Refactored unit
This commit is contained in:
@@ -1,7 +1,7 @@
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class_name CombatProposal extends Resource
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class CombatantStats:
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var unit: Unit
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var deployed: DeployedUnit
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var max_hp: int
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var hp: int
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var sp: int
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@@ -1,6 +1,6 @@
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class_name CombatSystem extends Node
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func create_proposal(attacker: Unit, defender: Unit, distance: int) -> CombatProposal:
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func create_proposal(attacker: DeployedUnit, defender: DeployedUnit, distance: int) -> CombatProposal:
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var proposal := CombatProposal.new()
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var atk_tactics := _filter_tactics(attacker, distance)
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@@ -19,10 +19,10 @@ func create_proposal(attacker: Unit, defender: Unit, distance: int) -> CombatPro
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return proposal
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func _filter_tactics(unit: Unit, distance: int) -> Array[CombatTactic]:
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func _filter_tactics(deployed: DeployedUnit, distance: int) -> Array[CombatTactic]:
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var valid: Array[CombatTactic] = []
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for tactic in unit.tactics:
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if tactic.tactic_range and tactic.tactic_range.is_valid_range(distance, unit):
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for tactic in deployed.tactics:
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if tactic.tactic_range and tactic.tactic_range.is_valid_range(distance, deployed.unit):
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valid.append(tactic)
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return valid
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@@ -34,28 +34,28 @@ func _find_default_attack(tactics: Array[CombatTactic]) -> CombatTactic:
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return tactics[0] if tactics.size() > 0 else null
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func _snapshot(unit: Unit, opponent: Unit, available: Array[CombatTactic], selected: CombatTactic, opponent_selected: CombatTactic) -> CombatProposal.CombatantStats:
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func _snapshot(deployed: DeployedUnit, opponent: DeployedUnit, available: Array[CombatTactic], selected: CombatTactic, opponent_selected: CombatTactic) -> CombatProposal.CombatantStats:
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var stats := CombatProposal.CombatantStats.new()
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stats.unit = unit
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stats.max_hp = unit.current_stats.max_hp
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stats.hp = unit.current_stats.current_hp
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stats.sp = unit.current_stats.current_sp
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stats.spd = unit.current_stats.spd
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stats.deployed = deployed
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stats.max_hp = deployed.unit.stats.max_hp
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stats.hp = deployed.current_stats.current_hp
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stats.sp = deployed.current_stats.current_sp
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stats.spd = deployed.unit.stats.spd
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stats.available_tactics = available
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stats.selected_tactic = selected
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if selected and selected.deals_damage():
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var offensive: Dictionary = selected.get_offensive_stats(unit)
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var offensive: Dictionary = selected.get_offensive_stats(deployed.unit)
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stats.atk = offensive["atk"]
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stats.hit = offensive["hit"] - opponent.current_stats.eva
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stats.hit = offensive["hit"] - opponent.unit.stats.eva
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else:
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stats.atk = 0
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stats.hit = 0
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if opponent_selected and opponent_selected.deals_damage():
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stats.def = opponent_selected.get_relevant_defense(unit)
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stats.def = opponent_selected.get_relevant_defense(deployed.unit)
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else:
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stats.def = unit.current_stats.phys_def
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stats.def = deployed.unit.stats.phys_def
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return stats
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@@ -74,29 +74,29 @@ func update_tactic(proposal: CombatProposal, is_attacker: bool, tactic: CombatTa
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# Recalculate this side's offensive stats
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if tactic and tactic.deals_damage():
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var offensive: Dictionary = tactic.get_offensive_stats(self_stats.unit)
