Files
DungeonsOfKharadum/src/scripts/staff_projectile.gd

246 lines
9.6 KiB
GDScript

extends Node2D
# Staff Projectile - Travels away from player and deals damage (magic ball)
@export var damage: float = 20.0
@export var initial_speed: float = 300.0 # Faster than sword projectile
@export var deceleration: float = 600.0 # Slower deceleration (travels further)
@export var lifetime: float = 0.8 # Longer lifetime
@export var max_distance: float = 200.0 # Travels further
var current_speed: float = 0.0
var travel_direction: Vector2 = Vector2.RIGHT
var elapsed_time: float = 0.0
var distance_traveled: float = 0.0
var player_owner: Node = null
var hit_targets = {} # Track what we've already hit (Dictionary for O(1) lookup)
var color_replacements: Array = [] # Color replacements from staff item
@onready var sprite = $Sprite2D
@onready var hit_area = $Area2D
func _ready():
# Apply color replacements if available
_apply_color_replacements()
$SfxSwosh.play()
$AnimationPlayer.play("flying")
# Connect area signals (only if not already connected)
if hit_area and not hit_area.body_entered.is_connected(_on_body_entered):
hit_area.body_entered.connect(_on_body_entered)
func setup(direction: Vector2, owner_player: Node, damage_value: float = 20.0, staff_item: Item = null):
travel_direction = direction.normalized()
player_owner = owner_player
damage = damage_value # Set damage from player
current_speed = initial_speed
# Store color replacements from staff
if staff_item and staff_item.colorReplacements:
color_replacements = staff_item.colorReplacements
# Rotate sprite to face travel direction
rotation = direction.angle()
# Apply color replacements after setup (in case sprite wasn't ready yet)
_apply_color_replacements()
func _apply_color_replacements():
# Apply color replacements to projectile sprite using shader parameters
if not sprite or not sprite.material or not sprite.material is ShaderMaterial:
return
if color_replacements.size() == 0:
return
var shader_material = sprite.material as ShaderMaterial
# Filter for "magic" colors only (RGB 174,39,30; RGB 109,29,32; RGB 246,57,48)
# These are the colors that should be replaced on the projectile
var magic_colors = [
Color(174/255.0, 39/255.0, 30/255.0),
Color(109/255.0, 29/255.0, 32/255.0),
Color(246/255.0, 57/255.0, 48/255.0)
]
var replacement_index = 0
for color_replacement in color_replacements:
if color_replacement.has("original") and color_replacement.has("replace"):
var original_color = color_replacement["original"] as Color
# Only apply replacements for magic colors
for magic_color in magic_colors:
# Check if this replacement matches a magic color (with some tolerance)
if _colors_similar(original_color, magic_color, 0.1):
var replace_color = color_replacement["replace"] as Color
shader_material.set_shader_parameter("original_" + str(replacement_index), original_color)
shader_material.set_shader_parameter("replace_" + str(replacement_index), replace_color)
replacement_index += 1
break # Found match, move to next replacement
func _colors_similar(color1: Color, color2: Color, tolerance: float = 0.1) -> bool:
# Check if two colors are similar within tolerance
var r_diff = abs(color1.r - color2.r)
var g_diff = abs(color1.g - color2.g)
var b_diff = abs(color1.b - color2.b)
return r_diff <= tolerance and g_diff <= tolerance and b_diff <= tolerance
func _physics_process(delta):
elapsed_time += delta
# Check lifetime
if elapsed_time >= lifetime or distance_traveled >= max_distance:
$Area2D.set_deferred("monitoring", false)
self.visible = false
if $SfxImpactWall.playing:
await $SfxImpactWall.finished
if $SfxImpact.playing:
await $SfxImpact.finished
queue_free()
return
# Decelerate
current_speed -= deceleration * delta
current_speed = max(0.0, current_speed) # Don't go negative
# Move in travel direction
var movement = travel_direction * current_speed * delta
global_position += movement
distance_traveled += movement.length()
# Fade out (based on speed)
var alpha = current_speed / initial_speed # 1.0 at start, 0.0 when stopped
if sprite:
sprite.modulate.a = alpha
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
# CRITICAL: Only the projectile owner (authority) should deal damage
if player_owner and not player_owner.is_multiplayer_authority():
return # Only the authority (creator) of the projectile can deal damage
# Add to hit_targets IMMEDIATELY to prevent multiple hits (mark as hit before processing)
hit_targets[body] = true
# Deal damage to players - call RPC to let victim apply damage on their client
if body.is_in_group("player") and body.has_method("rpc_take_damage"):
$SfxImpact.play()
var attacker_pos = player_owner.global_position if player_owner else global_position
var player_peer_id = body.get_multiplayer_authority()
if player_peer_id != 0:
if multiplayer.is_server() and player_peer_id == multiplayer.get_unique_id():
body.rpc_take_damage(damage, attacker_pos)
else:
body.rpc_take_damage.rpc_id(player_peer_id, damage, attacker_pos)
else:
body.rpc_take_damage.rpc(damage, attacker_pos)
print("Staff projectile hit player: ", body.name, " for ", damage, " damage!")
