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classes.puml
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@startuml
scale 2
class VisionSubArea {
-var tracking := true
{field} -var parent = get_parent()
+var team = null
-var tracked_entities := {}
-func _ready()
+func set_team(to)
-func setup_layers()
+func get_overlapping_areas()
-func _entity_entered(entity)
-func _entity_exited(entity)
-func on_area_entered(area: Area2D)
-func on_area_exited(area: Area2D)
-func on_tracked_in_sight(for_team, entity)
-func on_tracked_out_of_sight(for_team, entity)
-func on_tracked_killed(by, entity)
}
class ActionBase {
#var cost: float
-var cooldown: float
#var cast_time: float
-var remaining_cooldown: float = 0
-var remaining_cast_time: float = 0
+var caster
{abstract} #func set_caster(to)
#func put_on_cooldown()
-func _process(delta)
-func on_cooldown_finished()
-func on_cooldown_step()
#func can_be_activated()
{abstract} +func activate(arg)
}
class CameraController {
-var min_zoom := 0.5
-var max_zoom := 2.0
-var zoom_factor := 0.1
-var zoom_duration := 0.2
-var _zoom_level := 1.0
-var tween: Tween
-func _ready()
-func _unhandled_input(event)
}
class Ground {
-func _ready()
-func on_mouse_entered()
-func on_mouse_exited()
-func _input_event(viewport: Object, event: InputEvent, shape_idx: int)
}
class VisionArea {
{field} -var parent = get_parent()
-var tracked_seen := {}
-func _ready()
-func on_area_entered(area: Area2D)
-func on_area_exited(area: Area2D)
-func _on_parent_moved()
-func _check_visibility(target)
}
class Moving {
-const DISTANCE_DELTA := 35
#var base_movement_speed: float = 330.0
+var movement_speed: float
-var movement_speed_addition := 0.0
+var movement_speed_multiplier := 1.0
{field} +var body = get_node(body) as RigidBody2D
-var navmesh: Navigation2D = $"/root/Control/Map/Navigation2D"
-var path: PoolVector2Array
+var movement_disallowed := 0
#var prev_pos := global_position
{abstract} +func is_class(name: String)
{abstract} #func _pre_ready()
+func recalculate_speed()
{abstract} #func generate_variable_attributes()
{abstract} #func _ready()
{abstract} +func set_target(to)
#func on_target_moved(which)
#func on_target_is_out_of_sight(team_for)
-func get_target_position()
-func recalculate_path()
-func _integrate_forces(state: Physics2DDirectBodyState)
{abstract} #func _physics_process(_delta)
}
class Events {
+var selection_state = SelectionState.None
+var mouse_click_made := false
+var mouse_buttton_flags := 0
-var clicked_objects := []
+var click_pos: Vector2
+func is_left_mouse_keyup(event: InputEvent)
+func is_mouse_keyup(event: InputEvent)
+func button2bit(button_index)
+func process_event(obj, event)
-func _process(delta)
}
enum SelectionState {
None
Position
Entity
}
class Effect {
#var _duration: float = INF
-var _stacks := -1
#var applied_to
{abstract} #func get_name()
+func apply(to)
{abstract} #func _apply(to)
{abstract} #func _stack(with)
{abstract} #func _dispel()
}
class EffectIcon {
-var progress_bar
-var progress_bar_node
-var stacks_label
-var stacks_label_node
-var _data
-var _duration_left
-func _ready()
+func init(data)
-func _process(delta)
}
class Avatar {
+var id
+var team
+var avatar_owner
-var positions := []
-func unpack(dict)
{abstract} +func init(initials)
+func unhide(data)
+func hide()
-func set_remote(key, value)
+func destroy_remote(when)
+func interpolate_position(server_time, to)
{abstract} #func _process(delta)
}
class Damagable {
#const SIZE_MULTIPLIER := 1.0
+var invulnerable := 0
+var untargetable := 0
+var health
+var health_max := 526.0
+var health_regen := 5.5
+var armor := 20.88
+var mr := 30.0
#var granted_exp := 32.0
#var granted_gold := 14
