Files
rthythm_archor_game/scripts/resolvers/combat_resolver.gd
T
2026-07-06 22:59:47 -07:00

123 lines
4.7 KiB
GDScript

class_name CombatResolver
extends RefCounted
const StatResolverScript := preload("res://scripts/resolvers/stat_resolver.gd")
const DefenseResolverScript := preload("res://scripts/resolvers/defense_resolver.gd")
static func resolve_hit(emitter: Area2D, receiver: Area2D) -> Dictionary:
var action: Resource = emitter.get("action_context") as Resource
var judgement: Dictionary = emitter.get("judgement_context")
var receiver_context := _receiver_context(receiver, emitter)
var attacker_effects := _owner_effect_container(emitter)
var defense := DefenseResolverScript.resolve_effective_defense(receiver_context, _action_tags(action))
var raw_damage := StatResolverScript.resolve_damage(float(emitter.get("damage")), action, judgement, attacker_effects, null)
var final_damage := int(round(raw_damage * float(defense.get("damage_mult", 1.0))))
var attacker_interrupts := _attacker_interrupts(emitter)
# 受击方免压制钩子(2026-07-05 定案):Boss 对不耗能量的攻击恒霸体——
# 伤害照常结算,但打断与击退一并取消。
if attacker_interrupts and _receiver_shrugs_off(receiver, action):
attacker_interrupts = false
var knockback := _resolved_knockback(emitter, action, judgement, attacker_effects, defense) if attacker_interrupts else Vector2.ZERO
return {
"damage": final_damage,
"hit_type": StringName(str(emitter.get("hit_type"))),
"action": action,
"action_tags": _action_tags(action),
"judgement": judgement,
"from": emitter.global_position,
"emitter": emitter,
"receiver": receiver,
"defense": defense,
"interrupts": bool(defense.get("interrupts", true)) and attacker_interrupts,
"knockback": knockback,
}
static func _attacker_interrupts(emitter: Area2D) -> bool:
var value = emitter.get("attacker_interrupts")
if value is bool:
return value
return true
static func _receiver_shrugs_off(receiver: Area2D, action: Resource) -> bool:
var owner := receiver.get_parent()
if owner == null or not owner.has_method("shrugs_off_hit"):
return false
return bool(owner.call("shrugs_off_hit", action))
static func _receiver_context(receiver: Area2D, emitter: Area2D = null) -> Dictionary:
var owner := receiver.get_parent()
if owner != null:
var context := {}
var state_machine := owner.get_node_or_null("StateMachine")
if state_machine != null and state_machine.has_method("build_context"):
context = state_machine.call("build_context")
var effect_container := owner.get_node_or_null("EffectContainer")
if effect_container != null:
context["effect_container"] = effect_container
var block_judgement := _receiver_block_judgement(owner)
if not block_judgement.is_empty():
context["block_judgement"] = block_judgement
if emitter != null and owner is Node2D:
context["attack_from_front"] = _attack_from_front(owner as Node2D, emitter)
return context
return {}
static func _receiver_block_judgement(owner: Node) -> StringName:
var action_controller := owner.get_node_or_null("ActionController")
if action_controller == null:
return &""
var intent = action_controller.get("current_intent")
if intent == null:
return &""
var judgement = intent.get("judgement")
if judgement is Dictionary and judgement.has("label"):
return StringName(str(judgement["label"]))
return &""
static func _attack_from_front(owner: Node2D, emitter: Area2D) -> bool:
var heading = owner.get("heading")
if not (heading is Vector2) or is_zero_approx((heading as Vector2).x):
return true
var to_attacker := emitter.global_position.x - owner.global_position.x
if is_zero_approx(to_attacker):
return true
return signf(to_attacker) == signf((heading as Vector2).x)
static func _owner_effect_container(area: Area2D) -> Node:
var source = area.get("source_actor")
if source is Node and is_instance_valid(source):
return (source as Node).get_node_or_null("EffectContainer")
var owner := area.get_parent()
if owner == null:
return null
return owner.get_node_or_null("EffectContainer")
static func _action_tags(action: Resource) -> Array[StringName]:
var result: Array[StringName] = []
if action != null and action.get("action_tags") is Array:
for tag: Variant in action.get("action_tags"):
result.append(StringName(str(tag)))
return result
static func _resolved_knockback(emitter: Area2D, action: Resource, judgement: Dictionary, attacker_effects: Variant, defense: Dictionary) -> Vector2:
var defense_state := StringName(str(defense.get("defense_state", &"Vulnerable")))
if defense_state == &"Invincible" or defense_state == &"SuperArmor":
return Vector2.ZERO
return StatResolverScript.resolve_knockback(action, judgement, _base_knockback(emitter), attacker_effects)
static func _base_knockback(emitter: Area2D) -> Vector2:
var value = emitter.get("base_knockback")
if value is Vector2:
return value
return Vector2.ZERO