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var offensive: Dictionary = tactic.get_offensive_stats(self_stats.deployed.unit)
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self_stats.atk = offensive["atk"]
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self_stats.hit = offensive["hit"] - opp_stats.unit.current_stats.eva
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self_stats.hit = offensive["hit"] - opp_stats.deployed.unit.stats.eva
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else:
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self_stats.atk = 0
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self_stats.hit = 0
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# Recalculate opponent's def based on this side's new tactic
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if tactic and tactic.deals_damage():
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opp_stats.def = tactic.get_relevant_defense(opp_stats.unit)
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opp_stats.def = tactic.get_relevant_defense(opp_stats.deployed.unit)
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else:
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opp_stats.def = opp_stats.unit.current_stats.phys_def
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opp_stats.def = opp_stats.deployed.unit.stats.phys_def
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func select_ai_tactic(unit: Unit, opponent: Unit, available_tactics: Array[CombatTactic]) -> CombatTactic:
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func select_ai_tactic(deployed: DeployedUnit, opponent: DeployedUnit, available_tactics: Array[CombatTactic]) -> CombatTactic:
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var best_tactic: CombatTactic = null
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var best_damage := -1
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for tactic in available_tactics:
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if not tactic.deals_damage():
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continue
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var offensive: Dictionary = tactic.get_offensive_stats(unit)
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var defense: int = tactic.get_relevant_defense(opponent)
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var offensive: Dictionary = tactic.get_offensive_stats(deployed.unit)
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var defense: int = tactic.get_relevant_defense(opponent.unit)
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var damage := maxi(offensive["atk"] - defense, 0)
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if damage > best_damage:
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best_damage = damage
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@@ -114,10 +114,10 @@ func select_ai_tactic(unit: Unit, opponent: Unit, available_tactics: Array[Comba
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func apply_proposal(proposal: CombatProposal) -> void:
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var atk_stats := proposal.attacker
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var def_stats := proposal.defender
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var atk_unit := atk_stats.unit
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var def_unit := def_stats.unit
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var atk_deployed := atk_stats.deployed
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var def_deployed := def_stats.deployed
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if not is_instance_valid(atk_unit) or not is_instance_valid(def_unit):
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if not is_instance_valid(atk_deployed) or not is_instance_valid(def_deployed):
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return
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# Attacker strikes (if their tactic deals damage)
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@@ -125,17 +125,17 @@ func apply_proposal(proposal: CombatProposal) -> void:
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var atk_roll := randi_range(1, 100)
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if atk_roll <= atk_stats.hit:
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var damage := maxi(atk_stats.atk - def_stats.def, 0)
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def_unit.take_damage(damage)
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def_deployed.take_damage(damage)
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# Counterattack if defender survives and their tactic deals damage
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if is_instance_valid(def_unit) and def_unit.is_alive() \
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and is_instance_valid(atk_unit) \
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if is_instance_valid(def_deployed) and def_deployed.is_alive() \
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and is_instance_valid(atk_deployed) \
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and def_stats.selected_tactic and def_stats.selected_tactic.deals_damage():
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var def_roll := randi_range(1, 100)
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if def_roll <= def_stats.hit:
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var damage := maxi(def_stats.atk - atk_stats.def, 0)
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atk_unit.take_damage(damage)
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atk_deployed.take_damage(damage)
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func _is_player_controlled(unit: Unit) -> bool:
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return unit.current_allegiance.type == UnitAllegiance.AllegianceType.PLAYER
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func _is_player_controlled(deployed: DeployedUnit) -> bool:
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return deployed.unit.allegiance.type == UnitAllegiance.AllegianceType.PLAYER
