extends Node3D class_name Battle @export var hit_back_limit_curve: Curve @export var pause_time_limit_curve: Curve @onready var character: Character = (get_owner() as Character) @onready var status: Status = (%Status as Status) @onready var skill: Skill = (%Skill as Skill) @onready var move: Move = (%Move as Move) @onready var battle_attack_area: BattleAttackArea = (%BattleAttackArea as BattleAttackArea) func attack1() -> void: if not status.skill_cfg: return var attack_info: Struct.AttackInfo = Struct.AttackInfo.new() attack_info.attack = status.skill_cfg.attack1 attack_info.attack_box = status.skill_cfg.attack1_box attack_info.attack_dir = status.skill_dir attack_info.with_stop = status.skill_cfg.attack1_with_stop attack_info.ignore_push = status.skill_cfg.ignore_push add_attack(attack_info) func attack2() -> void: if not status.skill_cfg: return var attack_info: Struct.AttackInfo = Struct.AttackInfo.new() attack_info.attack = status.skill_cfg.attack2 attack_info.attack_box = status.skill_cfg.attack2_box attack_info.attack_dir = status.skill_dir attack_info.with_stop = status.skill_cfg.attack2_with_stop attack_info.ignore_push = status.skill_cfg.ignore_push add_attack(attack_info) func character_attack1() -> void: var attack_info: Struct.AttackInfo = Struct.AttackInfo.new() attack_info.attack = status.cfg.attack1 attack_info.attack_box = status.cfg.attack1_box attack_info.attack_dir = status.move_dir add_attack(attack_info) func character_attack2() -> void: var attack_info: Struct.AttackInfo = Struct.AttackInfo.new() attack_info.attack = status.cfg.attack2 attack_info.attack_box = status.cfg.attack2_box attack_info.attack_dir = status.move_dir add_attack(attack_info) func add_attack(attack_info: Struct.AttackInfo) -> void: if not attack_info.attack or not attack_info.attack_box: return if character.has_buff("hit_ground_cd") and attack_info.attack == ResourceManager.cfg_attack_rebound: return var result: Character if attack_info.attack_box.is_throw: var target: Character = Global.character_mgr.get_character(status.throw_target) if target: result = target elif attack_info.attack_box.is_direct: var target: Character = Global.character_mgr.get_character(status.target) if target: result = target else: battle_attack_area.refresh_attack_area(attack_info) var offset_xz: Vector2 = attack_info.attack_dir * attack_info.attack_box.offset.x var offset_y: float = attack_info.attack_box.offset.y var offset: Vector3 = Vector3(offset_xz.x, offset_y, offset_xz.y) var shape: Shape3D = attack_info.attack_box.shape _debug_draw_attack_box(shape, offset) return on_attack_character(result, attack_info) func _debug_draw_attack_box(shape: Shape3D, offset: Vector3) -> void: if not get_tree().debug_collisions_hint: return if shape is BoxShape3D: var box_scale: Vector3 = shape.size character.cast_particle(ResourceManager.particle_debug_box, false, offset, box_scale) elif shape is CylinderShape3D: var box_scale: Vector3 = Vector3(shape.radius, shape.height, shape.radius) character.cast_particle(ResourceManager.particle_debug_cylinder, false, offset, box_scale) return func on_attack_character(result: Character, attack_info: Struct.AttackInfo) -> void: if not result: return if attack_info.attack_box.is_hit_self != (result.team() == character.team()): return status.is_hit_character = true var hit_result: Struct.HitResultInfo = settle(character.id(), result.id(), attack_info) on_attack_hit(hit_result) func settle(from: int, to: int, attack_info: Struct.AttackInfo) -> Struct.HitResultInfo: var attack: AttackCfg = attack_info.attack var attack_dir: Vector2 = attack_info.attack_dir var with_stop: bool = attack_info.with_stop var ignore_push: bool = attack_info.ignore_push var hit_result: Struct.HitResultInfo = Struct.HitResultInfo.new() var character_from: Character = Global.character_mgr.get_character(from) as Character var character_to: Character = Global.character_mgr.get_character(to) as Character if !character_from or !character_to: return hit_result var