Files
DungeonsOfKharadum/src/scripts/sword_slash.gd

106 lines
3.8 KiB
GDScript

extends Node2D
# Sword Slash - Swings around player and deals damage
@export var damage: float = 20.0
@export var swing_speed: float = 720.0 # Degrees per second
@export var swing_radius: float = 40.0 # Distance from player center (closer swing)
@export var lifetime: float = 0.3 # How long the slash lasts
var swing_angle: float = 0.0 # Current angle
var swing_start_angle: float = 0.0 # Starting angle
var swing_arc: float = 180.0 # Total arc to swing (180 degrees)
var elapsed_time: float = 0.0
var player_owner: Node = null
var hit_targets = {} # Track what we've already hit (Dictionary for O(1) lookup)
@onready var sprite = $Sprite2D
@onready var hit_area = $Area2D
func _ready():
# Connect area signals
if hit_area:
hit_area.body_entered.connect(_on_body_entered)
# Set initial rotation
rotation = deg_to_rad(swing_start_angle)
func setup(start_angle: float, owner_player: Node, arc_direction: float = 1.0):
swing_start_angle = start_angle
swing_angle = start_angle
player_owner = owner_player
swing_arc = 180.0 * arc_direction # Positive or negative arc
rotation = deg_to_rad(swing_start_angle)
func _physics_process(delta):
elapsed_time += delta
# Check lifetime
if elapsed_time >= lifetime:
queue_free()
return
# Calculate swing progress (0 to 1)
var progress = elapsed_time / lifetime
# Swing the sword in an arc
swing_angle = swing_start_angle + (swing_arc * progress)
rotation = deg_to_rad(swing_angle)
# Position around player if we have one
if player_owner and is_instance_valid(player_owner):
var offset = Vector2(swing_radius, 0).rotated(deg_to_rad(swing_angle))
global_position = player_owner.global_position + offset
func _on_body_entered(body):
# Don't hit the owner
if body == player_owner:
return
# Don't hit the same target twice - use Dictionary for O(1) lookup to prevent race conditions
if body in hit_targets:
return
# Add to hit_targets IMMEDIATELY to prevent multiple hits (mark as hit before processing)
hit_targets[body] = true
# Friendly fire: only skip when owner is also a player. Enemies can hit players.
if body.is_in_group("player") and body.has_method("take_damage"):
if player_owner and player_owner.is_in_group("player"):
return # Owner is player → pass through, no damage
# Owner is enemy → deal damage to player
var attacker_pos = player_owner.global_position if player_owner and is_instance_valid(player_owner) else global_position
var player_peer_id = body.get_multiplayer_authority()
if player_peer_id != 0:
if multiplayer.get_unique_id() == player_peer_id:
body.rpc_take_damage(damage, attacker_pos, false, false)
else:
body.rpc_take_damage.rpc_id(player_peer_id, damage, attacker_pos, false, false)
else:
body.rpc_take_damage.rpc(damage, attacker_pos, false, false)
return
# Deal damage to boxes or other damageable objects
if "health" in body:
# Boxes have health property
body.health -= damage
if body.health <= 0 and body.has_method("_break_into_pieces"):
body._break_into_pieces()
print("Sword hit object: ", body.name)
# Push the hit target away slightly
if body is CharacterBody2D:
var knockback_dir = (body.global_position - global_position).normalized()
if body.is_in_group("player") and "is_dead" in body and body.is_dead:
# Corpse: reduced force, sync to victim's client so they see the push
const CORPSE_KNOCKBACK: float = 50.0
var pid = body.get_multiplayer_authority()
if pid == multiplayer.get_unique_id():
body.rpc_apply_corpse_knockback(knockback_dir.x, knockback_dir.y, CORPSE_KNOCKBACK)
elif pid != 0:
body.rpc_apply_corpse_knockback.rpc_id(pid, knockback_dir.x, knockback_dir.y, CORPSE_KNOCKBACK)
else:
body.rpc_apply_corpse_knockback.rpc(knockback_dir.x, knockback_dir.y, CORPSE_KNOCKBACK)
else:
body.velocity = knockback_dir * 200.0