Implements modifier system for weapons
Adds a modifier system allowing dynamic modification of weapon stats and behavior. This includes: - Creating ModifierLibrary to manage available modifiers. - Adds ModifierManager to handle equipping and unequipping modifiers - Adds a new RangedWeaponComponent to handle firing projectiles and managing modifiers. - Introduces a DebugUI for in-game modifier management. - Introduces an "Unlimited Power" modifier that changes the projectile scene. - Modifies stats components to work with the new modifier system. This system allows for more flexible and customizable weapon functionality.
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parent
9f66ab0a73
commit
70839387ca
22 changed files with 432 additions and 40 deletions
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@ -18,6 +18,12 @@ func _ready() -> void:
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func set_stats(stats: StatsComponent) -> void:
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self.stats_component = stats
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func has_modifier(modifier_id: String) -> bool:
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for modifier in modifiers:
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if modifier.id == modifier_id:
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return true
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return false
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func add_modifier(modifier: Modifier) -> void:
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modifiers.append(modifier)
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modifier.on_equip(get_parent())
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@ -63,6 +69,29 @@ func recalculate_stats() -> void:
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emit_signal("stats_updated")
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func check_callable(func_name: String) -> Callable:
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# Create a default callable that does nothing and returns null
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var default_callable = func(): return null
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# Check each modifier in priority order
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for modifier in modifiers:
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if modifier.has_method(func_name):
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# Return the callable from this modifier
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return Callable(modifier, func_name)
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# Return the default callable if no modifier has the function
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return default_callable
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# Convenience method to check and call in one step
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func check_and_call(func_name: String, args := []):
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var callable = check_callable(func_name)
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if callable.is_valid():
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if args.size() > 0:
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return callable.callv(args)
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else:
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return callable.call()
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return null
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func _apply_modifier_stats(modifier: Modifier) -> void:
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if modifier.has_method("apply_stats_modification"):
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modifier.apply_stats_modification(stats_component)
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@ -5,7 +5,7 @@ class_name FireRateAdditive extends Modifier
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func _init():
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id = "fire_rate_additive"
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display_name = "Rapid Fire"
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description = "Increases fire rate by %0.1f shots per second" % fire_rate_bonus
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description = "Increases fire rate by %0.1f shots per round" % fire_rate_bonus
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modifier_type = ModifierType.ADDITIVE
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func apply_stats_modification(stats: StatsComponent) -> void:
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@ -3,11 +3,10 @@ class_name FireRateMultiplicative extends Modifier
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@export var fire_rate_multiplier: float = 1.2 # 20% faster firing
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func _init():
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id = "fire_rate_multiplicative"
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display_name = "Frenzy"
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description = "Increases fire rate by %d%%" % ((fire_rate_multiplier - 1.0) * 100)
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modifier_type = ModifierType.MULTIPLICATIVE
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id = "fire_rate_multiplicative"
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display_name = "Frenzy"
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description = "Increases fire rate by %d%%" % ((fire_rate_multiplier - 1.0) * 100)
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modifier_type = ModifierType.MULTIPLICATIVE
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func apply_stats_modification(final_stats: Dictionary, _base_stats: Dictionary) -> void:
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if final_stats.has("fire_rate"):
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final_stats.fire_rate *= fire_rate_multiplier
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func apply_stats_modification(stats: StatsComponent) -> void:
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stats.update_stat("ranged.attack_rate", stats.get_stat("ranged.attack_rate") * fire_rate_multiplier)
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@ -17,15 +17,15 @@ enum ModifierType {
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# Called when the modifier is added to a weapon or ability
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func on_equip(_owner) -> void:
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pass
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pass
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# Called when the modifier is removed
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func on_unequip(_owner) -> void:
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pass
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pass
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# Override in child classes for specific modification logic
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func modify_projectile(_projectile) -> void:
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pass
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pass
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func modify_ability(_ability) -> void:
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pass
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pass
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@ -3,12 +3,11 @@ class_name ProjectileSizeMultiplicative extends Modifier
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@export var size_multiplier: float = 1.5 # 50% bigger
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func _init():
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id = "size_multiplicative"
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display_name = "Giant Projectiles"
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description = "Multiplies projectile size by %0.1fx" % size_multiplier
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modifier_type = ModifierType.MULTIPLICATIVE
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priority = 10 # Higher priority than the additive version