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@@ -7,7 +7,7 @@ func get_offensive_stats(_unit: Unit) -> Variant:
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return null
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func get_relevant_defense(unit: Unit) -> int:
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return unit.current_stats.phys_def
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return unit.stats.phys_def
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func deals_damage() -> bool:
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return false
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@@ -2,4 +2,4 @@
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class_name UnitMatchingCombatTacticRange extends CombatTacticRange
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func is_valid_range(distance: int, unit: Unit) -> bool:
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return distance <= unit.current_stats.atk_range
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return distance <= unit.stats.atk_range
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@@ -1,10 +1,10 @@
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class_name AttackCombatTactic extends CombatTactic
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func get_offensive_stats(unit: Unit) -> Variant:
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return {"atk": unit.current_stats.phys_atk, "hit": unit.current_stats.hit}
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return {"atk": unit.stats.phys_atk, "hit": unit.stats.hit}
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func get_relevant_defense(unit: Unit) -> int:
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return unit.current_stats.phys_def
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return unit.stats.phys_def
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func deals_damage() -> bool:
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return true
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@@ -4,7 +4,7 @@ func get_offensive_stats(_unit: Unit) -> Variant:
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return null
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func get_relevant_defense(unit: Unit) -> int:
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return unit.current_stats.phys_def
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return unit.stats.phys_def
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func deals_damage() -> bool:
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return false
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@@ -26,7 +26,7 @@ signal fight_cancelled
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@onready var atk_tactic_select: OptionButton = %AttackerTacticSelect
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@onready var def_tactic_select: OptionButton = %DefenderTacticSelect
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var _selected_unit: Unit
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var _selected_unit: DeployedUnit
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var _current_proposal: CombatProposal
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var combat_system: CombatSystem
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@@ -37,29 +37,29 @@ func _ready() -> void:
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cancel_button.pressed.connect(_on_cancel_pressed)
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atk_tactic_select.item_selected.connect(_on_atk_tactic_selected)
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def_tactic_select.item_selected.connect(_on_def_tactic_selected)
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for unit: Unit in get_tree().get_nodes_in_group("units"):
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unit.unit_selected_changed.connect(_on_unit_selected_changed)
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unit.unit_died.connect(_on_unit_died)
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for deployed: DeployedUnit in get_tree().get_nodes_in_group("deployed_units"):
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deployed.unit_selected_changed.connect(_on_unit_selected_changed)
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deployed.unit_died.connect(_on_unit_died)
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get_tree().node_added.connect(_on_node_added)
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func _on_node_added(node: Node) -> void:
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if node is Unit and node.is_in_group("units"):
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if node is DeployedUnit and node.is_in_group("deployed_units"):
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if not node.unit_selected_changed.is_connected(_on_unit_selected_changed):
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node.unit_selected_changed.connect(_on_unit_selected_changed)
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if not node.unit_died.is_connected(_on_unit_died):
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node.unit_died.connect(_on_unit_died)
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func _on_unit_died(unit: Unit) -> void:
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if _selected_unit == unit:
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func _on_unit_died(deployed: DeployedUnit) -> void:
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if _selected_unit == deployed:
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_selected_unit = null
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unit_panel.visible = false
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if _current_proposal:
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if _current_proposal.attacker.unit == unit or _current_proposal.defender.unit == unit:
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if _current_proposal.attacker.deployed == deployed or _current_proposal.defender.deployed == deployed:
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_hide_proposal()