+var gameplay_radius: float
{abstract} #func generate_variable_attributes()
{abstract} #func _pre_ready()
{abstract} #func _ready()
-func calc_damage(resist)
+func take_damage(from, true_d, magic_d, physic_d)
{abstract} #func grant_gold_and_exp(to)
{abstract} #func killed_by(killer)
{abstract} #func damaged_by(killer)
{abstract} #func _physics_process(delta)
{abstract} #func fully_restored()
}
class Autoattacking {
+var attack_damage: float
+var attack_speed: float
-var bullet_prefab: PackedScene
+var attack_range := 550.0
+var target = null
+var target_locked := false
-var target_score: float
-var target_in_range := false
#var reload_timer: Timer
-var ready_to_fire := true
+var acquisition_area: VisionSubArea
+var attacking_disallowed := 0
{abstract} #func generate_variable_attributes()
{abstract} #func _ready()
#func check_if_target_in_attack_range()
#func strict_equality(a, b)
-func connect_signals_to_target()
-func disconnect_signals_from_target()
{abstract} +func set_target(to)
{abstract} #func on_autoacquisition_area_entered(entity)
{abstract} #func on_autoacquisition_area_exited(entity)
{abstract} #func on_enemy_hit_smth(what, who)
{abstract} #func on_target_moved(which)
{abstract} #func on_target_killed_by(killer)
{abstract} #func on_target_is_out_of_sight(team_from)
-func _targetable(candidate)
{abstract} +func try_to_find_target_in_area(search_area: VisionSubArea)
{abstract} #func calc_priority(candidate: Node2D, victim = null)
{abstract} #func killed_by(killer)
-func on_ready_to_fire()
{abstract} #func fire()
#func fire_if_possible()
}
class AvatarSpawner {
-var unique_counter := -1
-var cached := {}
-func get_unique_name()
+func spawn_avatar_remotely(path: String, name: String, initial_data)
}
class SpawnManager {
-var buildings_prefab: PackedScene
{field} -var monster_spawn = get_node(monster_spawn)
{field} -var wave_spawn_timer := Timer.new()
{field} -var individual_minion_spawn_timer := Timer.new()
-var sec_between_waves := 30
{field} -var team1_spawn = get_node(team1_spawn)
{field} -var team2_spawn = get_node(team2_spawn)
+var team_spawn := [ null, team1_spawn, team2_spawn ]
-var summoned_champion
-var melee_minion_prefab: PackedScene
-var caster_minion_prefab: PackedScene
{field} -var top_line = get_node(top_line) as Line2D
{field} -var top_line_reverse := duplicate_and_reverse_line(top_line)
{field} -var mid_line = get_node(mid_line) as Line2D
{field} -var mid_line_reverse := duplicate_and_reverse_line(mid_line)
{field} -var bot_line = get_node(bot_line) as Line2D
{field} -var bot_line_reverse := duplicate_and_reverse_line(bot_line)
-var lines_left_to_spawn := 0
-var minions_in_wave := 6
-func _ready()
-func add_node_with_name_to(node, name)
-func on_Game_spawn(team_choices)
-func spawn_champions(team_choices)
-func begin_spawning_minion_waves()
-func duplicate_and_reverse_line(line: Line2D) -> Line2D
-func spawn_minion_wave()
-func spawn_minions_on_lane(line, reverse_line)
-func spawn_minion(line, team, prefab)
-func on_game_ended(_winner_team)
}
class GameUI {
{field} -var shared_panel = get_node(shared_panel)
{field} +var kda_label = get_node(kda_label)
{field} +var cs_label = get_node(cs_label)
{field} -var time_label = get_node(time_label)
{field} -var fps_label = get_node(fps_label)
{field} -var ping_label = get_node(ping_label)
-var ticker
{field} -var camera = get_node(camera)
-func _ready()
-func on_Game_spawn(team_choices)
-func update_clock()
-func _process(delta)
-func on_game_ended(winner_team)
-func on_continue_button_down()
}
class Action {
-var _name: String
-var cost: float
-var cooldown: float
-var cast_time: float
-var remaining_cooldown: float = 0
