mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-18 01:06:47 +01:00
221 lines
6.7 KiB
GDScript
221 lines
6.7 KiB
GDScript
extends Spell
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class_name SpellGD
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# Copyright (c) 2019-2020 Péter Magyar
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#
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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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#
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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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func _sstart_casting(info : SpellCastInfo) -> void:
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if needs_target and info.target == null:
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return
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if info.caster.sis_casting():
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return
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if cooldown_global_cooldown_enabled 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_id(id):
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return
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var entity_relation_type = info.caster.gets_relation_to(info.target)
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var ok = false
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if target_relation_type & TARGET_FRIENDLY or target_relation_type & TARGET_SELF:
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if entity_relation_type == EntityEnums.ENTITY_RELATION_TYPE_FRIENDLY or entity_relation_type == EntityEnums.ENTITY_RELATION_TYPE_NEUTRAL:
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ok = true
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if target_relation_type & TARGET_ENEMY:
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if entity_relation_type == EntityEnums.ENTITY_RELATION_TYPE_HOSTILE:
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ok = true
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if !ok:
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return
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if cast_enabled:
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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 projectile != null:
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handle_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 projectile != null:
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handle_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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handle_gcd(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 handle_projectile(info : SpellCastInfo):
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pass
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# if projectile_type == SPELL_PROJECTILE_TYPE_FOLLOW:
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# var sp : WorldSpellGD = WorldSpellGD.new()
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#
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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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#
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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_enabled 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.gets_aura_with_group_by(info.caster, aura.aura_group)
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else:
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ad = info.target.gets_aura_by(info.caster, aura.get_id())
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if ad != null:
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info.target.removes_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_enabled 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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