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func _process(_delta: float) -> void:
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if _selected_unit and is_instance_valid(_selected_unit):
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hp_bar.max_value = _selected_unit.current_stats.max_hp
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hp_bar.max_value = _selected_unit.unit.stats.max_hp
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hp_bar.value = _selected_unit.current_stats.current_hp
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func _unhandled_input(event: InputEvent) -> void:
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@@ -68,12 +68,12 @@ func _unhandled_input(event: InputEvent) -> void:
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fight_cancelled.emit()
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get_viewport().set_input_as_handled()
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func _on_unit_selected_changed(unit: Unit, selected: bool) -> void:
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func _on_unit_selected_changed(deployed: DeployedUnit, selected: bool) -> void:
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if selected:
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_selected_unit = unit
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name_label.text = unit.current_info.name
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hp_bar.max_value = unit.current_stats.max_hp
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hp_bar.value = unit.current_stats.current_hp
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_selected_unit = deployed
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name_label.text = deployed.unit.info.name
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hp_bar.max_value = deployed.unit.stats.max_hp
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hp_bar.value = deployed.current_stats.current_hp
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unit_panel.visible = true
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else:
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_selected_unit = null
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@@ -112,21 +112,21 @@ func _populate_tactic_select(button: OptionButton, combatant: CombatProposal.Com
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if tactic == combatant.selected_tactic:
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selected_idx = i
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button.selected = selected_idx
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var is_player := combatant.unit.current_allegiance.type == UnitAllegiance.AllegianceType.PLAYER
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var is_player := combatant.deployed.unit.allegiance.type == UnitAllegiance.AllegianceType.PLAYER
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button.disabled = not is_player
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func _refresh_stats() -> void:
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var atk := _current_proposal.attacker
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var def := _current_proposal.defender
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atk_name_label.text = atk.unit.current_info.name
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atk_name_label.text = atk.deployed.unit.info.name
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atk_hp_bar.max_value = atk.max_hp
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atk_hp_bar.value = atk.hp
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atk_atk_label.text = "ATK: %d" % atk.atk
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atk_def_label.text = "DEF: %d" % atk.def
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atk_hit_label.text = "HIT: %d%%" % atk.hit
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atk_spd_label.text = "SPD: %d" % atk.spd
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def_name_label.text = def.unit.current_info.name
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def_name_label.text = def.deployed.unit.info.name
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def_hp_bar.max_value = def.max_hp
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def_hp_bar.value = def.hp
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def_atk_label.text = "ATK: %d" % def.atk
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@@ -1,4 +1,49 @@
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class_name DeployedUnit extends Node2D
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# The unit represented by this deployment
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enum UnitState { ALIVE, DEAD }
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@export var unit: Unit
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var current_stats: DeployedUnitStats
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var tactics: Array[CombatTactic] = []
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var state: UnitState = UnitState.ALIVE
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signal unit_selected_changed(deployed: DeployedUnit, selected: bool)
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signal unit_allegiance_changed(deployed: DeployedUnit, allegiance: UnitAllegiance)
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signal unit_died(deployed: DeployedUnit)
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func _ready() -> void:
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current_stats = DeployedUnitStats.from_unit_stats(unit.stats)
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tactics = unit.tactics.duplicate()
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_append_builtin_tactics()
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unit_allegiance_changed.emit(self, unit.allegiance)
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func _append_builtin_tactics() -> void:
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var attack := AttackCombatTactic.new()
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attack.tactic_name = "Attack"
