Implementing triggered abilities - eviltoast

For character abilities that have a certain trigger condition, eg. “OnAttack”, “OnJump”, “OnDamaged” etc…

Currently each of these triggers is a signal. When a signal fires, the character loops through all of its abilities and activates each one with that specific condition, so it just runs an if statement for every ability, regardless of whether it has that condition or not:

if ability.trigger_condition == Triggers.OnAttack:
  ability.activate()

My issue is that this could get a little unscalable with many characters on-screen each having many abilities of their own. A character could have 1 OnDamaged ability and 19 OnAttack abilities, but when an “OnDamaged” signal is received, it will still loop through all 19 OnAttack abilities.

Any advice on this is appreciated, thank you all.

  • Kylamon1@lemmy.world
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    5 months ago

    So player has all these nodes that provide abilities. Each node has a signal that the ability is activated. This is correct. What you do after the signal was your question.

    The two options i described were:

    #1 don’t just connect to one omnibus function. Don’t connect them all to a _gave_ability() function. This is what it sounds like you are doing. Instead seperate into seperat smaller functions. Connect ability As signal to functionA(), and abilityB signal to functionB(). Then yiu are not checking all 19 cases everything a signal is called.

    #2 if you are using the omnibus function _give_ability(ability), set an input parameter for the signal saying which specific signal was emitted. This can be done by code or the inspector when connecting the signal.

    Then on _give_ability(ability) do:

    match ability: abilityA: Give ability