# Deal damage to enemies - only authority (creator) deals damage
elif body.is_in_group("enemy") and body.has_method("rpc_take_damage"):
var attacker_pos = player_owner.global_position if player_owner else global_position
var is_crit = get_meta("is_crit") if has_meta("is_crit") else false
# Check hit chance (based on player's DEX stat)
var hit_roll = randf()
var hit_chance = 0.95 # Base hit chance
if player_owner and player_owner.character_stats:
hit_chance = player_owner.character_stats.hit_chance
var is_miss = hit_roll >= hit_chance
if is_miss:
# Attack missed
print("Player MISSED enemy: ", body.name, "! (hit chance: ", hit_chance * 100.0, "%)")
if body.has_method("_show_damage_number"):
body._show_damage_number(0.0, attacker_pos, false, true, false) # is_miss = true
return
# Hit successful
$SfxImpact.play()
# Use game_world to route damage request
var game_world = get_tree().get_first_node_in_group("game_world")
var enemy_name = body.name
var enemy_index = body.get_meta("enemy_index") if body.has_meta("enemy_index") else -1
if game_world and game_world.has_method("_request_enemy_damage"):
if multiplayer.is_server():
game_world._request_enemy_damage(enemy_name, enemy_index, damage, attacker_pos, is_crit)
else:
game_world._request_enemy_damage.rpc_id(1, enemy_name, enemy_index, damage, attacker_pos, is_crit)
else:
# Fallback
var enemy_peer_id = body.get_multiplayer_authority()
if enemy_peer_id != 0:
if multiplayer.is_server() and enemy_peer_id == multiplayer.get_unique_id():
body.rpc_take_damage(damage, attacker_pos, is_crit)
else:
body.rpc_take_damage.rpc_id(enemy_peer_id, damage, attacker_pos, is_crit)
else:
body.rpc_take_damage.rpc(damage, attacker_pos, is_crit)
var owner_name: String = "none"
var is_authority: bool = false
if player_owner:
owner_name = str(player_owner.name)
is_authority = player_owner.is_multiplayer_authority()
print("Staff projectile hit enemy: ", body.name, " for ", damage, " damage! (owner: ", owner_name, " is_authority: ", is_authority, ")")
return
# Deal damage to boxes or other damageable objects
elif "health" in body:
body.health -= damage
$SfxImpact.play()
if body.health <= 0:
# Get object identifier
var obj_name = body.name
var obj_index = -1
if body.has_meta("object_index"):
obj_index = body.get_meta("object_index")
if obj_index >= 0:
obj_name = "InteractableObject_%d" % obj_index
if not obj_name.begins_with("InteractableObject_") and obj_index < 0:
print("Staff projectile: Warning - object ", body.name, " doesn't have consistent naming!")
# Sync break to server
if multiplayer.has_multiplayer_peer():
var game_world = get_tree().get_first_node_in_group("game_world")
if game_world and is_instance_valid(game_world) and game_world.is_inside_tree() and game_world.has_method("_sync_object_break"):
if multiplayer.is_server():
if game_world.has_method("_rpc_to_ready_peers"):
game_world._rpc_to_ready_peers("_sync_object_break", [obj_name])
print("Staff projectile synced box break to all clients: ", obj_name)
else:
game_world._sync_object_break.rpc_id(1, obj_name)
print("Staff projectile requested box break on server: ", obj_name, " (index: ", obj_index, ")")
else:
print("Staff projectile: GameWorld not ready, skipping box break sync for ", obj_name)
# Break locally AFTER syncing
if body.has_method("_break_into_pieces"):
body._break_into_pieces()
print("Staff projectile broke box locally: ", body.name)
print("Staff projectile hit object: ", body.name)
# Push the hit target away slightly (only for non-enemies)
if body is CharacterBody2D and not body.is_in_group("enemy"):
var knockback_dir = (body.global_position - global_position).normalized()
if body.is_in_group("player") and "is_dead" in body and body.is_dead:
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