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attack.tactic_range = UnitMatchingCombatTacticRange.new()
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tactics.append(attack)
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var defend := DefendCombatTactic.new()
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defend.tactic_name = "Defend"
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defend.tactic_range = AnyCombatTacticRange.new()
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tactics.append(defend)
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func set_selected(selected: bool) -> void:
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unit_selected_changed.emit(self, selected)
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func is_alive() -> bool:
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return state == UnitState.ALIVE
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func take_damage(amount: int) -> void:
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if state != UnitState.ALIVE:
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return
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current_stats.current_hp -= amount
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if current_stats.current_hp <= 0:
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current_stats.current_hp = 0
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_die()
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func _die() -> void:
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state = UnitState.DEAD
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unit_died.emit(self)
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queue_free()
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@@ -5,10 +5,10 @@ class_name DeployedUnitStats extends Resource
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@export var current_sp: int
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@export var current_fs: int
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func _init() -> void:
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_init_stats.call_deferred()
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func _init_stats() -> void:
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current_hp = unit_stats.max_hp
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current_sp = unit_stats.max_sp
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current_fs = unit_stats.max_fs
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static func from_unit_stats(source: UnitStats) -> DeployedUnitStats:
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var stats := DeployedUnitStats.new()
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stats.unit_stats = source
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stats.current_hp = source.max_hp
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stats.current_sp = source.max_sp
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stats.current_fs = source.max_fs
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return stats
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@@ -8,6 +8,7 @@ extends Node2D
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@onready var wall_renderer: WallRenderer = %WallRenderer
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@onready var fog_renderer: FogRenderer = %FogRenderer
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const DEPLOYED_UNIT_SCENE = preload("res://prefabs/deployed_unit.tscn")
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const TILE_SIZE := 100.0
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const SOURCE_ID: int = 0
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@@ -19,7 +20,7 @@ func _ready() -> void:
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if _pending_layout:
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_apply_layout(_pending_layout)
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for entry in _pending_units:
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_apply_deploy(entry.unit, entry.coords)
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_apply_deploy(entry.deployed, entry.coords)
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_pending_units.clear()
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if map_layout:
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apply_layout(map_layout)
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@@ -51,10 +52,12 @@ func load_map(layout: String) -> void:
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func deploy_unit(unit: Unit, coords: Vector2i) -> void:
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var deployed: DeployedUnit = DEPLOYED_UNIT_SCENE.instantiate()
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deployed.unit = unit
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if is_node_ready():
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_apply_deploy(unit, coords)
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_apply_deploy(deployed, coords)
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else:
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_pending_units.append({unit = unit, coords = coords})
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_pending_units.append({deployed = deployed, coords = coords})
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func _apply_layout(layout: String) -> void:
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@@ -69,14 +72,14 @@ func _apply_layout(layout: String) -> void:
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draw_floor(coords)
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func _apply_deploy(unit: Unit, coords: Vector2i) -> void:
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unit.position = coords_to_world(coords)
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add_child(unit)
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func _apply_deploy(deployed: DeployedUnit, coords: Vector2i) -> void:
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deployed.position = coords_to_world(coords)
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add_child(deployed)
