mirror of
https://github.com/Relintai/broken_seals_2ds.git
synced 2024-12-29 01:27:13 +01:00
360 lines
12 KiB
GDScript3
360 lines
12 KiB
GDScript3
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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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var gcd_id : int = 0
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func _init():
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gcd_id = ESS.stat_get_id("Global Cooldown")
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func _cast_starts(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.cast_is_castings():
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return
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if cooldown_global_cooldown_enabled and info.caster.gcd_hass() or info.caster.category_cooldown_hass(spell_type) or info.caster.cooldown_hass(id):
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return
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# Todo Add source info to SpellCastInfo (player, item, spell, etc)
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#if !info.caster.spell_hass_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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else:
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if entity_relation_type == EntityEnums.ENTITY_RELATION_TYPE_HOSTILE:
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info.target = info.caster
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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 range_enabled:
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if info.caster != info.target:
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var c : Vector2 = info.caster.get_body().position
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var t : Vector2 = info.target.get_body().position
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if (c - t).length() > range_range:
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return
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if resource_cost != null and resource_cost.entity_resource_data != null:
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var r : EntityResource = info.caster.resource_gets_id(resource_cost.entity_resource_data.id)
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if r == null:
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return
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if r.current_value < resource_cost.cost:
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return
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if cast_enabled:
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info.caster.cast_starts(info)
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return
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if resource_cost != null and resource_cost.entity_resource_data != null:
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var r : EntityResource = info.caster.resource_gets_id(resource_cost.entity_resource_data.id)
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r.current_value -= resource_cost.cost
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info.caster.notification_scast(SpellEnums.NOTIFICATION_CAST_FINISHED, info)
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info.caster.notification_scast(SpellEnums.NOTIFICATION_CAST_SUCCESS, info)
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info.caster.notification_ccast(SpellEnums.NOTIFICATION_CAST_FINISHED, info)
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if info.target:
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info.target.notification_scast(SpellEnums.NOTIFICATION_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 _cast_finishs(info : SpellCastInfo) -> void:
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if resource_cost != null and resource_cost.entity_resource_data != null:
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var r : EntityResource = info.caster.resource_gets_id(resource_cost.entity_resource_data.id)
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if r.current_value < resource_cost.cost:
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info.caster.son_cast_failed(info)
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return
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r.current_value -= resource_cost.cost
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info.caster.notification_scast(SpellEnums.NOTIFICATION_CAST_FINISHED, info)
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info.caster.notification_scast(SpellEnums.NOTIFICATION_CAST_SUCCESS, info)
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info.caster.notification_ccast(SpellEnums.NOTIFICATION_CAST_FINISHED, info)
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if is_instance_valid(info.target):
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info.target.notification_scast(SpellEnums.NOTIFICATION_CAST_FINISHED_TARGET, info)
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if projectile_scene != 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.cast_fails()
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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.spell_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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if heal_enabled and info.target:
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var shi : SpellHealInfo = SpellHealInfo.new()
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shi.spell_source = self
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shi.dealer = info.caster
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shi.receiver = info.target
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handle_spell_heal(shi)
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if is_aura():
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var ad : AuraData = AuraData.new()
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if aura_get_aura_group():
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ad = info.target.aura_gets_with_group_by(info.caster, aura_get_aura_group())
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else:
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ad = info.target.aura_gets_by(info.caster, id)
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if ad:
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info.target.aura_removes_exact(ad)
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var aai : AuraApplyInfo = AuraApplyInfo.new()
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aai.caster_set(info.caster)
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aai.target_set(info.target)
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aai.spell_scale_set(info.spell_scale)
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aai.set_aura(self)
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aura_sapply(aai)
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for spell in spells_cast_on_caster:
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if !spell:
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continue
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var sci : SpellCastInfo = SpellCastInfo.new()
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sci.caster = info.caster
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sci.target = info.caster
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sci.has_cast_time = spell.cast_enabled
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sci.cast_time = spell.cast_cast_time
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sci.spell_scale = info.spell_scale
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sci.set_spell(spell)
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spell.cast_starts(sci)
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if info.target != null:
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for spell in spells_cast_on_target:
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if !spell:
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continue
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var sci : SpellCastInfo = SpellCastInfo.new()
