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| 1 | +# res://scripts/DamageEngine.gd |
| 2 | +extends Node |
| 3 | +class_name FF4DamageEngine |
| 4 | + |
| 5 | +# ---------- Inner result type ---------- |
| 6 | +class CombatResult: |
| 7 | + var amount: int |
| 8 | + var crit: bool |
| 9 | + var absorbed: bool |
| 10 | + var elements: Array # Array[Element.Type] |
| 11 | + |
| 12 | + func _init(amount: int = 0, crit: bool = false, absorbed: bool = false, elements: Array = []): |
| 13 | + self.amount = amount |
| 14 | + self.crit = crit |
| 15 | + self.absorbed = absorbed |
| 16 | + self.elements = elements.duplicate() |
| 17 | + |
| 18 | + func apply_to(defender: Combatant) -> void: |
| 19 | + if absorbed: |
| 20 | + defender.heal(abs(amount)) |
| 21 | + else: |
| 22 | + defender.take_damage(max(1, amount)) |
| 23 | + |
| 24 | + func pretty_str() -> String: |
| 25 | + return "{amount:%d, crit:%s, absorbed:%s, elements:%s}" % [amount, str(crit), str(absorbed), str(elements)] |
| 26 | + |
| 27 | +# ---------- Tunables ---------- |
| 28 | +const CRIT_BASE := 0.03 # base crit chance (no LUK) |
| 29 | +const CRIT_AGI_SCALE := 0.0015 # +0.15% crit per AGI |
| 30 | +const CRIT_MULT := 1.5 |
| 31 | +const VARIANCE_LOW := 0.93 |
| 32 | +const VARIANCE_HIGH := 1.07 |
| 33 | + |
| 34 | +# Rows (physical only) |
| 35 | +const BACKROW_OUT := 0.5 # attacker in back (non long-range) halves output |
| 36 | +const BACKROW_IN := 0.5 # defender in back halves incoming |
| 37 | + |
| 38 | +# ---------- Helpers ---------- |
| 39 | +static func _rand_range(a: float, b: float) -> float: |
| 40 | + return a + randf() * (b - a) |
| 41 | + |
| 42 | +static func _roll_crit(agi: int) -> bool: |
| 43 | + return randf() < (CRIT_BASE + float(agi) * CRIT_AGI_SCALE) |
| 44 | + |
| 45 | +static func _element_mult(attacker_elems: Array, defender_resist: Dictionary) -> float: |
| 46 | + return Element.vs_defender(attacker_elems, defender_resist) |
| 47 | + |
| 48 | +static func _row_mult(attacker: Combatant, defender: Combatant) -> float: |
| 49 | + var m := 1.0 |
| 50 | + if attacker.row == Combatant.BACK and not attacker.is_long_range_weapon(): |
| 51 | + m *= BACKROW_OUT |
| 52 | + if defender.row == Combatant.BACK: |
| 53 | + m *= BACKROW_IN |
| 54 | + return m |
| 55 | + |
| 56 | +# ---------- Physical damage ---------- |
| 57 | +static func physical_damage(attacker: Combatant, defender: Combatant) -> CombatResult: |
| 58 | + var A := attacker.total_stats() |
| 59 | + var D := defender.total_stats() |
| 60 | + |
| 61 | + var atk_term := A.atk + int(floor(A.strn / 2.0)) |
| 62 | + var def_term := D.def_ + int(floor(D.vit / 2.0)) |
| 63 | + |
| 64 | + var crit := _roll_crit(A.agi) |
| 65 | + var def_factor : float = crit if 0.25 else 0.50 |
| 66 | + var base : int = max(1, atk_term - int(floor(def_term * def_factor))) |
| 67 | + |
| 68 | + base = int(round(base * _rand_range(VARIANCE_LOW, VARIANCE_HIGH))) |
| 69 | + |
| 70 | + if crit: |
| 71 | + base = int(round(base * CRIT_MULT)) |
| 72 | + |
| 73 | + base = int(round(base * StatusEffects.physical_out_mult(attacker.status))) |
| 74 | + base = int(round(base * StatusEffects.physical_in_mult(defender.status))) |
| 75 | + |
| 76 | + base = int(round(base * _row_mult(attacker, defender))) |
| 77 | + |
| 78 | + var elems := attacker.weapon_elements() |
| 79 | + var em := _element_mult(elems, defender.element_resist) |
| 80 | + base = int(round(base * em)) |
| 81 | + var absorbed := (em < 0.0) |
| 82 | + |
| 83 | + if not absorbed: |
| 84 | + base = max(1, base) |
| 85 | + |
| 86 | + return CombatResult.new(base, crit, absorbed, elems) |
| 87 | + |
| 88 | +# ---------- Magical damage (single-element) ---------- |
| 89 | +# Uses WIS for offense, WIL for resistance. |
| 90 | +static func magical_damage(attacker: Combatant, defender: Combatant, power: int, elem: Element.Type) -> CombatResult: |
| 91 | + var A := attacker.total_stats() |
| 92 | + var D := defender.total_stats() |
| 93 | + |
| 94 | + var mag_term := power + int(floor(A.wis / 2.0)) + int(floor(A.mag / 2.0)) |
| 95 | + var mres := int(floor(D.mdef / 2.0) + floor(D.wil / 2.0)) |
| 96 | + |
| 97 | + var base : int = max(1, mag_term - mres) |
| 98 | + base = int(round(base * _rand_range(VARIANCE_LOW, VARIANCE_HIGH))) |
| 99 | + base = int(round(base * StatusEffects.magical_in_mult(defender.status))) |
| 100 | + |
| 101 | + var em := _element_mult([elem], defender.element_resist) |
| 102 | + base = int(round(base * em)) |
| 103 | + var absorbed := (em < 0.0) |
| 104 | + |
| 105 | + if not absorbed: |
| 106 | + base = max(1, base) |
| 107 | + |
| 108 | + return CombatResult.new(base, false, absorbed, [elem]) |
| 109 | + |
| 110 | +# ---------- Optional: keep a static applier for convenience ---------- |
| 111 | +static func apply_result(defender: Combatant, result: CombatResult) -> void: |
| 112 | + result.apply_to(defender) |
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