Refactors modifier system to use StatsComponent

Moves modifier logic to utilize a central StatsComponent for managing and applying stat modifications.

This change centralizes stat management and simplifies the application of modifiers, enhancing code maintainability and reducing redundancy.
It also moves modifier files to the correct directory.
This commit is contained in:
Dan Baker 2025-05-07 15:08:11 +01:00
parent 19cc8cb573
commit 9f66ab0a73
21 changed files with 135 additions and 97 deletions

View file

@ -1,28 +1,22 @@
@icon("res://assets/editor/64x64/fc1098.png")
extends Node2D
class_name ModifierManagerTwo
class_name ModifierManager
signal modifier_added(modifier)
signal modifier_removed(modifier)
signal stats_updated()
var stats: StatsComponent
var stats_component: StatsComponent
# Stores all active modifiers
var modifiers: Array[Modifier] = []
# Base stats (before modifiers)
var base_stats: Dictionary = {}
# Final calculated stats
var final_stats: Dictionary = {}
func _ready() -> void:
Log.pr("ModifierManager initialized")
Log.pr("Stats: ", stats)
Log.pr("StatsComponent: ", stats_component)
func set_stats(stats_component: StatsComponent) -> void:
self.stats = stats_component
func set_stats(stats: StatsComponent) -> void:
self.stats_component = stats
func add_modifier(modifier: Modifier) -> void:
modifiers.append(modifier)
@ -42,7 +36,7 @@ func remove_modifier(modifier_id: String) -> void:
func recalculate_stats() -> void:
# Reset stats to base values
final_stats = base_stats.duplicate()
stats_component.reset_stats()
# Sort modifiers by priority
modifiers.sort_custom(func(a, b): return a.priority > b.priority)
@ -67,26 +61,8 @@ func recalculate_stats() -> void:
if modifier.modifier_type == Modifier.ModifierType.CONDITIONAL:
_apply_modifier_stats(modifier)
# Apply caps and floors to stats
_apply_stat_limits()
emit_signal("stats_updated")
func _apply_modifier_stats(modifier: Modifier) -> void:
if modifier.has_method("apply_stats_modification"):
modifier.apply_stats_modification(final_stats, base_stats)
func _apply_stat_limits() -> void:
pass
# Example: Cap fire rate
#if final_stats.has("fire_rate"):
# final_stats.fire_rate = min(final_stats.fire_rate, 20.0) # Max 20 shots per second
# final_stats.fire_rate = max(final_stats.fire_rate, 0.5) # Min 0.5 shots per second
# Example: Cap projectile size
#if final_stats.has("projectile_size"):
# final_stats.projectile_size = min(final_stats.projectile_size, 5.0) # Max 5x normal size
# final_stats.projectile_size = max(final_stats.projectile_size, 0.2) # Min 0.2x normal size
func get_stat(stat_name: String, default_value = 0):
return final_stats.get(stat_name, default_value)
modifier.apply_stats_modification(stats_component)