randomgeon/combat/modifiers/_scripts/modifier_manager.gd
Dan Baker 19cc8cb573 Implements modifier and stats system
Adds a modifier and stats system to manage combat-related attributes.

Introduces StatsComponent for storing entity statistics and ModifierManager for applying dynamic modifiers. Recalculates stats based on modifier type and priority.

Updates projectile and weapon components to utilize the new stats system.
2025-05-07 11:52:30 +01:00

92 lines
2.8 KiB
GDScript

@icon("res://assets/editor/64x64/fc1098.png")
extends Node2D
class_name ModifierManagerTwo
signal modifier_added(modifier)
signal modifier_removed(modifier)
signal stats_updated()
var stats: 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)
func set_stats(stats_component: StatsComponent) -> void:
self.stats = stats_component
func add_modifier(modifier: Modifier) -> void:
modifiers.append(modifier)
modifier.on_equip(get_parent())
emit_signal("modifier_added", modifier)
recalculate_stats()
func remove_modifier(modifier_id: String) -> void:
for i in range(modifiers.size()):
if modifiers[i].id == modifier_id:
var modifier = modifiers[i]
modifier.on_unequip(get_parent())
modifiers.remove_at(i)
emit_signal("modifier_removed", modifier)
recalculate_stats()
break
func recalculate_stats() -> void:
# Reset stats to base values
final_stats = base_stats.duplicate()
# Sort modifiers by priority
modifiers.sort_custom(func(a, b): return a.priority > b.priority)
# First pass: Apply OVERRIDE modifiers (highest priority first)
for modifier in modifiers:
if modifier.modifier_type == Modifier.ModifierType.OVERRIDE:
_apply_modifier_stats(modifier)
# Second pass: Apply ADDITIVE modifiers
for modifier in modifiers:
if modifier.modifier_type == Modifier.ModifierType.ADDITIVE:
_apply_modifier_stats(modifier)
# Third pass: Apply MULTIPLICATIVE modifiers
for modifier in modifiers:
if modifier.modifier_type == Modifier.ModifierType.MULTIPLICATIVE:
_apply_modifier_stats(modifier)
# Last pass: Apply CONDITIONAL modifiers
for modifier in modifiers:
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)