cfg_from: CharacterCfg = character_from.cfg() var cfg_to: CharacterCfg = character_to.cfg() var is_dead = character_to.get_status("is_dead") var is_stun = character_to.get_status("is_stun") var hp = character_to.get_status("hp") var shield = character_to.get_status("shield") var has_shield: bool = shield > 0 var is_stagger: bool = character_to.has_buff("stagger") var is_on_floor: bool = character_to.get_status("is_on_floor") var is_self_on_floor: bool = character_from.get_status("is_on_floor") var is_floating: bool = attack.is_floating or not is_on_floor var is_rebound: bool = attack.is_rebound and (character_from == character_to) var is_bullet: bool = int(character_from.cfg().type) == Enum.ECharacterType.Bullet var is_break_shield: bool = false var is_break_stun: bool = false var is_block: bool = false var is_kill: bool = false var is_break_skill: bool = false var is_break_skill_real: bool = false #基本伤害 var damage: float = attack.damage_rate * cfg_from.attack #硬直等级 var break_level_def: int = character_to.get_break_level_def() var break_level_sub: int = clampi(attack.break_level - break_level_def, -1, 4) is_break_skill_real = break_level_sub > 0 is_break_skill = is_break_skill_real or not is_on_floor #硬直等级伤害修正 if break_level_sub == -1: damage = 0 elif break_level_sub == 0: damage *= 0.5 is_floating = is_break_skill and is_floating is_block = not is_break_skill #造成伤害 if has_shield: damage = min(shield, damage) character_to.set_shield(shield-damage) is_break_shield = damage == shield if is_break_shield: character_to.remove_buff("shield_recover_cd") character_to.remove_buff("shield_recover") has_shield = false else: character_to.remove_buff("shield_recover") character_to.add_buff("shield_recover_cd", cfg_to.shield.recover_cd) else: damage = min(hp, damage) character_to.set_status("hp", hp-damage) is_kill = (damage>0) and (damage == hp) if is_kill: character_to.add_buff("die", 1) #卡帧时间计算 var pause_time: float if is_break_skill: var break_level_sum_rate: float break_level_sum_rate = attack.break_level / 4.0 pause_time = pause_time_limit_curve.sample(break_level_sum_rate) #格挡 带盾破防 破盾以及击杀具有固定值 if is_block: pause_time = 0.05 break_level_sub = 0 elif has_shield and is_break_skill and not is_stagger: pause_time = 0.1 break_level_sub = 2 elif is_break_shield: pause_time = 0.2 break_level_sub = 3 elif is_kill: pause_time = 0.3 break_level_sub = 4 if not attack.damage_type == Enum.EDamageType.Blunt: pause_time *= 0.6 #眩晕值累加 if not is_stun: var stun_damage: float = attack.stun_attack var stun = character_to.get_status("stun") var stun_max = character_to.get_status("stun_max") stun_damage = min(stun_max-stun, stun_damage) character_to.set_status("stun", stun+stun_damage) is_break_stun = stun_damage == stun_max-stun if is_break_stun: is_stun = true character_to.set_status("is_stun", true) character_to.remove_buff("stun_recover_cd") character_to.remove_buff("stun_recover") character_to.add_buff("stun_recover_break_cd", cfg_to.stun.recover_break_cd) else: character_to.remove_buff("stun_recover") character_to.add_buff("stun_recover_cd", cfg_to.stun.recover_cd) #mp累加 if not is_bullet: character_from.add_mp_sub(damage * cfg_from.mp.add_rate_attack, true) character_to.add_mp_sub(damage * cfg_to.mp.add_rate_hit, true) #被动锁定目标转移 if not status.is_lock and not is_dead and not is_bullet: character_from.set_status("target", character_to.id()) #受击结束警戒 character_to.set_status("ai_is_alert", true) #投技检测 if is_break_skill and attack.is_throw_check and not character_to.get_status("is_be_throw") and status.throw_target == 0: character_to.set_status("is_be_throw", true) status.throw_target = character_to.id() is_floating = true #投技结束 if attack.is_throw_end: character_to.set_status("is_be_throw", false) status.throw_target = 0 #碰撞距离计算 var character_dir: Vector2 = character_to.pos2D() - character_from.pos2D() var dist: float = character_dir.length() var radius_sum: float = character_from.radius() + character_to.radius() var dist_rate: float = clamp(dist / radius_sum, 