first version of enitites damageables weapons item and effects workflow

This commit is contained in:
Strieglitz 2025-03-09 23:56:19 +01:00
parent b90e0369bf
commit cb65c3a266
42 changed files with 263 additions and 180 deletions

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@ -28,6 +28,11 @@ run/main_scene="res://scenes/debug_level.tscn"
config/features=PackedStringArray("4.3", "Forward Plus") config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
[autoload]
MathUtils="*res://singeltons/MathUtils.gd"
DamageHandler="*res://singeltons/DamageHandler.gd"
[display] [display]
window/size/viewport_width=1920 window/size/viewport_width=1920

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@ -1,8 +0,0 @@
[gd_resource type="Resource" script_class="Character" load_steps=3 format=3 uid="uid://bd1ugbnlm08vv"]
[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]
script = ExtResource("1_8yb2m")
stats = ExtResource("2_rc7x1")

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@ -1,7 +0,0 @@
[gd_resource type="Resource" script_class="Health" load_steps=2 format=3 uid="uid://c3gf5mi1u151m"]
[ext_resource type="Script" path="res://scripts/resources/Stats/Health.gd" id="1_yqlcl"]
[resource]
script = ExtResource("1_yqlcl")
_value = 0

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@ -1,11 +1,11 @@
[gd_resource type="Resource" script_class="CharacterStats" load_steps=12 format=3 uid="uid://qcjre5wwbrs3"] [gd_resource type="Resource" script_class="EntityStats" 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/Stats/ArmorStat.gd" id="1_c7135"]
[ext_resource type="Script" path="res://scripts/resources/Entity/EntityStats.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/HealthStat.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/MaxHealthStat.gd" id="3_26tso"]
[ext_resource type="Script" path="res://scripts/resources/Stats/MovementSpeed.gd" id="4_goc2a"] [ext_resource type="Script" path="res://scripts/resources/Stats/MovementSpeedStat.gd" id="4_goc2a"]
[ext_resource type="Script" path="res://scripts/resources/Stats/Shield.gd" id="6_rncik"] [ext_resource type="Script" path="res://scripts/resources/Stats/ShieldStat.gd" id="6_rncik"]
[sub_resource type="Resource" id="Resource_vbm44"] [sub_resource type="Resource" id="Resource_vbm44"]
script = ExtResource("1_c7135") script = ExtResource("1_c7135")

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@ -1,7 +0,0 @@
class_name Attachment extends Node3D
var stats: AttachmentStats
func init_attachment(stats: AttachmentStats):
self.stats = stats;

70
scripts/Entites/Entity.gd Normal file
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@ -0,0 +1,70 @@
class_name Entity extends Node3D
var stats: EntityStats
var equipments: Array[Equipment]
signal died_event(entity: Entity)
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_health()->int:
return stats.health.value
func get_shield()->int:
return stats.shield.value
func reduce_shield(damage: int):
stats.shield.value -= damage
if stats.shield.value <= 0:
stats.shield.value = 0
func increase_health(additional_health: int):
stats.health.value += additional_health
if stats.health.value > get_max_health():
stats.health.value = get_max_health()
func reduce_health(damage: int):
stats.health.value -= damage
if stats.health.value <= 0:
died()
func died():
died_event.emit(self)
func get_max_health()->int:
var max_health = stats.max_health
for equipment in equipments:
max_health += equipment.get_max_health()
return max_health
func get_armor()->int:
var armor = stats.armor
for equipment in equipments:
armor += equipment.get_armor()
return armor
func get_max_Shield()->int:
var shield = stats.shield
for equipment in equipments:
shield += equipment.get_max_shield()
return shield
func get_movement_speed()->int:
var movement_speed = stats.movement_speed
for equipment in equipments:
movement_speed += equipment.get_evement_speed()
return movement_speed
func get_damage()->int:
var damage = 0
for equipment in equipments:
damage += equipment.get_damage()
return damage

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@ -0,0 +1,19 @@
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:
return super() + mech.get_max_health()
func get_armor() -> int:
return super() + mech.get_armor()
func get_max_Shield() -> int:
return super() + mech.get_shield()
func get_movement_speed() -> int:
return super() + mech.get_movement_speed()

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@ -1,44 +0,0 @@
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

