broken_seals_2ds/game/scripts/spells/gd_spell_script.gd

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GDScript3
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2022-01-30 23:20:50 +01:00
extends Spell
class_name SpellGD
# Copyright (c) 2019-2020 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.
var gcd_id : int = 0
func _init():
gcd_id = ESS.stat_get_id("Global Cooldown")
func _cast_starts(info : SpellCastInfo) -> void:
if needs_target and info.target == null:
return
if info.caster.cast_is_castings():
return
if cooldown_global_cooldown_enabled and info.caster.gcd_hass() or info.caster.category_cooldown_hass(spell_type) or info.caster.cooldown_hass(id):
return
# Todo Add source info to SpellCastInfo (player, item, spell, etc)
#if !info.caster.spell_hass_id(id):
# return
var entity_relation_type = info.caster.gets_relation_to(info.target)
var ok = false
if target_relation_type & TARGET_FRIENDLY or target_relation_type & TARGET_SELF:
if entity_relation_type == EntityEnums.ENTITY_RELATION_TYPE_FRIENDLY or entity_relation_type == EntityEnums.ENTITY_RELATION_TYPE_NEUTRAL:
ok = true
else:
if entity_relation_type == EntityEnums.ENTITY_RELATION_TYPE_HOSTILE:
info.target = info.caster
ok = true
if target_relation_type & TARGET_ENEMY:
if entity_relation_type == EntityEnums.ENTITY_RELATION_TYPE_HOSTILE:
ok = true
if !ok:
return
if range_enabled:
if info.caster != info.target:
var c : Vector2 = info.caster.get_body().position
var t : Vector2 = info.target.get_body().position
if (c - t).length() > range_range:
return
if resource_cost != null and resource_cost.entity_resource_data != null:
var r : EntityResource = info.caster.resource_gets_id(resource_cost.entity_resource_data.id)
if r == null:
return
if r.current_value < resource_cost.cost:
return
if cast_enabled:
info.caster.cast_starts(info)
return
if resource_cost != null and resource_cost.entity_resource_data != null:
var r : EntityResource = info.caster.resource_gets_id(resource_cost.entity_resource_data.id)
r.current_value -= resource_cost.cost
info.caster.notification_scast(SpellEnums.NOTIFICATION_CAST_FINISHED, info)
info.caster.notification_scast(SpellEnums.NOTIFICATION_CAST_SUCCESS, info)
info.caster.notification_ccast(SpellEnums.NOTIFICATION_CAST_FINISHED, info)
if info.target:
info.target.notification_scast(SpellEnums.NOTIFICATION_CAST_FINISHED_TARGET, info)
handle_cooldown(info)
# if projectile != null:
# handle_projectile(info)
# else:
handle_effect(info)
handle_gcd(info)
func _cast_finishs(info : SpellCastInfo) -> void:
if resource_cost != null and resource_cost.entity_resource_data != null:
var r : EntityResource = info.caster.resource_gets_id(resource_cost.entity_resource_data.id)
if r.current_value < resource_cost.cost:
info.caster.son_cast_failed(info)
return
r.current_value -= resource_cost.cost
info.caster.notification_scast(SpellEnums.NOTIFICATION_CAST_FINISHED, info)
info.caster.notification_scast(SpellEnums.NOTIFICATION_CAST_SUCCESS, info)
info.caster.notification_ccast(SpellEnums.NOTIFICATION_CAST_FINISHED, info)
if is_instance_valid(info.target):
info.target.notification_scast(SpellEnums.NOTIFICATION_CAST_FINISHED_TARGET, info)
if projectile_scene != null:
handle_projectile(info)
else:
handle_effect(info)
handle_cooldown(info)
handle_gcd(info)
func _son_cast_player_moved(info):
if !cast_can_move_while_casting:
info.caster.cast_fails()
func handle_effect(info : SpellCastInfo) -> void:
if target_type == SPELL_TARGET_TYPE_TARGET:
if info.target == null:
return
# var ok : bool = false
# if (target_relation_type & TARGET_SELF):
# ok = true
# if not ok and (target_relation_type & TARGET_ENEMY and info.target is Entity):
# ok = true
#
# if not ok and (target_relation_type & TARGET_FRIENDLY and info.target is Player):
# ok = true
# if not ok:
# return
#elif target_type == SPELL_TARGET_TYPE_SELF:
# info.target = info.caster
if damage_enabled and info.target:
var sdi : SpellDamageInfo = SpellDamageInfo.new()
sdi.spell_source = self
sdi.dealer = info.caster
sdi.receiver = info.target
handle_spell_damage(sdi)
if heal_enabled and info.target:
var shi : SpellHealInfo = SpellHealInfo.new()
shi.spell_source = self
shi.dealer = info.caster
shi.receiver = info.target
handle_spell_heal(shi)
if is_aura():
var ad : AuraData = AuraData.new()
if aura_get_aura_group():
ad = info.target.aura_gets_with_group_by(info.caster, aura_get_aura_group())
else:
ad = info.target.aura_gets_by(info.caster, id)