-var remaining_cast_time: float = 0
-var charges := 1
-var time_between_recasts := 1.0
-var activation_time := 0.0
-var channeling_time := 0.0
-var remaining_time_between_recasts := 0.0
-var remaining_activation_time := 0
+var caster
{field} -var icon = get_node(icon)
{field} -var cooldown_bar = get_node(cooldown_bar)
{field} -var cooldown_label = get_node(cooldown_label)
{field} -var cost_label = get_node(cost_label) if cost_label else null
{field} -var blast_zone = get_node(blast_zone) if blast_zone else null
{field} -var cast_bar = get_node(cast_bar) if cast_bar else null
{field} -var cast_label = get_node(cast_label) if cast_label else null
{field} -var charges_label = get_node(charges_label) if charges_label else null
{field} -var activation_bar = get_node(activation_bar) if activation_bar else null
-var key = KeyList.Q
-var requires
-var low_on_mana = false
{field} -var original_texture = (icon as TextureRect).texture
-func _ready()
-func on_caster_mana_changed(to)
-func begin_casting()
-func put_on_cooldown()
-func _process(delta)
-func can_be_activated()
-func _input(event: InputEvent)
+func activate(arg = null)
-func on_casting_finished()
}
enum KeyList {
Q = KEY_Q
W = KEY_W
E = KEY_E
R = KEY_R
D = KEY_D
F = KEY_F
_4 = KEY_4
B = KEY_B
}
enum Requires {
None
Position
Direction
}
class AvatarOwner {
+var team
+var seen_by_teams := [0, 0, 0]
#var seen_by_num = seen_by_teams[0] + seen_by_teams[1] + seen_by_teams[2]
+var effects := {}
+var id = null
-var avatar_prefab
+var avatar
-var spawned_on_team_computers := [ true, false, false ]
#var var_attrs
{abstract} +func on_seen_by(entity)
{abstract} +func on_unseen_by(entity)
+func should_sync_to_client(client)
{abstract} #func generate_variable_attributes()
-func _init()
{abstract} #func _ready()
{abstract} #func _pre_ready()
-func spawn_avatar_remotely_id(id, initials)
-func add_to_package(pkg, access_rights, initial = false)
#func sync_opponent(opponent_team)
-func unsync_opponent(opponent_team)
+func sync_set(key, value = null)
+func sync_position()
+func destroy_self()
}
class MovingAvatar {
+var movement_speed := 0.0
}
class AutoattackingAvatar {
+var attack_damage := 0.0
+var attack_speed := 0.0
}
class DamagableAvatar {
{field} #var healthbar = get_node(healthbar)
+var health := 0.0
+var health_max := 0.0
+var health_regen := 0.0
+var armor := 0.0
+var mr := 0.0
-var stat_connections := {}
-var last_group_id := -1
#var floating_panel_connections_group
+var effects := {}
+func create_new_group()
+func connect_stat(group, stat_name, obj, func_name, binds := [])
+func disconnect_group(group)
#func emit_stat(stat_name, new_value)
{abstract} +func init(initials)
-func on_mouse_input(viewport: Object, event: InputEvent, shape_idx: int)
#func should_disable_light()
#func should_change_color()
+func apply_effect(name, at_time, duration, stacks)
+func set_effect_duration(name, duration)
+func set_effect_stacks(name, stacks)
+func dispel_effect(name)
+func remove_outdated_effects()
}
class LobbyUI_Page1_Login {
-func _on_Enter_pressed()
-func _on_Username_text_entered(new_text: String)
}
class LobbyUI_Page2_ConnectOrHostGame {
{field} -var hostIP_field = get_node(hostIP_field)
{field} -var game_name_field = get_node(game_name_field)
{field} -var team_size_field = get_node(team_size_field)
-func _ready()
-func _on_Game_logged_in(username)
-func _on_Connect_pressed()
-func _on_Create_pressed()
}
class LobbyUI_Page3_JoinTeam {
{field} -var game_name_label = get_node(game_name_label)
{field} -var map_size_type_label = get_node(map_size_type_label)
{field} -var team1_list = get_node(team1_list)
{field} -var team2_list = get_node(team2_list)