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@ -1,7 +0,0 @@
class_name Equipment extends Node3D
var stats: EquipmentStats
func init_equipment(stats: EquipmentStats):
self.stats = stats;

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@ -0,0 +1,16 @@
class_name Attachment extends Node3D
var stats: AttachmentStats
func init_attachment(stats: AttachmentStats):
self.stats = stats
func get_damage()->int:
return stats.damage.value
func get_fire_rate()->int:
return stats.fire_rate.value
func get_hit_effects()-> Array[Effect]:
return stats.hit_effects.value

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@ -0,0 +1,22 @@
class_name Equipment extends Node3D
var stats: EquipmentStats
func init_equipment(stats: EquipmentStats):
self.stats = stats;
func get_armor()-> int:
return stats.armor.value
func get_max_health()-> int:
return stats.max_health.value
func get_max_shield()-> int:
return stats.max_shield.value
func get_evement_speed()-> int:
return stats.movementSpeed.value
func get_damage()-> int:
return stats.damage.value

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@ -0,0 +1 @@
class_name Arms extends Equipment

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@ -0,0 +1 @@
class_name Boots extends Equipment

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@ -0,0 +1 @@
class_name Hydraulics extends Equipment

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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.get_max_health() +arms.get_max_health()+hydraulics.get_max_health()
func get_armor()-> int:
return boots.get_armor()+arms.get_armor()+hydraulics.get_armor()
func get_max_shield()-> int:
return boots.get_max_shield()+arms.get_max_shield()+hydraulics.get_max_shield()
func get_damage()-> int:
return boots.get_damage()+arms.get_damage()+hydraulics.get_damage()
func get_movement_speed()-> int:
return boots.get_evement_speed()+arms.get_evement_speed()+hydraulics.get_evement_speed()

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@ -15,11 +15,19 @@ func unattach(attachmentToRemove: Attachment)-> void:
func get_damage()->int: func get_damage()->int:
var damage = stats.damage var damage = stats.damage
for attachment in attachments: for attachment in attachments:
damage += attachment.stats.damage damage += attachment.get_damage()
return damage return damage
func get_fire_rate()->int: func get_fire_rate()->int:
var fire_rate = stats.fire_rate var fire_rate = stats.fire_rate
for attachment in attachments: for attachment in attachments:
fire_rate += attachment.stats.fire_rate fire_rate += attachment.get_fire_rate()
return fire_rate return fire_rate
func get_hit_effects()-> Array[Effect]:
var hit_effects = []
hit_effects.append_array(stats.hit_effects.value)
for attachment in attachments:
hit_effects.append_array(attachment.get_hit_effects())
return hit_effects

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@ -1,28 +0,0 @@
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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@ -1,32 +0,0 @@
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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@ -2,5 +2,5 @@ extends Resource
class_name Effect class_name Effect
func apply_effect (character: Character)-> void: func apply_effect (orign_entity: Entity, target_entity: Entity)-> void:
assert(false) assert(false)

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@ -0,0 +1,6 @@
class_name HealEffect extends Effect
@export var heal_amount: int
func apply_effect (orign_entity: Entity, target_entity: Entity)-> void:
target_entity.increase_health(heal_amount)

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@ -1,4 +0,0 @@
extends Effect
func apply_effect (character: Character)-> void:
character.stats.health.value = character.stats.max_health.value

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@ -2,7 +2,7 @@ extends Resource
class_name EntityResource class_name EntityResource
@export var entity_stats: entityStats @export var entity_stats: EntityStats
@export var entity_scene: PackedScene @export var entity_scene: PackedScene

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@ -2,8 +2,9 @@ extends Resource
class_name EntityStats class_name EntityStats
@export var max_health: MaxHealth @export var max_health: MaxHealthStat
@export var health: Health @export var health: HealthStat
@export var armor: Armor @export var armor: ArmorStat
@export var shield: Shield @export var shield: ShieldStat
@export var movementSpeed: MovementSpeed @export var max_shield: MaxShieldStat
@export var movementSpeed: MovementSpeedStat

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@ -2,8 +2,8 @@ extends Resource
class_name EquipmentStats class_name EquipmentStats
@export var max_health: MaxHealth @export var max_health: MaxHealthStat
@export var armor: Armor @export var armor: ArmorStat
@export var shield: Shield @export var max_shield: MaxShieldStat
@export var movementSpeed: MovementSpeed @export var movementSpeed: MovementSpeedStat
@export var damage: Damage @export var damage: DamageStat

