()
|
|
|
|
if dst > max_visible_distance_squared:
|
|
if visible:
|
|
hide()
|
|
return
|
|
else:
|
|
if not visible:
|
|
show()
|
|
|
|
#TODO check later if this gives a performance boost
|
|
# var cam_facing : Vector3 = -camera.global_transform.basis.z
|
|
# var d : float = cam_facing.dot(dstv)
|
|
#
|
|
# if d > 0:
|
|
# if visible:
|
|
# hide()
|
|
# return
|
|
# else:
|
|
# if not visible:
|
|
# show()
|
|
|
|
|
|
func _physics_process(delta : float) -> void:
|
|
if not _on:
|
|
return
|
|
|
|
if sentity_data == null:
|
|
return
|
|
|
|
if dead:
|
|
return
|
|
|
|
process_movement(delta)
|
|
|
|
func process_movement(delta : float) -> void:
|
|
if starget != null:
|
|
look_at(starget.translation, Vector3(0, 1, 0))
|
|
|
|
var state : int = getc_state()
|
|
|
|
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
|
|
moving = false
|
|
return
|
|
|
|
if target_movement_direction.length_squared() > 0.1:
|
|
if anim_node_state_machine != null and not animation_run:
|
|
anim_node_state_machine.travel("run-loop")
|
|
animation_run = true
|
|
|
|
target_movement_direction = target_movement_direction.normalized()
|
|
moving = true
|
|
else:
|
|
if anim_node_state_machine != null and animation_run:
|
|
anim_node_state_machine.travel("idle-loop")
|
|
animation_run = false
|
|
|
|
moving = false
|
|
|
|
if target_movement_direction.x > 0.1 or target_movement_direction.y > 0.1 or target_movement_direction.x < -0.1 or target_movement_direction.y < -0.1:
|
|
y_rot = Vector2(0, 1).angle_to(target_movement_direction)
|
|
|
|
var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot))
|
|
var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -target_movement_direction.x
|
|
forward *= target_movement_direction.y #only potentially make it zero after getting the right vector
|
|
|
|
dir = forward
|
|
dir += right
|
|
|
|
if dir.length_squared() > 0.1:
|
|
dir = dir.normalized()
|
|
|
|
moving = true
|
|
else:
|
|
dir = Vector3()
|
|
moving = false
|
|
|
|
if not moving and sleep:
|
|
return
|
|
|
|
if moving and sleep:
|
|
sleep = false
|
|
|
|
vel.y += delta * GRAVITY
|
|
|
|
var hvel : Vector3 = vel
|
|
hvel.y = 0
|
|
|
|
var target : Vector3 = dir
|
|
target *= get_speed().ccurrent
|
|
|
|
var accel
|
|
if dir.dot(hvel) > 0:
|
|
accel = ACCEL
|
|
else:
|
|
accel = DEACCEL
|
|
|
|
hvel = hvel.linear_interpolate(target, accel * delta) as Vector3
|
|
vel.x = hvel.x
|
|
vel.z = hvel.z
|
|
|
|
var facing : Vector3 = vel
|
|
facing.y = 0
|
|
|
|
vel = move_and_slide(vel, Vector3(0,1,0), false, 4, deg2rad(MAX_SLOPE_ANGLE))
|
|
sset_position(translation, rotation)
|
|
|
|
if vel.length_squared() < 0.12:
|
|
sleep = true
|
|
|
|
if translation.y < -50.0:
|
|
print("killed mob with fall damage")
|
|
var sdi : SpellDamageInfo = SpellDamageInfo.new()
|
|
sdi.damage_source_type = SpellDamageInfo.DAMAGE_SOURCE_UNKNOWN
|
|
sdi.damage = 999999999
|
|
stake_damage(sdi)
|
|
|
|
func rotate_delta(x_delta : float) -> void:
|
|
y_rot += x_delta
|
|
|
|
if y_rot > 360:
|
|
y_rot = 0
|
|
if y_rot < 0:
|
|
y_rot = 360
|
|
|
|
rotation_degrees = Vector3(0.0, y_rot, 0.0)
|
|
|
|
func sstart_attack(entity : Entity) -> void:
|
|
ai_state = EntityEnums.AI_STATE_ATTACK
|
|
|
|
starget = entity
|
|
|
|
func _onc_mouse_enter() -> void:
|
|