0, 1) if is_break_skill: #取消技能 if character_to.get_status("is_skill_running"): character_to.cancel_skill() #停止移动 character_to.move_stop() #受击动画 var trigger_hit: String = "" if is_rebound: trigger_hit="rebound" elif is_floating: trigger_hit = "air_hit_down" if attack.hit_up_speed<0 else "air_hit_up" elif is_stun: trigger_hit="stun_hit" elif break_level_sub == 4: trigger_hit="lhit" elif break_level_sub == 3: trigger_hit="mhit" elif break_level_sub == 2: trigger_hit="mhit" elif break_level_sub == 1: trigger_hit="hit" character_to.set_view_trigger(trigger_hit) var hit_up_speed: float = attack.hit_up_speed var hit_back_speed: float = attack.hit_back_speed #浮空 击落 强制位移 if is_floating: character_to.add_buff("stagger", -1) character_to.add_buff("floating", -1) if attack_dir.x!=0: character_to.set_status("is_right", attack_dir.x<0) else: match break_level_sub: 1: character_to.add_buff("stagger", 0.3) 2: character_to.add_buff("stagger", 0.6) 3: character_to.add_buff("stagger", 0.6) 4: character_to.add_buff("stagger", 0.9) hit_up_speed = 0 if hit_back_limit_curve: hit_back_speed = max(hit_back_limit_curve.sample(dist_rate), hit_back_speed) if not is_break_skill_real: hit_up_speed *= 0.75 character_to.set_hit_move(attack_dir, hit_back_speed, hit_up_speed) character_to.add_buff("hit_back", attack.hit_back_duration) character_to.add_buff("hit_up", attack.hit_up_duration) #停止自身位移 if not is_bullet: #character_from.move_tick(pause_time) if with_stop: character_from.move_stop() character_from.set_status("skill_move_stop", true) #攻击到不可移动的物体 造成自身后退 var is_against_wall: bool = character_to.move_tick(pause_time) if is_self_on_floor and not is_bullet and not ignore_push and (is_against_wall or not is_break_skill): var self_hit_back_speed = max(hit_back_limit_curve.sample(dist_rate), 2) character_from.move_stop() character_from.set_status("skill_move_stop", true) character_from.set_hit_move(-attack_dir, self_hit_back_speed, 0) character_from.add_buff("hit_back", attack.hit_up_duration) #受击pt掉落 if damage>0: if is_kill || is_break_shield: Global.item_mgr.create_pt(Enum.EPtType.MP, Setting.pt_mp_break_or_kill, character_to.pos()) Global.item_mgr.create_pt(Enum.EPtType.HP, Setting.pt_hp_break_or_kill, character_to.pos()) else: Global.item_mgr.create_pt(Enum.EPtType.MP, damage * Setting.pt_mp_damage_rate, character_to.pos()) #受击特效 if not attack.is_throw_end: var particle_hit: PackedScene match attack.damage_type: Enum.EDamageType.Sharp: match break_level_sub: -1: particle_hit = ResourceManager.particle_hit_sharp_block 0: particle_hit = ResourceManager.particle_hit_sharp_block 1: particle_hit = ResourceManager.particle_hit_sharp_normal 2: particle_hit = ResourceManager.particle_hit_sharp_mid 3: particle_hit = ResourceManager.particle_hit_sharp_heavy 4: particle_hit = ResourceManager.particle_hit_sharp_heavy Enum.EDamageType.Blunt: match break_level_sub: -1: particle_hit = ResourceManager.particle_hit_blunt_block 0: particle_hit = ResourceManager.particle_hit_blunt_block 1: particle_hit = ResourceManager.particle_hit_blunt_normal 2: particle_hit = ResourceManager.particle_hit_blunt_mid 3: particle_hit = ResourceManager.particle_hit_blunt_heavy 4: particle_hit = ResourceManager.particle_hit_blunt_heavy _: pass if particle_hit: character_to.cast_particle(particle_hit, false) #受击通用特效 character_to.cast_particle(ResourceManager.particle_hit_common, false) #受击材质特效 if damage > 0: var material: Enum.EMaterial = cfg_to.material_on if has_shield else cfg_to.material_off match material: Enum.EMaterial.Cloth: character_to.cast_particle(ResourceManager.particle_material_cloth, false) _: pass #抖动 if is_block: character_from.add_buff("shake_x", 0.2, true) else: character_to.add_buff("shake_x", 0.2, true) #闪白 character_to.add_buff("flash_white", 0.04) #卡帧 if not is_bullet: character_from.set_pause_time(pause_time) character_to.set_pause_time(pause_time) #全局特效 var has_global_effect: bool = character_from.is_player() or character_to.is_player() if has_global_effect: