Files
ScrapFrontier/game/health_system/health.gd
T

91 lines
2.2 KiB
GDScript

class_name Health
extends Node
signal shield_updated(value: int, max_value: int)
signal armor_updated(value: int, max_value: int)
signal hull_updated(value: int, max_value: int)
signal depleted
@export_range(0, 5000) var max_shield: int = 0:
set(value):
max_shield = value
shield_updated.emit(_shield, max_shield)
@export_range(0, 5000) var max_armor: int = 0:
set(value):
max_armor = value
armor_updated.emit(_armor, max_armor)
@export_range(1, 5000) var max_hull: int = 1:
set(value):
max_hull = value
hull_updated.emit(_hull, max_hull)
var shield: int:
get: return _shield
set(value): pass
var armor: int:
get: return _armor
set(value): pass
var hull: int:
get: return _hull
set(value): pass
@onready var shield_regen_delay_timer : Timer = $ShieldRegenDelayTimer
@onready var shield_regen_tick_timer : Timer = $ShieldRegenTickTimer
@onready var _shield := max_shield:
set(value):
_shield = value
shield_updated.emit(_shield, max_shield)
@onready var _armor := max_armor:
set(value):
_armor = value
armor_updated.emit(_armor, max_armor)
@onready var _hull := max_hull:
set(value):
_hull = value
hull_updated.emit(_hull, max_hull)
@onready var _shield_regen := floori(max_shield/30.0)
func apply_damage(damage: AbstractDamage) -> void:
if _shield > 0:
var damage_value := ceili(damage.value * damage.shield_damage_multiplier())
_shield = max(_shield - damage_value, 0)
shield_regen_delay_timer.start()
elif _armor > 0:
var damage_value := ceili(damage.value * damage.armor_damage_multiplier())
_armor = max(_armor - damage_value, 0)
else:
if _hull == 0: return
var damage_value := ceili(damage.value * damage.hull_damage_multiplier())
_hull = max(_hull - damage_value, 0)
if _hull == 0:
depleted.emit()
if not shield_regen_delay_timer.is_stopped():
shield_regen_delay_timer.start()
shield_regen_tick_timer.stop()
func _on_shield_regen_delay_timer_timeout() -> void:
shield_regen_tick_timer.start()
func _on_shield_regen_tick_timer_timeout() -> void:
var new_shield_value := _shield + _shield_regen
if new_shield_value >= max_shield:
new_shield_value = max_shield
shield_regen_tick_timer.stop()
_shield = new_shield_value