- Added BattleState class to manage battle flow, including turn management and event handling. - Introduced BuffInstance class to represent buffs applied to combatants. - Created CardInstance class to handle card definitions and cost calculations. - Developed CombatantState class to manage combatant attributes and actions. - Implemented EffectRegistry to apply effects based on event specifications. - Added various handlers (BlockHandler, DamageHandler, DrawHandler, etc.) to process specific events. - Created IntentPlanner and IntentState classes to manage enemy actions and intents. - Established a queue system for handling battle events with BattleEventQueue and BattleEventTask. - Introduced triggers for applying effects based on game events (e.g., OnCardDrawnGainBlockTrigger). - Added necessary UID files for new scripts to ensure proper resource management.
18 lines
457 B
GDScript
18 lines
457 B
GDScript
class_name BlockHandler
|
|
extends RefCounted
|
|
|
|
const BattleEventTypeScript = preload("res://Game/Runtime/Queue/BattleEventType.gd")
|
|
|
|
func handle(task, state) -> Array:
|
|
var target = task.payload.get("target", null)
|
|
var amount: int = int(task.payload.get("amount", 0))
|
|
if target == null:
|
|
return []
|
|
|
|
target.gain_block(amount)
|
|
state.event_bus.publish(BattleEventTypeScript.BLOCK_APPLIED, {
|
|
"target": target.display_name,
|
|
"amount": amount
|
|
})
|
|
return []
|