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sci.caster = info.caster
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sci.target = info.target
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sci.has_cast_time = spell.cast_enabled
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sci.cast_time = spell.cast_cast_time
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sci.spell_scale = info.spell_scale
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sci.set_spell(spell)
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spell.cast_starts(sci)
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func handle_cooldown(info : SpellCastInfo) -> void:
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if cooldown_cooldown > 0:
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info.caster.cooldown_adds(id, cooldown_cooldown)
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func handle_gcd(info : SpellCastInfo) -> void:
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if cooldown_global_cooldown_enabled and not cast_enabled:
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info.caster.gcd_starts(info.caster.stat_gets_current(gcd_id))
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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().common_attach_point_add(EntityEnums.COMMON_SKELETON_POINT_LEFT_HAND, 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().common_attach_point_add(EntityEnums.COMMON_SKELETON_POINT_RIGHT_HAND, 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().common_attach_point_remove(EntityEnums.COMMON_SKELETON_POINT_LEFT_HAND, 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().common_attach_point_remove(EntityEnums.COMMON_SKELETON_POINT_RIGHT_HAND, basic_spell_effect.spell_cast_effect_right_hand)
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func _notification_ccast(what, info):
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if what == SpellEnums.NOTIFICATION_CAST_STARTED:
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add_spell_cast_effect(info)
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elif what == SpellEnums.NOTIFICATION_CAST_FAILED:
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remove_spell_cast_effect(info)
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elif what == SpellEnums.NOTIFICATION_CAST_FINISHED:
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remove_spell_cast_effect(info)
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elif what == SpellEnums.NOTIFICATION_CAST_INTERRUPTED:
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remove_spell_cast_effect(info)
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elif what == SpellEnums.NOTIFICATION_CAST_SUCCESS:
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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().common_attach_point_add_timed(EntityEnums.COMMON_SKELETON_POINT_TORSO, 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().common_attach_point_add_timed(EntityEnums.COMMON_SKELETON_POINT_ROOT, bse.root_spell_cast_finish_effect_time)
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func _son_spell_hit(info):
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handle_effect(info)
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func _aura_sapply(info : AuraApplyInfo) -> void:
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# var add : bool = false
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var ad : AuraData = info.target.aura_gets_by(info.caster, info.aura.id)
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if ad == null:
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# add = true
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ad = AuraData.new()
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setup_aura_data(ad, info);
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for i in range(aura_stat_attribute_get_count()):
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info.target.stat_mod(aura_stat_attribute_get_stat(id), aura_stat_attribute_get_base_mod(i), aura_stat_attribute_get_bonus_mod(i), aura_stat_attribute_get_percent_mod(i))
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if aura_states_add != 0:
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for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX):
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var t : int = 1 << i
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if aura_states_add & t != 0:
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info.target.adds_state_ref(i)
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info.target.aura_adds(ad);
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apply_mods(ad)
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else:
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ad.remaining_time = aura_time
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func _aura_sdeapply(data : AuraData) -> void:
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for i in range(aura_stat_attribute_get_count()):
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data.owner.stat_mod(aura_stat_attribute_get_stat(id), -aura_stat_attribute_get_base_mod(i), -aura_stat_attribute_get_bonus_mod(i), -aura_stat_attribute_get_percent_mod(i))
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if aura_states_add != 0:
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for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX):
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var t : int = 1 << i
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if aura_states_add & t != 0:
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data.owner.removes_state_ref(i)
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deapply_mods(data)
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func apply_mods(ad : AuraData):
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pass
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func deapply_mods(ad : AuraData):
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pass
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func _con_aura_added(data : AuraData) -> void:
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if data.owner.get_character_skeleton() == null or data.owner.get_character_skeleton().root_attach_point == null:
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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.root_aura_effect != null:
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if bse.root_aura_effect_time < 0.00001:
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data.owner.get_character_skeleton().root_attach_point.add_effect(bse.root_aura_effect)
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else:
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data.owner.get_character_skeleton().root_attach_point.add_effect_timed(bse.root_aura_effect, bse.root_aura_effect_time)
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if bse.torso_aura_effect != null:
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if bse.torso_aura_effect_time < 0.00001:
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data.owner.get_character_skeleton().torso_attach_point.add_effect(bse.torso_aura_effect)
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else:
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data.owner.get_character_skeleton().torso_attach_point.add_effect_timed(bse.torso_aura_effect, bse.torso_aura_effect_time)
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func _con_aura_removed(data : AuraData) -> void:
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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.root_aura_effect != null and bse.root_aura_effect_time < 0.00001:
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data.owner.get_character_skeleton().root_attach_point.remove_effect(bse.root_aura_effect)
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if bse.torso_aura_effect != null and bse.torso_aura_effect_time < 0.00001:
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data.owner.get_character_skeleton().torso_attach_point.remove_effect(bse.torso_aura_effect)
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