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id = "size_multiplicative"
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display_name = "Giant Projectiles"
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description = "Multiplies projectile size by %0.1fx" % size_multiplier
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modifier_type = ModifierType.MULTIPLICATIVE
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priority = 10 # Higher priority than the additive version
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func apply_stats_modification(final_stats: Dictionary, base_stats: Dictionary) -> void:
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if final_stats.has("projectile_size"):
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final_stats.projectile_size *= size_multiplier
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func apply_stats_modification(stats: StatsComponent) -> void:
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stats.update_stat("ranged.projectile_size", stats.get_stat("ranged.projectile_size") * size_multiplier)
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17
combat/modifiers/modifiers/unlimited_power.gd
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17
combat/modifiers/modifiers/unlimited_power.gd
Normal file
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@ -0,0 +1,17 @@
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class_name UnlimitedPower extends Modifier
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@export var fire_rate_bonus: float = 1.0 # +1 shot per second
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@export var ranged_damage: float = 99.5
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func _init():
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id = "unlimited_power"
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display_name = "Unlimited Power"
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description = "Shoot lightning bolts. Fire rate + %0.1f. Ranged damage + %0.1f" % [fire_rate_bonus, ranged_damage]
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modifier_type = ModifierType.ADDITIVE
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func apply_stats_modification(stats: StatsComponent) -> void:
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stats.update_stat("ranged.attack_rate", stats.get_stat("ranged.attack_rate") + fire_rate_bonus)
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stats.update_stat("ranged.damage", stats.get_stat("ranged.damage") + ranged_damage)
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func set_projectile_scene(weapon: RangedWeaponComponent) -> void:
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weapon.projectile_scene = preload("res://assets/projectiles/projectile_lightning.tscn")
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1
combat/modifiers/modifiers/unlimited_power.gd.uid
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1
combat/modifiers/modifiers/unlimited_power.gd.uid
Normal file
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@ -0,0 +1 @@
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uid://b21isiwfqrjyi
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@ -3,15 +3,68 @@ extends Node2D
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class_name RangedWeaponComponent
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@export var stats: StatsComponent
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@export var basic_projectile: PackedScene = preload("res://assets/projectiles/basic_projectile.tscn")
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@onready var modifier_manager = $ModifierManager
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@onready var projectile_scene: PackedScene = basic_projectile
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var can_fire: bool = true
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var cooldown: Timer
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func _init() -> void:
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cooldown = Timer.new()
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add_child(cooldown)
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cooldown.one_shot = true
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func _ready() -> void:
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Log.pr("RangedWeaponComponent initialized")
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modifier_manager.set_stats(stats)
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modifier_manager.connect("modifier_added", _on_modifier_added)
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modifier_manager.connect("modifier_removed", _on_modifier_removed)
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cooldown.connect("timeout", _on_fire_timer_timeout)
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func add_modifier(modifier: Modifier) -> void:
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modifier_manager.add_modifier(modifier)
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func remove_modifier(modifier_id: String) -> void:
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modifier_manager.remove_modifier(modifier_id)
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modifier_manager.remove_modifier(modifier_id)
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func fire(direction: Vector2, target_position: Vector2) -> void:
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if !can_fire:
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return
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spawn_projectile(global_position, direction, target_position)
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can_fire = false
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cooldown.start(1 / stats.get_stat("ranged.attack_rate"))
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func set_projectile_scene() -> void:
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projectile_scene = basic_projectile
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modifier_manager.check_and_call("set_projectile_scene", [self])
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func spawn_projectile(spawn_position: Vector2, spawn_direction: Vector2, target_position: Vector2) -> void:
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Log.pr("Spawning projectile")
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modifier_manager.check_and_call("spawn_projectile", [self])
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## TODO: Handle multiple shots per fire
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var projectile = projectile_scene.instantiate()
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projectile.global_position = spawn_position
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projectile.target_position = target_position
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projectile.speed = 200 # stats.get_stat("projectile_speed")
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projectile.damage = 10 # stats.get_stat("damage")
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projectile.lifetime = 2 # stats.get_stat("projectile_lifetime")
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projectile.source_weapon = self
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var size = stats.get_stat("ranged.projectile_size")
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projectile.set_projectile_scale(Vector2(size, size))
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if get_tree() and get_tree().get_root():
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get_tree().get_root().add_child(projectile)
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func _on_modifier_added(_modifier: Modifier) -> void:
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set_projectile_scene()
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func _on_modifier_removed(_modifier: Modifier) -> void:
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set_projectile_scene()
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func _on_fire_timer_timeout() -> void:
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can_fire = true
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