Combat base added
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@@ -25,11 +25,9 @@ func _ready() -> void:
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func snap_to_grid(pos: Vector2) -> Vector2:
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return Vector2(floorf(pos.x / TILE_SIZE), floorf(pos.y / TILE_SIZE)) * TILE_SIZE
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func world_to_coords(pos: Vector2) -> Vector2i:
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return Vector2i(snap_to_grid(pos) / TILE_SIZE)
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func coords_to_world(coords: Vector2i) -> Vector2:
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return Vector2(coords) * TILE_SIZE
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50
nodes/combat_system.gd
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50
nodes/combat_system.gd
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@@ -0,0 +1,50 @@
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class_name CombatSystem extends Node
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func create_proposal(attacker: Unit, defender: Unit) -> CombatProposal:
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var proposal := CombatProposal.new()
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proposal.attacker = _snapshot(attacker, defender)
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proposal.defender = _snapshot(defender, attacker)
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return proposal
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func _snapshot(unit: Unit, opponent: Unit) -> CombatProposal.CombatantStats:
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var stats := CombatProposal.CombatantStats.new()
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stats.unit = unit
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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.hit = unit.current_stats.hit - opponent.current_stats.eva
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stats.atk = unit.current_stats.phys_atk
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stats.def = unit.current_stats.phys_def
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stats.spd = unit.current_stats.spd
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return stats
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func process_combat(attacker: Unit, defender: Unit) -> void:
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var proposal := create_proposal(attacker, defender)
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var atk_name := attacker.current_info.name
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var def_name := defender.current_info.name
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print("=== Combat: %s vs %s ===" % [atk_name, def_name])
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print(" %s — HP:%d ATK:%d DEF:%d HIT:%d" % [atk_name, proposal.attacker.hp, proposal.attacker.atk, proposal.attacker.def, proposal.attacker.hit])
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print(" %s — HP:%d ATK:%d DEF:%d HIT:%d" % [def_name, proposal.defender.hp, proposal.defender.atk, proposal.defender.def, proposal.defender.hit])
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apply_proposal(proposal)
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print(" Result: %s HP=%d, %s HP=%d" % [atk_name, attacker.current_stats.current_hp, def_name, defender.current_stats.current_hp])
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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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# Attacker strikes
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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.current_stats.current_hp -= damage
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# Counterattack if defender survives
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if def_unit.current_stats.current_hp > 0:
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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.current_stats.current_hp -= damage
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1
nodes/combat_system.gd.uid
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1
nodes/combat_system.gd.uid
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@@ -0,0 +1 @@
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uid://cf4ivrcbky0s3
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@@ -4,6 +4,8 @@ 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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var _selected_unit: Unit = null
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var _target_pos: Vector2
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var _goal_pos: Vector2
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@@ -16,7 +18,10 @@ func _unhandled_input(event: InputEvent) -> void:
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var clicked_unit := _get_unit_at(world_pos)
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if clicked_unit:
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_select_unit(clicked_unit)
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if _selected_unit and clicked_unit != _selected_unit:
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combat_requested.emit(_selected_unit, clicked_unit)
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else:
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_select_unit(clicked_unit)
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get_viewport().set_input_as_handled()
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elif _selected_unit:
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var snapped_pos := dl_map.snap_to_grid(world_pos)
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