mirror of
https://github.com/Relintai/broken_seals_roguelike.git
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135 lines
3.9 KiB
GDScript
135 lines
3.9 KiB
GDScript
extends EntityAI
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class_name EntityAIGD
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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) 2019-2020 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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var _data : Dictionary = {
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"target_aura_spells": {},
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"spells": []
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}
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func _ready():
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pass
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func _on_set_owner():
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if not is_instance_valid(owner):
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return
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if not owner.sentity_data:
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return
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var ent_data : EntityData = owner.sentity_data
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if not ent_data.entity_class_data:
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return
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var class_data : EntityClassData = ent_data.entity_class_data
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for i in range(class_data.get_num_spells()):
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var spell : Spell = class_data.get_spell(i)
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if spell.get_num_target_aura_applys() > 0:
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var aura : Aura = spell.get_target_aura_apply(0)
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if not _data["target_aura_spells"].has(aura.aura_group):
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_data["target_aura_spells"][aura.aura_group] = []
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_data["target_aura_spells"][aura.aura_group].append({ "aura_id": aura.id, "spell_id": spell.id, "rank": spell.rank })
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continue
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_data["spells"].append(spell.id)
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for key in _data["target_aura_spells"]:
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var arr : Array = _data["target_aura_spells"][key]
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arr.sort_custom(self, "sort_spells_by_rank")
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func _update(delta):
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if owner.ai_state == EntityEnums.AI_STATE_ATTACK:
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attack(delta)
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func attack(delta):
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var target : Entity = owner.starget
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if target == null:
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owner.ai_state = EntityEnums.AI_STATE_REGENERATE
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owner.get_body().target_movement_direction = Vector2()
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return
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var cast : bool = false
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if not owner.gcd_hass():
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var taspellsdict : Dictionary = _data["target_aura_spells"]
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for taskey in taspellsdict.keys():
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for tas in taspellsdict[taskey]:
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var spell_id : int = tas["spell_id"]
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if not owner.spell_hass_id(spell_id):
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continue
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if taskey == null:
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if target.aura_gets_by(owner, tas["aura_id"]) == null and not owner.cooldown_hass(spell_id):
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owner.spell_crequest_cast(spell_id)
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cast = true
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break
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else:
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if target.aura_gets_with_group_by(owner, taskey) == null and not owner.cooldown_hass(spell_id):
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owner.spell_crequest_cast(spell_id)
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cast = true
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break
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if cast:
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break
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if not cast:
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var sps : Array = _data["spells"]
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for spell_id in sps:
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if not owner.spell_hass_id(spell_id):
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continue
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if not owner.cooldown_hass(spell_id):
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owner.spell_crequest_cast(spell_id)
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cast = true
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break
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if owner.cast_is_castings():
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owner.get_body().target_movement_direction = Vector2()
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return
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owner.get_body().target_movement_direction = Vector2()
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var dir : Vector2 = target.get_body().position - owner.get_body().position
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var l = dir.length()
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if l > 2.5:
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owner.get_body().target_movement_direction = Vector2(dir.x, dir.y)
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func sort_spells_by_rank(a, b):
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if a == null or b == null:
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return true
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return a["rank"] > b["rank"]
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