Global.camera_mgr.effect(pause_time) #伤害跳字 character_to.show_hit_damage(damage) #状态跳字 if is_break_shield: character_to.show_hit_text("Break") elif is_break_stun: character_to.show_hit_text("Stun") elif not is_break_skill: character_to.show_hit_text("Block") hit_result.is_break = is_break_skill return hit_result func add_hp(value: float) -> void: if status.is_dead: return var hp = character.get_status("hp") var hp_max = character.get_status("hp_max") character.set_status("hp", min(hp_max, hp+value)) func add_mp_sub(value: float, from_battle: bool): var mp = character.get_status("mp") var mp_max = character.get_status("mp_max") var mp_sub = character.get_status("mp_sub") var mp_sub_max = character.get_status("mp_sub_max") value = min(mp_sub_max-mp_sub, value) var mp_sub_full = value == mp_sub_max-mp_sub var mp_full = mp == mp_max if mp_sub_full: #mp_sub已满 if mp_full: #mp已满 character.set_status("mp_sub", mp_sub_max) character.remove_buff("mp_recover_cd") character.remove_buff("mp_recover") else: #mp未满 character.set_status("mp", mp+1) character.set_status("mp_sub", 0) else: character.set_status("mp_sub", max(mp_sub+value, 0)) if from_battle: character.remove_buff("mp_recover") character.add_buff("mp_recover_cd", status.cfg.mp.recover_cd) func cost_mp(value: int): var mp = character.get_status("mp") var mp_max = character.get_status("mp_max") var mp_new = mp-value mp_new = min(mp_new, mp_max) mp_new = max(mp_new, 0) character.set_status("mp", mp_new) character.remove_buff("mp_recover") character.add_buff("mp_recover_cd", status.cfg.mp.recover_cd) func cost_mp_sub(): character.set_status("mp_sub", 0) character.remove_buff("mp_recover") character.add_buff("mp_recover_cd", status.cfg.mp.recover_cd) func check_ground(): skill.on_check_ground(0) func check_ground1(): skill.on_check_ground(1) func check_ground2(): skill.on_check_ground(2) func check_charging1(): skill.on_check_charging(1) func check_charging2(): skill.on_check_charging(2) func check_charging3(): skill.on_check_charging(3) func cast_sub_character(): skill.on_cast_sub_character() func hold(): skill.on_hold() func stop(): move.stop() func change_dir() -> void: var cast_dir: Vector2 = status.move_dir var target: Character = Global.character_mgr.get_character(status.target) if target: cast_dir = target.pos2D() - character.pos2D() status.skill_dir = cast_dir.normalized() status.is_right = cast_dir.x > 0 func on_attack_hit(hit_result: Struct.HitResultInfo) -> void: if not status.skill_cfg: return var skill_name: String = status.skill_cfg.get_res_name() on_skill_trigger(skill_name, "hit") if hit_result.is_break: on_skill_trigger(skill_name, "hit_break") func on_skill_release(skill_name: String) -> void: on_skill_trigger(skill_name, "release") func on_skill_cast(skill_name: String) -> void: on_skill_trigger(skill_name, "cast") func on_skill_trigger(skill_name: String, trigger_name: String) -> void: var func_name: String = "on_%s_%s" % [skill_name, trigger_name] if has_method(func_name): call(func_name) #====skill_trigger==== func on_hero01_long_stab01_cast(): if status.skill_repeat_count >= 5: skill.cast_skill_by_name("hero01_long_stab02", status.move_dir) func on_hero01_fist_skill01_hit_break(): var target: int = status.throw_target skill.cast_skill_by_name("hero01_fist_skill01_add", status.move_dir) status.throw_target = target func on_hero01_fist_air_skill_charging_hit(): status.stance = Enum.EStance.SpecialFist func on_hero01_fist_skill_charging_release(): match status.charging_level: 0: skill.cast_skill_by_name("hero01_fist_skill_charging01", status.move_dir) _: skill.cast_skill_by_name("hero01_fist_skill_charging02", status.move_dir) func on_hero01_soul_slash_cast(): if not status.sub_character_id: return var sub_char: Character = Global.character_mgr.get_character(status.sub_character_id) if not sub_char: return sub_char.set_pos(character.pos()) var skill_cfg = skill.get_skill_by_name("hero01_long_skill01") if not skill_cfg: return sub_char.cast_skill(skill_cfg, status.skill_move_dir)