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@ -1,3 +1,3 @@
extends MechPartResource extends MechPartResource
class_name Arms class_name ArmsResource

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@ -1,3 +1,3 @@
extends MechPartResource extends MechPartResource
class_name Boots class_name BootsResource

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@ -1,3 +0,0 @@
extends MechPartResource
class_name Hydraulics

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@ -0,0 +1,3 @@
extends MechPartResource
class_name HydraulicsResource

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@ -1,6 +1,6 @@
extends Resource extends Resource
class_name Armor class_name ArmorStat
signal value_changed_signal(currentArmor: int) signal value_changed_signal(currentArmor: int)

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@ -1,6 +1,6 @@
extends Resource extends Resource
class_name Damage class_name DamageStat
signal value_changed_signal(currentDamage: int) signal value_changed_signal(currentDamage: int)

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@ -0,0 +1,13 @@
extends Resource
class_name HitEffectStat
signal value_changed_signal(effects: Array[Effect])
@export var _value: Array[Effect]
var value: Array[Effect]:
get:
return _value
set(new_value):
value = new_value;
value_changed_signal.emit(_value)

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@ -1,6 +1,6 @@
extends Resource extends Resource
class_name FireRate class_name FireRateStat
signal value_changed_signal(currentFireRate: int) signal value_changed_signal(currentFireRate: int)

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@ -1,6 +1,6 @@
extends Resource extends Resource
class_name Health class_name HealthStat
signal value_changed_signal(currentHealth: int) signal value_changed_signal(currentHealth: int)

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@ -1,6 +1,6 @@
extends Resource extends Resource
class_name MaxHealth class_name MaxHealthStat
signal value_changed_signal(currentMaxHealth: int) signal value_changed_signal(currentMaxHealth: int)

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@ -0,0 +1,13 @@
extends Resource
class_name MaxShieldStat
signal value_changed_signal(currentMaxShield: int)
@export var _value: int
var value: int:
get:
return _value
set(new_value):
value = new_value;
value_changed_signal.emit(_value)

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@ -1,6 +1,6 @@
extends Resource extends Resource
class_name MovementSpeed class_name MovementSpeedStat
signal value_changed_signal(currentMovementSpeed: int) signal value_changed_signal(currentMovementSpeed: int)

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@ -1,6 +1,6 @@
extends Resource extends Resource
class_name Shield class_name ShieldStat
signal value_changed_signal(currentShield: int) signal value_changed_signal(currentShield: int)

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@ -2,5 +2,6 @@ extends Resource
class_name AttachmentStats class_name AttachmentStats
@export var damage: Damage @export var damage: DamageStat
@export var fire_rate: FireRate @export var fire_rate: FireRateStat
@export var hit_effects: HitEffectStat

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@ -3,5 +3,6 @@ extends Resource
class_name WeaponStats class_name WeaponStats
@export var damage: Damage @export var damage: DamageStat
@export var fire_rate: FireRate @export var fire_rate: FireRateStat
@export var hit_effects: HitEffectStat

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@ -1,9 +1,20 @@
extends Node extends Object
class_name DamageHandler
func apply_damage(damage_dealer: Entity, damage_receiver: Entity, weapon: Weapon ): func apply_damage(damage_dealer: Entity, damage_receiver: Entity, weapon: Weapon ):
damage_receiver.get_armor() var damage = weapon.get_damage() + damage_dealer.get_damage()
damage_receiver.get var armor = damage_receiver.get_armor()
pass var damage_percent = 90*( pow(MathUtils.e, 0.03*armor))
var damage_after_armor = damage * damage_percent
if damage_after_armor < 1 :
damage_after_armor = 1
var shield = damage_receiver.get_shield()
if shield > 0:
damage_receiver.reduce_shield(damage_after_armor)
else:
damage_receiver.reduce_health(damage_after_armor)
for effect in weapon.get_hit_effects():
effect.apply_effect(damage_dealer,damage_receiver)

3
singeltons/MathUtils.gd Normal file
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@ -0,0 +1,3 @@
extends Object
var e = 2.718281828459045235360287471352