if ad:
info.target.aura_removes_exact(ad)
var aai : AuraApplyInfo = AuraApplyInfo.new()
aai.caster_set(info.caster)
aai.target_set(info.target)
aai.spell_scale_set(info.spell_scale)
aai.set_aura(self)
aura_sapply(aai)
for spell in spells_cast_on_caster:
if !spell:
continue
var sci : SpellCastInfo = SpellCastInfo.new()
sci.caster = info.caster
sci.target = info.caster
sci.has_cast_time = spell.cast_enabled
sci.cast_time = spell.cast_cast_time
sci.spell_scale = info.spell_scale
sci.set_spell(spell)
spell.cast_starts(sci)
if info.target != null:
for spell in spells_cast_on_target:
if !spell:
continue
var sci : SpellCastInfo = SpellCastInfo.new()
sci.caster = info.caster
sci.target = info.target
sci.has_cast_time = spell.cast_enabled
sci.cast_time = spell.cast_cast_time
sci.spell_scale = info.spell_scale
sci.set_spell(spell)
spell.cast_starts(sci)
func handle_cooldown(info : SpellCastInfo) -> void:
if cooldown_cooldown > 0:
info.caster.cooldown_adds(id, cooldown_cooldown)
func handle_gcd(info : SpellCastInfo) -> void:
if cooldown_global_cooldown_enabled and not cast_enabled:
info.caster.gcd_starts(info.caster.stat_gets_current(gcd_id))
func add_spell_cast_effect(info : SpellCastInfo) -> void:
var basic_spell_effect : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
if basic_spell_effect != null:
if basic_spell_effect.spell_cast_effect_left_hand != null:
info.caster.get_character_skeleton().common_attach_point_add(EntityEnums.COMMON_SKELETON_POINT_LEFT_HAND, basic_spell_effect.spell_cast_effect_left_hand)
if basic_spell_effect.spell_cast_effect_right_hand != null:
info.caster.get_character_skeleton().common_attach_point_add(EntityEnums.COMMON_SKELETON_POINT_RIGHT_HAND, basic_spell_effect.spell_cast_effect_right_hand)
func remove_spell_cast_effect(info : SpellCastInfo) -> void:
var basic_spell_effect : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
if basic_spell_effect != null:
if basic_spell_effect.spell_cast_effect_left_hand != null:
info.caster.get_character_skeleton().common_attach_point_remove(EntityEnums.COMMON_SKELETON_POINT_LEFT_HAND, basic_spell_effect.spell_cast_effect_left_hand)
if basic_spell_effect.spell_cast_effect_right_hand != null:
info.caster.get_character_skeleton().common_attach_point_remove(EntityEnums.COMMON_SKELETON_POINT_RIGHT_HAND, basic_spell_effect.spell_cast_effect_right_hand)
func _notification_ccast(what, info):
if what == SpellEnums.NOTIFICATION_CAST_STARTED:
add_spell_cast_effect(info)
elif what == SpellEnums.NOTIFICATION_CAST_FAILED:
remove_spell_cast_effect(info)
elif what == SpellEnums.NOTIFICATION_CAST_FINISHED:
remove_spell_cast_effect(info)
elif what == SpellEnums.NOTIFICATION_CAST_INTERRUPTED:
remove_spell_cast_effect(info)
elif what == SpellEnums.NOTIFICATION_CAST_SUCCESS:
remove_spell_cast_effect(info)
if not is_instance_valid(info.target):
return
var bse : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
if bse != null:
if bse.torso_spell_cast_finish_effect != null:
info.target.get_character_skeleton().common_attach_point_add_timed(EntityEnums.COMMON_SKELETON_POINT_TORSO, bse.torso_spell_cast_finish_effect_time)
if bse.root_spell_cast_finish_effect != null:
info.target.get_character_skeleton().common_attach_point_add_timed(EntityEnums.COMMON_SKELETON_POINT_ROOT, bse.root_spell_cast_finish_effect_time)
func _son_spell_hit(info):
handle_effect(info)
func _aura_sapply(info : AuraApplyInfo) -> void:
# var add : bool = false
var ad : AuraData = info.target.aura_gets_by(info.caster, info.aura.id)
if ad == null:
# add = true
ad = AuraData.new()
setup_aura_data(ad, info);
for i in range(aura_stat_attribute_get_count()):
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))
if aura_states_add != 0:
for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX):
var t : int = 1 << i
if aura_states_add & t != 0:
info.target.adds_state_ref(i)
info.target.aura_adds(ad);
apply_mods(ad)
else:
ad.remaining_time = aura_time
func _aura_sdeapply(data : AuraData) -> void:
for i in range(aura_stat_attribute_get_count()):
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))
if aura_states_add != 0:
for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX):
var t : int = 1 << i
if aura_states_add & t != 0:
data.owner.removes_state_ref(i)
deapply_mods(data)
func apply_mods(ad : AuraData):
pass
func deapply_mods(ad : AuraData):
pass
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)