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GDScript

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)
return
on_attack_character(result, attack_info)
func on_attack_character(result: Character, attack_info: Struct.AttackInfo) -> void:
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
#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()
if hit_result.is_hit:
on_skill_trigger(skill_name, "hit")
if hit_result.is_break:
on_skill_trigger(skill_name, "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_break():
var target: int = status.throw_target
skill.cast_skill_by_name("hero01_fist_skill02", status.move_dir)
status.throw_target = target
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)