- 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
450 B
GDScript
18 lines
450 B
GDScript
class_name WeakHandler
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extends RefCounted
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const BattleEventTypeScript = preload("res://Game/Runtime/Queue/BattleEventType.gd")
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func handle(task, state) -> Array:
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var target = task.payload.get("target", null)
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var turns: int = int(task.payload.get("turns", 1))
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if target == null:
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return []
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target.apply_weak(turns)
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state.event_bus.publish(BattleEventTypeScript.WEAK_APPLIED, {
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"target": target.display_name,
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"turns": turns
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})
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return []
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