broken_seals_2d/game/scripts/auras/aura_script.gd

113 lines
4.2 KiB
GDScript

extends Aura
class_name AuraGD
# 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.
func _handle_aura_damage(aura_data : AuraData, damage_info : SpellDamageInfo) -> void:
randomize()
damage_info.damage = damage_min + (randi() % (damage_max - damage_min))
damage_info.damage_source_type = aura_data.aura.damage_type
if (is_instance_valid(damage_info.dealer)):
damage_info.dealer.sdeal_damage_to(damage_info)
func _handle_aura_heal(aura_data : AuraData, shi : SpellHealInfo) -> void:
randomize()
shi.heal = heal_min + (randi() % (heal_max - heal_min))
shi.heal_source_type = aura_data.aura.aura_type
shi.dealer.sdeal_heal_to(shi)
func _sapply(info : AuraApplyInfo) -> void:
# var add : bool = false
var ad : AuraData = info.target.sget_aura_by(info.caster, info.aura.id)
if ad == null:
# add = true
ad = AuraData.new()
setup_aura_data(ad, info);
for i in range(get_aura_stat_attribute_count()):
var stat_attribute : AuraStatAttribute = get_aura_stat_attribute(i)
var stat : Stat = info.target.get_stat_enum(stat_attribute.stat)
stat.add_modifier(id, stat_attribute.base_mod, stat_attribute.bonus_mod, stat_attribute.percent_mod)
if states_add != 0:
for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX):
var t : int = 1 << i
if states_add & t != 0:
info.target.sadd_state_ref(i)
info.target.sadd_aura(ad);
else:
ad.remaining_time = time
func _sdeapply(data : AuraData) -> void:
for i in range(get_aura_stat_attribute_count()):
var stat_attribute : AuraStatAttribute = get_aura_stat_attribute(i)
var stat : Stat = data.owner.get_stat_enum(stat_attribute.stat)
stat.remove_modifier(id)
if states_add != 0:
for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX):
var t : int = 1 << i
if states_add & t != 0:
data.owner.sremove_state_ref(i)
func _con_aura_added(data : AuraData) -> void:
if data.owner.get_character_skeleton() == null:# or data.owner.get_character_skeleton().root_attach_point == null:
return
var bse : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
if bse != null:
if bse.root_aura_effect != null:
if bse.root_aura_effect_time < 0.00001:
data.owner.get_character_skeleton().root_attach_point.add_effect(bse.root_aura_effect)
else:
data.owner.get_character_skeleton().root_attach_point.add_effect_timed(bse.root_aura_effect, bse.root_aura_effect_time)
if bse.torso_aura_effect != null:
if bse.torso_aura_effect_time < 0.00001:
data.owner.get_character_skeleton().torso_attach_point.add_effect(bse.torso_aura_effect)
else:
data.owner.get_character_skeleton().torso_attach_point.add_effect_timed(bse.torso_aura_effect, bse.torso_aura_effect_time)
func _con_aura_removed(data : AuraData) -> void:
var bse : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
if bse != null:
if bse.root_aura_effect != null and bse.root_aura_effect_time < 0.00001:
data.owner.get_character_skeleton().root_attach_point.remove_effect(bse.root_aura_effect)
if bse.torso_aura_effect != null and bse.torso_aura_effect_time < 0.00001:
data.owner.get_character_skeleton().torso_attach_point.remove_effect(bse.torso_aura_effect)