if centity_interaction_type == EntityEnums.ENITIY_INTERACTION_TYPE_LOOT:
|
|
Input.set_default_cursor_shape(Input.CURSOR_CROSS)
|
|
else:
|
|
Input.set_default_cursor_shape(Input.CURSOR_MOVE)
|
|
|
|
func _onc_mouse_exit() -> void:
|
|
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
|
|
|
|
func _son_death():
|
|
if dead:
|
|
return
|
|
|
|
if starget == null:
|
|
queue_free()
|
|
return
|
|
|
|
#warning-ignore:unused_variable
|
|
for i in range(sget_aura_count()):
|
|
sremove_aura(sget_aura(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.adds_xp(int(5.0 * slevel * ldiff))
|
|
|
|
starget = null
|
|
|
|
sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_LOOT
|
|
ai_state = EntityEnums.AI_STATE_OFF
|
|
|
|
anim_node_state_machine.travel("dead")
|
|
|
|
# set_process(false)
|
|
set_physics_process(false)
|
|
|
|
remote func set_position(position : Vector3, rotation : Vector3) -> void:
|
|
if get_tree().is_network_server():
|
|
rpc("set_position", position, rotation)
|
|
|
|
func _son_damage_dealt(data):
|
|
if ai_state != EntityEnums.AI_STATE_ATTACK and data.dealer != self:
|
|
sstart_attack(data.dealer)
|
|
|
|
func _con_damage_dealt(info : SpellDamageInfo) -> void:
|
|
# if info.dealer ==
|
|
WorldNumbers.damage(translation, 1.6, info.damage, info.crit)
|
|
|
|
func _con_heal_dealt(info : SpellHealInfo) -> void:
|
|
WorldNumbers.heal(translation, 1.6, info.heal, info.crit)
|
|
|
|
func _moved() -> void:
|
|
if sis_casting():
|
|
sfail_cast()
|
|
|
|
func set_max_visible_distance(var value : float) -> void:
|
|
max_visible_distance_squared = value * value
|
|
|
|
max_visible_distance = value
|
|
|
|
func _setup():
|
|
sentity_name = sentity_data.text_name
|
|
|
|
func _son_xp_gained(value : int) -> void:
|
|
if not Entities.get_xp_data().can_level_up(gets_level()):
|
|
return
|
|
|
|
var xpr : int = Entities.get_xp_data().get_xp(gets_level());
|
|
|
|
if xpr <= sxp:
|
|
slevelup(1)
|
|
sxp = 0
|
|
|
|
func _son_level_up(value: int) -> void:
|
|
if sentity_data == null:
|
|
return
|
|
|
|
var ecd : EntityClassData = sentity_data.entity_class_data
|
|
|
|
if ecd == null:
|
|
return
|
|
|
|
sfree_spell_points += ecd.spell_points_per_level * value
|
|
sfree_talent_points += value
|
|
|
|
for i in range(Stat.MAIN_STAT_ID_COUNT):
|
|
var st : int = sentity_data.entity_class_data.get_stat_data().get_level_stat_data().get_stat_diff(i, slevel - value, slevel)
|
|
|
|
var statid : int = i + Stat.MAIN_STAT_ID_START
|
|
|
|
var stat : Stat = get_stat_int(statid)
|
|
|
|
var sm : StatModifier = stat.get_modifier(0)
|
|
sm.base_mod += st
|
|
|
|
|
|
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 hass_spell(spell):
|
|
var spnum :int = gets_spell_count()
|
|
|
|
crequest_spell_learn(spell.id)
|
|
|
|
if spnum != gets_spell_count():
|
|
break
|
|
|
|
if sfree_spell_points == 0:
|
|
break
|
|
|
|
|
|
if sfree_spell_points == 0:
|
|
break
|
|
|
|
|
|
func sset_position(position : Vector3, rotation : Vector3) -> void:
|
|
if multiplayer.network_peer and multiplayer.is_network_server():
|
|
# cset_position(position, rotation)
|
|
vrpc("cset_position", translation, rotation)
|
|
|
|
remote func cset_position(position : Vector3, rotation : Vector3) -> void:
|
|
translation = position
|
|
rotation = rotation
|
|
|