{field} -var ip_addr_label = get_node(ip_addr_label)
{field} -var spectators_list = get_node(spectators_list)
{field} -var no_spectators_label = spectators_list.get_node("NoSpectators")
{field} -var watch_button = get_node(watch_button)
{field} -var start_button = get_node(start_button)
-var player_template: Node
-var team1_empty: Node
-var team2_empty: Node
-var spectators_list_indeces := []
-func _ready()
-func _on_Game_connected()
-func add_player_to_list(player)
-func remove_player_from_list(player)
-func update_buttons()
-func _on_Join_pressed(team)
-func _on_Game_joined(player: Dictionary)
-func _on_Game_switched(player_id: int, team_from, team_to)
-func _on_Game_leaved(player: Dictionary)
-func _on_Start_pressed()
}
class LobbyUI_PageSwitcher {
-var children: Array
-func _ready()
+func enable_step(num: int)
}
class Lobby {
-const SERVER_PORT := 10567
-const SERVER_MAX_CLIENTS := 4095
-var username: String
+var local_client: Dictionary
-var last_used_runes_and_spells := [ Types.Rune.Sorcery, Types.Spell.Heal, Types.Spell.Flash
-var team_choices = { Types.Team.Team1: {}, Types.Team.Team2: {}, Types.Team.Spectators: {} }
-var my_team_choices
+var players_ready = 0
+const opposite_team := { Types.Team.Team1 : Types.Team.Team2, Types.Team.Team2 : Types.Team.Team1, Types.Team.Spectators: Types.Peer.Player }
+const sec_to_server_time_mul := 1000000
-const max_interpolation_delay := 0.2 * sec_to_server_time_mul
+var server_time_offset = 0
+var interpolation_delay = 0
-var max_round_trip_time := 0
+var current_time := 0.0
-func _ready()
+func login(uname)
+func connect_to(server_ip: String)
+func host(game_name: String, team_size: int, map, type)
-func _on_network_peer_connected(id: int)
-func connected(info)
-func error(e: String)
+func join(team)
-func proc_join_req(team, uname: String)
-func joined(client)
-func proc_switching_req(team)
-func switched(id: int, team)
+func start()
-func started(team_preliminary_choices)
+func set_rune(rune)
-func proc_set_rune_req(rune)
-func set_spell(spell, right: bool)
-func proc_set_spell_req(spell, right)
-func spell_set(id, spell, right)
+func set_ready()
-func proc_set_ready_req()
-func player_ready(id)
-func final_countdown(sec: int)
-func loading_screen(opposite_team_choices)
-func sync_time()
-func proc_time_req()
-func handle_time_resp(player_time)
+func get_server_time_with_interpolation_offset()
-func adjust_time_and_spawn(serv_time_off, interp_delay)
+func get_ip()
+func get_ticks_usec()
+func get_ticks_msec()
-func _physics_process(delta)
+func end_game(winner_team)
-func game_ended(winner_team, missing_info)
}
class LobbyUI_Page4_SelectRunes {
{field} -var left_player_list = get_node(left_player_list)
{field} -var right_player_list = get_node(right_player_list)
{field} -var lockin_button = get_node(lockin_button)
{field} -var runes_list = get_node(runes_list)
{field} -var player_only_stuff = get_node(player_only_stuff)
-var left_list_template
-var right_list_template
-func _ready()
-func left_or_right(team)
-func on_Game_started(my_team_choices)
-func on_Runes_item_selected(idx: int)
-func on_LockIn_pressed()
-func on_Game_player_ready(id)
}
class Types {
+const map2str = { Map.SummonersRift: "Summoner's rift", Map.HowlingAbyss: "Howling abyss" }
+const type2str = { Type.BlindPick: "blind pick", Type.DraftPick: "draft pick" }
+const rune2str = { Rune.Inspiration: "Inspiration", Rune.Precision: "Precision", Rune.Domination: "Domination", Rune.Resolve: "Resolve", Rune.Sorcery: "Sorcery" }
+const champ2str = { Champion.Godotte: "Godotte" }
+const team2vision_layers = { Team.Team1: 2, Team.Team2: 4, Team.Spectators: 2 + 4 }
