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5 Commits

Author SHA1 Message Date
Strieglitz
cb65c3a266 first version of enitites damageables weapons item and effects workflow 2025-03-09 23:56:19 +01:00
Strieglitz
b90e0369bf damage handler wip 2025-02-23 22:21:44 +01:00
Strieglitz
ed2249bdce Merge branch 'develop' into components 2025-02-22 16:35:33 +01:00
Strieglitz
a1b0e6b5e7 Added SceneNode Loading 2025-02-18 23:38:21 +01:00
Strieglitz
5c88f4ed48 wip Components/Customizable 2025-02-17 23:40:58 +01:00
41 changed files with 496 additions and 31 deletions

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@ -30,7 +30,8 @@ config/icon="res://icon.svg"
[autoload] [autoload]
DebugUi="*res://scenes/debug_ui/debug_ui.tscn" MathUtils="*res://singeltons/MathUtils.gd"
DamageHandler="*res://singeltons/DamageHandler.gd"
[display] [display]
@ -78,11 +79,6 @@ turn_right={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
] ]
} }
show_debug_ui={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":80,"key_label":0,"unicode":112,"location":0,"echo":false,"script":null)
]
}
[physics] [physics]

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@ -0,0 +1,36 @@
[gd_resource type="Resource" script_class="EntityStats" load_steps=12 format=3 uid="uid://qcjre5wwbrs3"]
[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/Stats/HealthStat.gd" id="2_hsnpy"]
[ext_resource type="Script" path="res://scripts/resources/Stats/MaxHealthStat.gd" id="3_26tso"]
[ext_resource type="Script" path="res://scripts/resources/Stats/MovementSpeedStat.gd" id="4_goc2a"]
[ext_resource type="Script" path="res://scripts/resources/Stats/ShieldStat.gd" id="6_rncik"]
[sub_resource type="Resource" id="Resource_vbm44"]
script = ExtResource("1_c7135")
_value = 0
[sub_resource type="Resource" id="Resource_nyvlf"]
script = ExtResource("2_hsnpy")
_value = 0
[sub_resource type="Resource" id="Resource_pxuuc"]
script = ExtResource("3_26tso")
_value = 10
[sub_resource type="Resource" id="Resource_vs6ff"]
script = ExtResource("4_goc2a")
_value = 0
[sub_resource type="Resource" id="Resource_r5hb1"]
script = ExtResource("6_rncik")
_value = 0
[resource]
script = ExtResource("1_xti0a")
max_health = SubResource("Resource_pxuuc")
health = SubResource("Resource_nyvlf")
armor = SubResource("Resource_vbm44")
shield = SubResource("Resource_r5hb1")
movementSpeed = SubResource("Resource_vs6ff")

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@ -9,5 +9,14 @@ shadow_enabled = true
[node name="CSGBox3D" type="CSGBox3D" parent="."] [node name="CSGBox3D" type="CSGBox3D" parent="."]
transform = Transform3D(0.804543, 0.301369, -0.511748, -0.471444, 0.848123, -0.241718, 0.361179, 0.435734, 0.824431, 0, 0, 0) transform = Transform3D(0.804543, 0.301369, -0.511748, -0.471444, 0.848123, -0.241718, 0.361179, 0.435734, 0.824431, 0, 0, 0)
[node name="CSGBox3D" type="CSGBox3D" parent="CSGBox3D"]
transform = Transform3D(0.804543, 0.301369, -0.511748, -0.471444, 0.848123, -0.241718, 0.361179, 0.435734, 0.824431, 0, 0, 0)
[node name="CSGBox3D" type="CSGBox3D" parent="CSGBox3D/CSGBox3D"]
transform = Transform3D(0.804543, 0.301369, -0.511748, -0.471444, 0.848123, -0.241718, 0.361179, 0.435734, 0.824431, 0, 0, 0)
[node name="CSGBox3D" type="CSGBox3D" parent="CSGBox3D/CSGBox3D/CSGBox3D"]
transform = Transform3D(0.804543, 0.301369, -0.511748, -0.471444, 0.848123, -0.241718, 0.361179, 0.435734, 0.824431, 0, 0, 0)
[node name="Camera3D" type="Camera3D" parent="."] [node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.901077, 0.433659, 0, -0.433659, 0.901077, 0, 1.21776, 2.12747) transform = Transform3D(1, 0, 0, 0, 0.901077, 0.433659, 0, -0.433659, 0.901077, 0, 1.21776, 2.12747)

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@ -1,13 +0,0 @@
extends Control
@export var show_debug_ui: bool = true
func _input(event: InputEvent) -> void:
if event.is_action_pressed("show_debug_ui"):
show_debug_ui = !show_debug_ui
func _process(delta: float) -> void:
if show_debug_ui:
DebugDraw2D.set_text("Frames drawn", Engine.get_frames_drawn())
DebugDraw2D.set_text("FPS", Engine.get_frames_per_second())
DebugDraw2D.set_text("delta", delta)

