sunder/scripts/entities/components/health.gd
2026-03-16 03:44:38 -04:00

78 lines
2.5 KiB
GDScript

# This file is part of sunder.
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
## This class defines a Health component for entities.
class_name Health extends Area3D
## An entity with this component can be either dead or alive.
enum HealthState {
## The entity is dead
DEAD,
## The entity is alive ([member value] > 0)
ALIVE,
## The entity is wounded ([member value] < 128)
DEGRADED,
## Stop it, get help ([member value] < 32)
CRITICAL
}
@export var state : HealthState = HealthState.ALIVE
@export var max_value:int = 255
@export var value:int = 255:
set(new_value):
value = clampi(new_value, 0, max_value)
changed.emit(value)
@export var shape:Shape3D:
set(new_shape):
shape = new_shape
if is_node_ready():
collider.shape = new_shape
@onready var collider: CollisionShape3D = $CollisionShape3D
## Emitted when a peer damaged this component too much.
signal killed(by_peer_id:int)
## Emitted when value is exhausted.
signal exhausted()
## Emitted when the value is changed.
signal changed(new_value:int)
## Emitted when the health component is damaged.
signal damaged(source: Node, target: Node, amount: int)
func _ready() -> void:
# only collide with the layer 3 named "Damage", disable monitoring completely
collision_layer = 0b00000000_00000000_00000000_00000100
collision_mask = 0
monitoring = false
func _get_configuration_warnings() -> PackedStringArray:
if not collider.shape:
return ["A shape must be provided for Health to be damaged. Please create or load a shape resource."]
return []
@rpc("authority", "call_local", "reliable")
func damage(amount:int, by_peer_id:int) -> void:
value -= amount
if value == 0 and state != HealthState.DEAD:
state = HealthState.DEAD
killed.emit(by_peer_id)
exhausted.emit(owner)
@rpc("authority", "call_local", "reliable")
func heal(amount:int = max_value) -> void:
# add strictly positive amount to value
value += clampi(amount, 1, max_value)
state = HealthState.ALIVE