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