+const team2gameplay_layers = { Team.Team1: 8, Team.Team2: 16, Team.Spectators: 8 + 16 }
+const team2vision_blocking_layer = { Team.Team1: 32, Team.Team2: 64, Team.Spectators: 32 + 64 }
+const champion_layer = { Team.Team1: 128, Team.Team2: 256 }
}
enum Peer {
Spectator
Team1
Team2
Player
Client
Team1_and_Spectators
Team2_and_Spectators
}
enum Team {
Spectators
Team1
Team2
}
enum Map {
SummonersRift
HowlingAbyss
}
enum Type {
BlindPick
DraftPick
}
enum Spell {
Heal
Ghost
Barrier
Exhaust
Mark
Clarity
Flash
Teleport
Smite
Cleanse
Ignite
}
enum Rune {
Inspiration
Precision
Domination
Resolve
Sorcery
}
enum Champion {
Godotte
}
class Game {
+var game_name: String
+var map
+var team_size: int
+var type
+var start_time
+var lists := {}
+var clients
+var spectators
+var players
+var team1
+var team2
-var team1_and_spec
-var team2_and_spec
-func _enter_tree()
+func create_peer(id, team, username)
+func add_peer_to_lists(peer)
-func remove_peer_from_lists(id)
+func switch_peer_team(id, new_team)
-func copy_keys(to_dict: Dictionary, from_dict: Dictionary, keys: Array)
+func serialize_room_info()
+func deserialize_room_info(dict)
}
class InhibitorAvatar {
+func init(data)
}
class Inhibitor {
-var protects
-var protected_nodes := []
#func _ready()
#func killed_by(killer)
#func fully_restored()
}
class TurretAvatar {
{field} -var turret = get_node(turret)
-var tween: Tween
+var target
-func _ready()
+func init(data)
+func head_to(to, time_to_fire)
-func remote_head_to(to, time_to_fire)
#func _process(delta)
}
class Turret {
-var vision_radius
{field} -var protects = get_node(protects) if protects else null
#func _ready()
+func on_seen_by(entity)
+func on_unseen_by(entity)
#func killed_by(killer)
+func set_target(to)
#func calc_priority(candidate: Node2D, victim = null)
}
class Nexus {
#func killed_by(killer)
}
class BulletAvatar {
}
class Bullet {
-const SIZE_MULTIPLIER := 1.0
-var true_damage := 0
+var magic_damage := 0
+var physic_damage := 0
-var speed := 1200
+var sender: Node2D
+var target: Damagable
+var first_frame := true
#func _ready()
-func _physics_process(delta: float)
}
class Class35 {
+var sender: Player
+var target: Vector2
+var damage
-var speed := 1550.0
+var first_frame := true
#func _ready()
-func _physics_process(delta: float)
-func on_effect_area_entered(area: Area2D)
}
class CharmEffect {
-var _caster
#var _slowdown
-var timer
-var target_before_charm
-var attack_range_before_charm
-func _init(caster, duration, slowdown)
#func get_name()
#func _apply(to)
#func _stack(with)
#func _dispel()
}
class GodotteE {
-var kiss_prefab: PackedScene
+func activate(dir)
}
class Class38 {
+var sender: Player
+var target: Vector2
+var damage
-var returning := false
-var speed := 1550.0
+var first_frame := true
#func _ready()
-func _physics_process(delta: float)
-func on_effect_area_entered(area: Area2D)
}
class GodotteQ {
-var orb_prefab: PackedScene
+func activate(dir)
}
class Class40 {
{field} -var flame_spawn_points := [ NodePath("Flame1"), NodePath("Flame2"), NodePath("Flame3") ]
-var flame_prefab: PackedScene
-var flames := []
+var sender: Player
+var damage: float
+var additional_damage: float
{field} -var tween := Tween.new()
-var should_destroy := false
-var targets = []
-func _ready()
-func on_destroy_timer_timeout()
-func _physics_process(delta)
-func release_flame(flame_sp, flame, target)
-func on_tween_completed(object: Object, key: NodePath)
-func safely_targetable(candidate)
-func on_flame_acquisition_area_entered(target, acquisition_area, flame, flame_sp)
-func try_to_find_priority_target()
-func try_to_find_nearest_target(search_area)
}
class GodotteW {
-var flames_prefab: PackedScene
