extends Entity # Copyright Péter Magyar relintai@gmail.com # MIT License, functionality from this class needs to be protable to the entity spell system # 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. #export (String) var map_path : String export(float) var max_visible_distance : float = 120 setget set_max_visible_distance var max_visible_distance_squared : float = max_visible_distance * max_visible_distance const ray_length = 1000 const ACCEL : float = 100.0 const DEACCEL : float = 100.0 var _on : bool = true var y_rot : float = 0.0 var vel : Vector2 = Vector2() var dir : Vector2 = Vector2() var target_movement_direction : Vector2 = Vector2() var animation_run : bool = false var moving : bool = false var sleep : bool = false var dead : bool = false var death_timer : float = 0 var path : = PoolVector2Array() var follow_path = false var frame : int = 0 func _ready() -> void: ai_state = EntityEnums.AI_STATE_PATROL frame = randi() % 10 set_process(true) set_physics_process(true) func _process(delta : float) -> void: if dead: death_timer += delta if death_timer > 60: queue_free() return frame += 1 if frame < 10: return frame = 0 # print(get_tree().root.get_visible_rect()) var vpos : Vector2 = -get_tree().root.canvas_transform.get_origin() - position var l : float = vpos.length_squared() var rs : float = get_tree().root.size.x * get_tree().root.size.x if l < rs: if not visible: show() set_physics_process(true) else: if visible: hide() set_physics_process(false) func _physics_process(delta : float) -> void: if not _on: return if sentity_data == null: return if dead: return process_movement(delta) func move_along_path(distance : float) -> void: var start_point : = position for i in range(path.size()): var distance_to_next : = start_point.distance_to(path[0]) if distance <= distance_to_next and distance >= 0.0: position = start_point.linear_interpolate(path[0], distance / distance_to_next) break elif distance <= 0.0: position = path[0] follow_path = false break #if line2d and use_line_path: # line2d.points = path distance -= distance_to_next start_point = path[0] path.remove(0) if path.size() == 0: follow_path = false func set_path(value : PoolVector2Array) -> void: path = value #if line2d and use_line_path: # line2d.points = value if value.size() == 0: return follow_path = true func process_movement(delta : float) -> void: # if starget != null: # look_at(starget.translation, Vector3(0, 1, 0)) # var state : int = getc_state() if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0: moving = false return if target_movement_direction.length_squared() > 0.1: target_movement_direction = target_movement_direction.normalized() get_character_skeleton().update_facing(dir) moving = true else: moving = false get_character_skeleton().get_animation_tree().set("parameters/walking/blend_amount", target_movement_direction.length()) var hvel : Vector2 = vel hvel.y = 0 var target : Vector2 = dir target *= get_speed().ccurrent var accel if dir.dot(hvel) > 0: accel = ACCEL else: accel = DEACCEL hvel = hvel.linear_interpolate(target, accel*delta) if hvel.length_squared() < 0.1: return vel = hvel vel = move_and_slide(vel) sset_position(position, rotation) func sstart_attack(entity : Entity) -> void: ai_state = EntityEnums.AI_STATE_ATTACK starget = entity func _onc_mouse_enter() -> void: if centity_interaction_type == EntityEnums.ENITIY_INTERACTION_TYPE_LOOT: Input.set_default_cursor_shape(Input.CURSOR_CROSS) else: Input.set_default_cursor_shape(Input.CURSOR_MOVE) func _onc_mouse_exit() -> void: Input.set_default_cursor_shape(Input.CURSOR_ARROW) func _son_death(): if dead: return if starget == null: queue_free() return #warning-ignore:unused_variable for i in range(sget_aura_count()): sremove_aura(sget_aura(0)) dead = true var ldiff : float = slevel - starget.slevel + 10.0 if ldiff < 0: ldiff = 0 if ldiff > 15: ldiff = 15 ldiff /= 10.0 starget.adds_xp(int(5.0 * slevel * ldiff)) starget = null sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_LOOT ai_state = EntityEnums.AI_STATE_OFF # set_process(false) set_physics_process(false) remote func rset_position(position : Vector2, rotation : float) -> void: if get_tree().is_network_server(): rpc("rset_position", position, rotation) func _son_damage_dealt(data): if ai_state != EntityEnums.AI_STATE_ATTACK and data.dealer != self: sstart_attack(data.dealer) func _con_damage_dealt(info : SpellDamageInfo) -> void: # if info.dealer == WorldNumbers.damage(position, 90, info.damage, info.crit) func _con_heal_dealt(info : SpellHealInfo) -> void: WorldNumbers.heal(position, 90, info.heal, info.crit) func _moved() -> void: if sis_casting(): sfail_cast() func set_max_visible_distance(var value : float) -> void: max_visible_distance_squared = value * value max_visible_distance = value func _setup(): sentity_name = sentity_data.text_name func _son_xp_gained(value : int) -> void: if not Entities.get_xp_data().can_level_up(gets_level()): return var xpr : int = Entities.get_xp_data().get_xp(gets_level()); if xpr <= sxp: slevelup(1) sxp = 0 func _son_level_up(value: int) -> void: if sentity_data == null: return var ecd : EntityClassData = sentity_data.entity_class_data if ecd == null: return sfree_spell_points += ecd.spell_points_per_level * value sfree_talent_points += value for i in range(Stat.MAIN_STAT_ID_COUNT): var st : int = sentity_data.entity_class_data.get_stat_data().get_level_stat_data().get_stat_diff(i, slevel - value, slevel) var statid : int = i + Stat.MAIN_STAT_ID_START var stat : Stat = get_stat_int(statid) var sm : StatModifier = stat.get_modifier(0) sm.base_mod += st var arr : Array = Array() for i in range(ecd.get_num_spells()): arr.append(ecd.get_spell(i)) randomize() arr.shuffle() for v in range(value): for i in range(arr.size()): var spell : Spell = arr[i] if not hass_spell(spell): var spnum :int = gets_spell_count() crequest_spell_learn(spell.id) if spnum != gets_spell_count(): break if sfree_spell_points == 0: break if sfree_spell_points == 0: break func sset_position(pposition : Vector2, protation : float) -> void: if multiplayer.network_peer and multiplayer.is_network_server(): # cset_position(position, rotation) vrpc("cset_position", pposition, protation) remote func cset_position(pposition : Vector2, protation : float) -> void: position = pposition rotation = protation