damage handler wip

This commit is contained in:
Strieglitz 2025-02-23 22:21:44 +01:00
parent ed2249bdce
commit b90e0369bf
19 changed files with 145 additions and 45 deletions

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@ -1,6 +1,6 @@
[gd_resource type="Resource" script_class="Character" load_steps=3 format=3 uid="uid://bd1ugbnlm08vv"]
[ext_resource type="Script" path="res://scripts/resources/Character/CharacterResource.gd" id="1_8yb2m"]
[ext_resource type="Script" path="res://scripts/resources/Entity/EntityResource.gd" id="1_8yb2m"]
[ext_resource type="Resource" uid="uid://qcjre5wwbrs3" path="res://resources/PlayerStats.tres" id="2_rc7x1"]
[resource]

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@ -1,7 +1,7 @@
[gd_resource type="Resource" script_class="CharacterStats" load_steps=12 format=3 uid="uid://qcjre5wwbrs3"]
[ext_resource type="Script" path="res://scripts/resources/Stats/Armor.gd" id="1_c7135"]
[ext_resource type="Script" path="res://scripts/resources/Character/CharacterStats.gd" id="1_xti0a"]
[ext_resource type="Script" path="res://scripts/resources/Entity/EntityStats.gd" id="1_xti0a"]
[ext_resource type="Script" path="res://scripts/resources/Stats/Health.gd" id="2_hsnpy"]
[ext_resource type="Script" path="res://scripts/resources/Stats/MaxHealth.gd" id="3_26tso"]
[ext_resource type="Script" path="res://scripts/resources/Stats/MovementSpeed.gd" id="4_goc2a"]

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@ -1,11 +0,0 @@
class_name Character extends Node3D
var stats: CharacterStats
var equipments: Array[Equipment]
func init_character(stats: CharacterStats):
self.stats = stats;
func equip(newEquipment: Equipment)-> void:
equipments.append(newEquipment)

1
scripts/Enemie.gd Normal file
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@ -0,0 +1 @@
class_name Enemie extends Entity

44
scripts/Entity.gd Normal file
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@ -0,0 +1,44 @@
class_name Entity extends Node3D
var stats: EntityStats
var equipments: Array[Equipment]
func init_entity(stats: EntityStats):
self.stats = stats;
func equip(newEquipment: Equipment)-> void:
equipments.append(newEquipment)
func unequip(equipmentToRemove: Equipment)-> void:
equipments.erase(equipmentToRemove)
func get_max_health()->int:
var max_health = stats.max_health
for equipment in equipments:
max_health += equipment
return max_health
func get_health()->int:
return stats.health.value
func get_armor()->int:
var armor = stats.armor
for equipment in equipments:
armor += equipment.stats.armor
return armor
func get_Shield()->int:
var shield = stats.shield
for equipment in equipments:
shield += equipment.stats.shield
return shield
func get_movement_speed()->int:
var movement_speed = stats.movement_speed
for equipment in equipments:
movement_speed += equipment.stats.movement_speed
return movement_speed

28
scripts/Mech.gd Normal file
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@ -0,0 +1,28 @@
extends Node3D
class_name Mech
var boots: Boots
var arms: Arms
var hydraulics: Hydraulics
func init_mech(boots: Boots, arms: Arms, hydraulics: Hydraulics):
self.boots = boots
self.arms = arms
self.hydraulics= hydraulics
func get_max_health()-> int:
return boots.equipment_stats.max_health.value+arms.equipment_stats.max_health.value+hydraulics.equipment_stats.max_health.value
func get_armor()-> int:
return boots.equipment_stats.armor.value+arms.equipment_stats.armor.value+hydraulics.equipment_stats.armor.value
func get_shield()-> int:
return boots.equipment_stats.shield.value+arms.equipment_stats.shield.value+hydraulics.equipment_stats.shield.value
func get_damage()-> int:
return boots.equipment_stats.damage.value+arms.equipment_stats.damage.value+hydraulics.equipment_stats.damage.value
func get_movement_speed()-> int:
return boots.equipment_stats.movementSpeed.value+arms.equipment_stats.movementSpeed.value+hydraulics.equipment_stats.movementSpeed.value

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@ -1 +1,32 @@
class_name PlayerCharacter extends Character
class_name PlayerCharacter extends Entity
var mech: Mech
func init_player_character(stats: EntityStats, mech: Mech):
init_entity(stats)
self.mech = mech;
func get_max_health() -> int:
var max_health = base.get_max_health()
max_health += mech.get_max_health()
return max_health
func get_armor() -> int:
var armor = stats.armor
armor += mech.get_armor()
for equipment in equipments:
armor += equipment.stats.armor
return armor
func get_Shield() -> int:
var shield = stats.shield
for equipment in equipments:
shield += equipment.stats.shield
return shield
func get_movement_speed() -> int:
var movement_speed = stats.movement_speed
for equipment in equipments:
movement_speed += equipment.stats.movement_speed
return movement_speed

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@ -6,6 +6,20 @@ var attachments: Array[Attachment]
func init_weapon(stats: WeaponStats):
self.stats = stats;
func attach(newAttachment: Attachment)-> void:
attachments.append(newAttachment)
func unattach(attachmentToRemove: Attachment)-> void:
attachments.erase(attachmentToRemove)
func get_damage()->int:
var damage = stats.damage
for attachment in attachments:
damage += attachment.stats.damage
return damage
func get_fire_rate()->int:
var fire_rate = stats.fire_rate
for attachment in attachments:
fire_rate += attachment.stats.fire_rate
return fire_rate

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@ -1,13 +0,0 @@
extends Resource
class_name CharacterResource
@export var character_stats: CharacterStats
@export var character_scene: PackedScene
func instantiate(parent: Node3D)->Character:
var character_instance = character_scene.instantiate() as Character
character_instance.init_character(character_stats)
parent.add_child(character_instance)
return character_instance

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@ -1,10 +0,0 @@
extends MechPartResource
class_name MechBase
@export var boots: Boots
@export var arms: Arms
@export var hydraulics: Hydraulics
func get_stats()-> EquipmentStats:
return boots.equipment_stats.combine(arms.equipment_stats).combine(hydraulics.equipment_stats)

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@ -0,0 +1,13 @@
extends Resource
class_name EntityResource
@export var entity_stats: entityStats
@export var entity_scene: PackedScene
func instantiate(parent: Node3D)->Entity:
var entity_instance = entity_scene.instantiate() as Entity
entity_instance.init_entity(entity_stats)
parent.add_child(entity_instance)
return entity_instance

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@ -1,6 +1,6 @@
extends Resource
class_name CharacterStats
class_name EntityStats
@export var max_health: MaxHealth
@export var health: Health

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@ -12,6 +12,3 @@ func instantiate(parent: Node3D)->Equipment:
equipment_instance.init_Equipment(equipment_stats)
parent.add_child(equipment_instance)
return equipment_instance
func get_stats()-> EquipmentStats:
return equipment_stats

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@ -7,6 +7,3 @@ class_name EquipmentStats
@export var shield: Shield
@export var movementSpeed: MovementSpeed
@export var damage: Damage
func combine (other: EquipmentStats)->EquipmentStats:
return null

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@ -0,0 +1,9 @@
extends Node
class_name DamageHandler
func apply_damage(damage_dealer: Entity, damage_receiver: Entity, weapon: Weapon ):
damage_receiver.get_armor()
damage_receiver.get
pass