{field} -var fox_fire_area = get_node(fox_fire_area)
#func set_caster(to)
+func activate(_arg)
}
class RBase {
+var caster
#var cost := 100.0
#var cooldown := 130
#var charges := 3
#var recast_cooldown := 1.0
#var activation := 10.0
-var state = State.Ready
#var time_passed_scince_activation := 0.0
#var time_passed_scince_recast := 0.0
#var remaining_casts: int
#func can_be_activated()
+func activate(arg = null)
{abstract} #func _activate(arg = null)
-func _process(delta)
{abstract} #func _recast_enable()
{abstract} #func _recast_update()
{abstract} #func _recast_disable()
{abstract} #func _active_enable()
{abstract} #func _active_update()
{abstract} #func _active_disable()
{abstract} #func _cooldown_enable()
{abstract} #func _cooldown_update()
{abstract} #func _cooldown_disable()
}
enum State {
Ready
BetweenRecasts
Active
Cooldown
}
class RButton {
{field} -var icon = get_node(icon)
{field} -var cooldown_bar = get_node(cooldown_bar)
{field} -var cooldown_label = get_node(cooldown_label)
{field} -var cost_label = get_node(cost_label)
{field} -var charges_label = get_node(charges_label)
{field} -var activation_bar = get_node(activation_bar)
-func _ready()
-func _input(event: InputEvent)
#func _activate(arg = null)
#func _recast_enable()
#func _recast_update()
#func _recast_disable()
#func _active_enable()
#func _active_update()
#func _active_disable()
#func _cooldown_enable()
#func _cooldown_update()
#func _cooldown_disable()
}
class HealSpell {
+func activate(_arg)
}
class StatsPanel {
{field} -var health_bar = get_node(health_bar)
{field} -var mana_bar = get_node(mana_bar)
-var stats_container
{field} +var stats = get_node(stats_container).get_children()
{field} -var level_label = get_node(level_label)
{field} +var kda_label = get_node(kda_label) if kda_label else null
{field} +var cs_label = get_node(cs_label) if cs_label else null
{field} -var effect_template = get_node(effect_template)
{field} -var buff_container = get_node(buff_container)
{field} -var debuff_container = get_node(debuff_container)
-var attached_to
+var connections_group
{field} -var effect_icons = { "heal_buff": preload("res://icons/speedometer.png"), "heal_debuff": preload("res://icons/health-decrease.png"), "charm_debuff": preload("res://icons/charm.png"), }
+var effects := {}
-func _ready()
+func attach(to)
-func on_observed_destroyed()
-func update_kda(_v)
-func set_stat_by_id(new_value, id)
-func add_effect(data)
-func remove_effect(name)
-func deattach()
-func clear_effects()
}
class Player {
+var mana
+var mana_max: float = 418.0
+var mana_regen: float = 8.0
+var ability_power := 9.0
+var ability_haste := 0.0
+var stacks
-var crit_damage := 1.75
+var strike_chance := 0.0
+var casting_disallowed := 0
+var level_int := 1
+var level_frac
-var exp_to_next_level := 280
+var expirience := 0.0
+var gold := 500.0
+var creep_score := 0
+var kills := 0
+var deaths := 0
+var assists := 0
-var vision_radius: float = $SightRadius/CollisionShape2D.shape.radius
-var totem_prefab: PackedScene
+var spawn_manager
+var casting := false
+var target_of_last_autoattack: Damagable
+var was_attacked_in_time: int
+func is_class(name: String)
-func level_up_stats()
#func generate_variable_attributes()
#func _pre_ready()
#func _ready()
#func _physics_process(delta)
+func lock_target(to)
+func activate(action, arg)
-func spawn_totem(pos)
#func killed_by(killer)
#func calc_priority(candidate, victium=null)
#func fire()
}
class PlayerAvatar {
-var player_info
+var mana := 0.0
+var mana_max := 0.0
+var mana_regen := 0.0
+var strike_chance := 0.0
+var ability_power := 0.0
+var ability_haste := 0.0
+var level_int := 1
+var level_frac := 0.0
+var gold := 0.0
