mirror of
https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
334 lines
7.9 KiB
GDScript
334 lines
7.9 KiB
GDScript
extends Entity
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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 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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#export (String) var map_path : String
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export(float) var max_visible_distance : float = 120 setget set_max_visible_distance
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var max_visible_distance_squared : float = max_visible_distance * max_visible_distance
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const ray_length = 1000
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const ACCEL : float = 100.0
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const DEACCEL : float = 100.0
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var _on : bool = true
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var y_rot : float = 0.0
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var vel : Vector2 = Vector2()
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var dir : Vector2 = Vector2()
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var target_movement_direction : Vector2 = Vector2()
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var animation_run : bool = false
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var moving : bool = false
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var sleep : bool = false
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var dead : bool = false
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var death_timer : float = 0
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var path : = PoolVector2Array()
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var follow_path = false
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var frame : int = 0
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func _ready() -> void:
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ai_state = EntityEnums.AI_STATE_PATROL
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frame = randi() % 10
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set_process(true)
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set_physics_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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frame += 1
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if frame < 10:
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return
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frame = 0
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# print(get_tree().root.get_visible_rect())
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var vpos : Vector2 = -get_tree().root.canvas_transform.get_origin() - get_body().position
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var l : float = vpos.length_squared()
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var rs : float = get_tree().root.size.x * get_tree().root.size.x
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if l < rs:
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if not get_body().visible:
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get_body().show()
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set_physics_process(true)
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else:
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if get_body().visible:
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get_body().hide()
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set_physics_process(false)
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func _physics_process(delta : float) -> void:
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if not _on:
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return
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if sentity_data == null:
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return
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if dead:
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return
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process_movement(delta)
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func move_along_path(distance : float) -> void:
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var start_point : Vector2 = get_body().position
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for i in range(path.size()):
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var distance_to_next : = start_point.distance_to(path[0])
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if distance <= distance_to_next and distance >= 0.0:
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get_body().position = start_point.linear_interpolate(path[0], distance / distance_to_next)
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break
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elif distance <= 0.0:
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get_body().position = path[0]
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follow_path = false
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break
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#if line2d and use_line_path:
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# line2d.points = path
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distance -= distance_to_next
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start_point = path[0]
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path.remove(0)
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if path.size() == 0:
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follow_path = false
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func set_path(value : PoolVector2Array) -> void:
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path = value
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#if line2d and use_line_path:
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# line2d.points = value
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if value.size() == 0:
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return
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follow_path = true
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func process_movement(delta : float) -> void:
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# if starget != null:
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# look_at(starget.translation, Vector3(0, 1, 0))
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#
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var state : int = getc_state()
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if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
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moving = false
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return
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if target_movement_direction.length_squared() > 0.1:
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target_movement_direction = target_movement_direction.normalized()
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get_character_skeleton().update_facing(dir)
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moving = true
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else:
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moving = false
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get_character_skeleton().get_animation_tree().set("parameters/walking/blend_amount", target_movement_direction.length())
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var hvel : Vector2 = vel
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hvel.y = 0
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var target : Vector2 = dir
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target *= get_speed().ccurrent
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var accel
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if dir.dot(hvel) > 0:
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accel = ACCEL
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else:
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accel = DEACCEL
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hvel = hvel.linear_interpolate(target, accel*delta)
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if hvel.length_squared() < 0.1:
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return
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vel = hvel
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vel = get_body().move_and_slide(vel)
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sset_position(get_body().position, get_body().rotation)
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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 _onc_mouse_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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else:
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Input.set_default_cursor_shape(Input.CURSOR_MOVE)
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func _onc_mouse_exit() -> void:
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Input.set_default_cursor_shape(Input.CURSOR_ARROW)
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func _son_death():
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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(sget_aura_count()):
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sremove_aura(sget_aura(0))
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dead = true
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var ldiff : float = slevel - starget.slevel + 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.adds_xp(int(5.0 * slevel * ldiff))
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starget = null
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sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_LOOT
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ai_state = EntityEnums.AI_STATE_OFF
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# set_process(false)
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set_physics_process(false)
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remote func rset_position(position : Vector2, rotation : float) -> void:
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if get_tree().is_network_server():
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rpc("rset_position", position, rotation)
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func _son_damage_dealt(data):
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if ai_state != EntityEnums.AI_STATE_ATTACK and data.dealer != self:
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sstart_attack(data.dealer)
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func _con_damage_dealt(info : SpellDamageInfo) -> void:
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# if info.dealer ==
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WorldNumbers.damage(get_body().position, 90, info.damage, info.crit)
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func _con_heal_dealt(info : SpellHealInfo) -> void:
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WorldNumbers.heal(get_body().position, 90, info.heal, info.crit)
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func _moved() -> void:
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if sis_casting():
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sfail_cast()
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func set_max_visible_distance(var value : float) -> void:
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max_visible_distance_squared = value * value
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max_visible_distance = value
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func _setup():
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sentity_name = sentity_data.text_name
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func _son_xp_gained(value : int) -> void:
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if not Entities.get_xp_data().can_level_up(gets_level()):
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return
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var xpr : int = Entities.get_xp_data().get_xp(gets_level());
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if xpr <= sxp:
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slevelup(1)
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sxp = 0
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func _son_level_up(value: int) -> void:
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if sentity_data == null:
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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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sfree_spell_points += ecd.spell_points_per_level * value
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sfree_talent_points += value
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for i in range(Stat.MAIN_STAT_ID_COUNT):
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var st : int = sentity_data.entity_class_data.get_stat_data().get_level_stat_data().get_stat_diff(i, slevel - value, slevel)
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var statid : int = i + Stat.MAIN_STAT_ID_START
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var stat : Stat = get_stat_int(statid)
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var sm : StatModifier = stat.get_modifier(0)
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sm.base_mod += st
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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 hass_spell(spell):
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var spnum :int = gets_spell_count()
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crequest_spell_learn(spell.id)
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if spnum != gets_spell_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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func sset_position(pposition : Vector2, protation : float) -> void:
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if multiplayer.network_peer and multiplayer.is_network_server():
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# cset_position(position, rotation)
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vrpc("cset_position", pposition, protation)
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remote func cset_position(pposition : Vector2, protation : float) -> void:
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get_body().position = pposition
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get_body().rotation = protation
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