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@ -1,12 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://clcnavxmm7eae"]
[ext_resource type="Script" path="res://scenes/debug_ui/debug_ui.gd" id="1_24u3s"]
[node name="DebugUi" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_24u3s")

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@ -0,0 +1 @@
class_name Enemie extends Entity

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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@ -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()

33
scripts/Items/Weapon.gd Normal file
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@ -0,0 +1,33 @@
class_name Weapon extends Node3D
var stats: WeaponStats
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.get_damage()
return damage
func get_fire_rate()->int:
var fire_rate = stats.fire_rate
for attachment in attachments:
fire_rate += attachment.get_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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@ -0,0 +1,6 @@
extends Resource
class_name Effect
func apply_effect (orign_entity: Entity, target_entity: Entity)-> void:
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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@ -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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@ -0,0 +1,10 @@
extends Resource
class_name EntityStats
@export var max_health: MaxHealthStat
@export var health: HealthStat
@export var armor: ArmorStat
@export var shield: ShieldStat
@export var max_shield: MaxShieldStat
@export var movementSpeed: MovementSpeedStat

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@ -0,0 +1,14 @@
extends Resource
class_name EquipmentResource
@export var name: String
@export var equipment_stats: EquipmentStats
@export var equipment_scene: PackedScene
func instantiate(parent: Node3D)->Equipment:
var equipment_instance = equipment_scene.instantiate() as Equipment
equipment_instance.init_Equipment(equipment_stats)
parent.add_child(equipment_instance)
return equipment_instance

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@ -0,0 +1,9 @@
extends Resource
class_name EquipmentStats
@export var max_health: MaxHealthStat
@export var armor: ArmorStat
@export var max_shield: MaxShieldStat
@export var movementSpeed: MovementSpeedStat
@export var damage: DamageStat

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

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

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

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

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@ -0,0 +1,13 @@
extends Resource
class_name ArmorStat
signal value_changed_signal(currentArmor: 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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@ -0,0 +1,13 @@
extends Resource
class_name DamageStat
signal value_changed_signal(currentDamage: 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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@ -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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@ -0,0 +1,13 @@
extends Resource
class_name FireRateStat
signal value_changed_signal(currentFireRate: 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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@ -0,0 +1,13 @@
extends Resource
class_name HealthStat
signal value_changed_signal(currentHealth: 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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@ -0,0 +1,13 @@
extends Resource
class_name MaxHealthStat
signal value_changed_signal(currentMaxHealth: 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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@ -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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@ -0,0 +1,13 @@
extends Resource
class_name MovementSpeedStat
signal value_changed_signal(currentMovementSpeed: 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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@ -0,0 +1,13 @@
extends Resource
class_name ShieldStat
signal value_changed_signal(currentShield: 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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@ -0,0 +1,13 @@
extends Resource
class_name AttachmentResource
@export var attachment_stats: AttachmentStats
@export var attachment_scene: PackedScene
func instantiate(parent: Node3D)->Attachment:
var attachment_instance = attachment_scene.instantiate() as Attachment
attachment_instance.init_Attachment(attachment_stats)
parent.add_child(attachment_instance)
return attachment_instance

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@ -0,0 +1,7 @@
extends Resource
class_name AttachmentStats
@export var damage: DamageStat
@export var fire_rate: FireRateStat
@export var hit_effects: HitEffectStat

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@ -0,0 +1,13 @@
extends Resource
class_name WeaponResource
@export var name: String
@export var weapon_stats: WeaponStats
@export var weapon_scene: PackedScene
func instantiate(parent: Node3D)->Weapon:
var weapon_instance = weapon_scene.instantiate() as Weapon
weapon_instance.init_weapon(weapon_stats)
parent.add_child(weapon_instance)
return weapon_instance

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@ -0,0 +1,8 @@
extends Resource
class_name WeaponStats
@export var damage: DamageStat
@export var fire_rate: FireRateStat
@export var hit_effects: HitEffectStat

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@ -0,0 +1,20 @@
extends Object
func apply_damage(damage_dealer: Entity, damage_receiver: Entity, weapon: Weapon ):
var damage = weapon.get_damage() + damage_dealer.get_damage()
var armor = damage_receiver.get_armor()
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

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@ -1 +1,7 @@
extends Node3D extends Node3D
func _process(delta: float) -> void:
DebugDraw2D.set_text("Frames drawn", Engine.get_frames_drawn())
DebugDraw2D.set_text("FPS", Engine.get_frames_per_second())
DebugDraw2D.set_text("delta", delta)