+var kills := 0
+var deaths := 0
+var assists := 0
+var creep_score := 0.0
-var manabar := $Bars/Panel/ManaBar
-var game_ui: GameUI
{field} -var panel = get_node(panel)
{field} -var exp_bar = get_node(exp_bar)
{field} -var gold_button = get_node(gold_button)
-var ability_paths
-var abilities = {}
-func sender_is_owner()
-func _ready()
+func init(data)
-func update_gold(to)
-func on_target_set(target)
+func set_target(to)
#func _process(delta)
+func activate(action, arg)
-func proc_activate_req(action, arg)
}
class MeleeMinon {
-var sleeping := true
-var radio_silence := true
+func is_class(name: String)
#func _ready()
#func on_autoacquisition_area_entered(entity)
#func on_autoacquisition_area_exited(entity)
#func on_enemy_hit_smth(what, who)
#func on_target_killed_by(killer)
+func set_target(to)
-func wake_up(_entity = null)
#func calc_priority(candidate, vicium = null)
}
class MinionAvatar {
+func init(data)
}
class Minion {
+var lane_line: Line2D
-var vision_radius
+var selected_as_target_by_num_of_minions := 0
-var reward_radius: CircleShape2D
{abstract} +func is_class(name: String)
{abstract} #func _ready()
{abstract} +func set_target(to)
{abstract} #func calc_priority(candidate: Node2D, victim = null)
#func grant_gold_and_exp(to)
}
class Monster {
-var base_location := global_position
-var patience := 6
-var distance_traveled := 0.0
-var patience_tick_timer: Timer
+func is_class(name: String)
#func _ready()
#func damaged_by(damager)
-func decrease_patience(amount)
+func try_to_find_target_in_area(area)
-func on_moved()
-func head_home()
-func on_damaging_target(_target)
}
class MonsterAvatar {
}
class Totem {
}
class TotemAvatar {
+func init(data)
}
class HealBuff {
#var _heal_amount = 90
-var timer: SceneTreeTimer
#func get_name()
-func _init(heal_amount)
#func _apply(to)
#func _stack(with)
-func apply_or_stack(with)
#func _dispel()
}
class HealDebuff {
-var timer: SceneTreeTimer
#func get_name()
-func _init()
#func _apply(to)
#func _stack(with)
}
Area2D <|-- VisionSubArea
CanvasItem <|-- ActionBase
Camera2D <|-- CameraController
Area2D <|-- Ground
Area2D <|-- VisionArea
Autoattacking <|-- Moving
Node <|-- Events
Reference <|-- Effect
TextureRect <|-- EffectIcon
Node2D <|-- Avatar
AvatarOwner <|-- Damagable
Damagable <|-- Autoattacking
Node <|-- AvatarSpawner
Node <|-- SpawnManager
Control <|-- GameUI
CanvasItem <|-- Action
Node2D <|-- AvatarOwner
AutoattackingAvatar <|-- MovingAvatar
DamagableAvatar <|-- AutoattackingAvatar
Avatar <|-- DamagableAvatar
Control <|-- LobbyUI_Page1_Login
Control <|-- LobbyUI_Page2_ConnectOrHostGame
Control <|-- LobbyUI_Page3_JoinTeam
Control <|-- LobbyUI_PageSwitcher
Node <|-- Lobby
Control <|-- LobbyUI_Page4_SelectRunes
Node <|-- Types
Node <|-- Game
DamagableAvatar <|-- InhibitorAvatar
Damagable <|-- Inhibitor
AutoattackingAvatar <|-- TurretAvatar
Autoattacking <|-- Turret
Damagable <|-- Nexus
Avatar <|-- BulletAvatar
AvatarOwner <|-- Bullet
AvatarOwner <|-- Class35
Effect <|-- CharmEffect
ActionBase <|-- GodotteE
AvatarOwner <|-- Class38
ActionBase <|-- GodotteQ
Node2D <|-- Class40
ActionBase <|-- GodotteW
CanvasItem <|-- RBase
RBase <|-- RButton
ActionBase <|-- HealSpell
CanvasItem <|-- StatsPanel
Moving <|-- Player
MovingAvatar <|-- PlayerAvatar
Minion <|-- MeleeMinon
MovingAvatar <|-- MinionAvatar
Moving <|-- Minion
Moving <|-- Monster
MovingAvatar <|-- MonsterAvatar
Damagable <|-- Totem
DamagableAvatar <|-- TotemAvatar
Effect <|-- HealBuff
Effect <|-- HealDebuff
Events *-- SelectionState
Action *-- KeyList
Action *-- Requires
Types *-- Peer
Types *-- Team
Types *-- Map
Types *-- Type
Types *-- Spell
Types *-- Rune
Types *-- Champion
RBase *-- State
@enduml