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func remove_unit(unit: Unit) -> void:
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if unit.get_parent() == self:
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remove_child(unit)
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func remove_unit(deployed: DeployedUnit) -> void:
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if deployed.get_parent() == self:
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remove_child(deployed)
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func target_tile(coords: Vector2i) -> void:
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@@ -4,13 +4,13 @@ const SPEED = 192.0
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@export var dl_map: CombatMap
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signal combat_requested(attacker: Unit, defender: Unit)
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signal combat_requested(attacker: DeployedUnit, defender: DeployedUnit)
|
||||
signal mouse_grid_changed(coords: Vector2i)
|
||||
signal camera_drag(delta: Vector2)
|
||||
|
||||
var input_disabled := false
|
||||
|
||||
var _selected_unit: Unit = null
|
||||
var _selected_unit: DeployedUnit = null
|
||||
var _target_pos: Vector2
|
||||
var _goal_pos: Vector2
|
||||
var _moving := false
|
||||
@@ -24,19 +24,19 @@ const DRAG_THRESHOLD := 8.0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
for unit: Unit in get_tree().get_nodes_in_group("units"):
|
||||
unit.unit_died.connect(_on_unit_died)
|
||||
for deployed: DeployedUnit in get_tree().get_nodes_in_group("deployed_units"):
|
||||
deployed.unit_died.connect(_on_unit_died)
|
||||
get_tree().node_added.connect(_on_node_added)
|
||||
|
||||
|
||||
func _on_node_added(node: Node) -> void:
|
||||
if node is Unit and node.is_in_group("units"):
|
||||
if node is DeployedUnit and node.is_in_group("deployed_units"):
|
||||
if not node.unit_died.is_connected(_on_unit_died):
|
||||
node.unit_died.connect(_on_unit_died)
|
||||
|
||||
|
||||
func _on_unit_died(unit: Unit) -> void:
|
||||
if _selected_unit == unit:
|
||||
func _on_unit_died(deployed: DeployedUnit) -> void:
|
||||
if _selected_unit == deployed:
|
||||
_selected_unit = null
|
||||
_moving = false
|
||||
|
||||
@@ -146,22 +146,22 @@ func _handle_left_click(screen_pos: Vector2) -> void:
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
|
||||
func _select_unit(unit: Unit) -> void:
|
||||
func _select_unit(deployed: DeployedUnit) -> void:
|
||||
if _selected_unit:
|
||||
_selected_unit.set_selected(false)
|
||||
_selected_unit = unit
|
||||
_selected_unit = deployed
|
||||
_selected_unit.set_selected(true)
|
||||
_goal_pos = _selected_unit.position
|
||||
_target_pos = _selected_unit.position
|
||||
_moving = false
|
||||
|
||||
|
||||
func _get_unit_at(world_pos: Vector2) -> Unit:
|
||||
func _get_unit_at(world_pos: Vector2) -> DeployedUnit:
|
||||
var snapped_coords := dl_map.snap_to_grid(world_pos)
|
||||
for unit: Unit in get_tree().get_nodes_in_group("units"):
|
||||
if not unit.is_alive():
|
||||
for deployed: DeployedUnit in get_tree().get_nodes_in_group("deployed_units"):
|
||||
if not deployed.is_alive():
|
||||
continue
|
||||
var unit_snapped := dl_map.snap_to_grid(unit.global_position)
|
||||
var unit_snapped := dl_map.snap_to_grid(deployed.global_position)
|
||||
if unit_snapped == snapped_coords:
|
||||
return unit
|
||||
return deployed
|
||||
return null
|
||||
|
||||
@@ -45,7 +45,7 @@ func _ready() -> void:
|
||||
func _on_mouse_grid_changed(coords: Vector2i) -> void:
|
||||
combat_map.target_tile(coords)
|
||||
|
||||
func _on_combat_requested(attacker: Unit, defender: Unit) -> void:
|
||||
func _on_combat_requested(attacker: DeployedUnit, defender: DeployedUnit) -> void:
|
||||
var atk_coords := combat_map.world_to_coords(attacker.position)
|
||||
var def_coords := combat_map.world_to_coords(defender.position)
|
||||
var distance := absi(atk_coords.x - def_coords.x) + absi(atk_coords.y - def_coords.y)
|
||||
|
||||
@@ -1,56 +1,6 @@
|
||||
class_name Unit extends Node2D
|
||||
class_name Unit extends Resource
|
||||
|
||||
enum UnitState { ALIVE, DEAD }
|
||||
|
||||
#region Templates
|
||||
@export var stat_template: UnitStats
|
||||
@export var info_template: UnitInfo
|
||||
@export var allegiance_template: UnitAllegiance
|
||||
@export var stats: UnitStats
|
||||
@export var info: UnitInfo
|
||||
@export var allegiance: UnitAllegiance
|
||||
@export var tactics: Array[CombatTactic] = []
|
||||
#endregion
|
||||
|
||||
var current_stats: UnitStats
|
||||
var current_info: UnitInfo
|
||||
var current_allegiance: UnitAllegiance
|
||||
var state: UnitState = UnitState.ALIVE
|
||||
|
||||
signal unit_selected_changed(unit: Unit, selected: bool)
|
||||
signal unit_allegiance_changed(unit: Unit, allegiance: UnitAllegiance)
|
||||
signal unit_died(unit: Unit)
|
||||
|
||||
func _ready() -> void:
|
||||
current_stats = stat_template.duplicate(true)
|
||||
current_info = info_template.duplicate(true)
|
||||
current_allegiance = allegiance_template.duplicate(true)
|
||||
_append_builtin_tactics()
|
||||
unit_allegiance_changed.emit(self, current_allegiance)
|
||||
|
||||
func _append_builtin_tactics() -> void:
|
||||
var attack := AttackCombatTactic.new()
|
||||
attack.tactic_name = "Attack"
|
||||
attack.tactic_range = UnitMatchingCombatTacticRange.new()
|
||||
tactics.append(attack)
|
||||
|
||||
var defend := DefendCombatTactic.new()
|
||||
defend.tactic_name = "Defend"
|
||||
defend.tactic_range = AnyCombatTacticRange.new()
|
||||
tactics.append(defend)
|
||||
|
||||
func set_selected(selected: bool) -> void:
|
||||
unit_selected_changed.emit(self, selected)
|
||||
|
||||
func is_alive() -> bool:
|
||||
return state == UnitState.ALIVE
|
||||
|
||||
func take_damage(amount: int) -> void:
|
||||
if state != UnitState.ALIVE:
|
||||
return
|
||||
current_stats.current_hp -= amount
|
||||
if current_stats.current_hp <= 0:
|
||||
current_stats.current_hp = 0
|
||||
_die()
|
||||
|
||||
func _die() -> void:
|
||||
state = UnitState.DEAD
|
||||
unit_died.emit(self)
|
||||
queue_free()
|
||||
|
||||
Reference in New Issue
Block a user