Boss logic update

This commit is contained in:
2024-09-30 22:09:15 -07:00
parent dcb867e0bb
commit 167989be99
23 changed files with 479 additions and 70 deletions

74
src/boss/Boss.cs Normal file
View File

@@ -0,0 +1,74 @@
using Chickensoft.AutoInject;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using Godot;
namespace GameJamDungeon
{
public interface IBoss : ICharacterBody3D
{
public AnimationTree AnimationTree { get; }
public Timer AttackTimer { get; }
public void Activate();
}
[Meta(typeof(IAutoNode))]
public partial class Boss : CharacterBody3D, IBoss, IProvide<IBossLogic>
{
public override void _Notification(int what) => this.Notify(what);
public IBossLogic BossLogic { get; set; } = default!;
IBossLogic IProvide<IBossLogic>.Value() => BossLogic;
public BossLogic.IBinding BossBinding { get; set; } = default!;
[Dependency] public IGameRepo GameRepo => this.DependOn<IGameRepo>();
[Node] public AnimationTree AnimationTree { get; set; } = default!;
[Node] public Timer AttackTimer { get; set; } = default!;
public void Setup()
{
BossLogic = new BossLogic();
BossLogic.Set(this as IBoss);
BossLogic.Set(GameRepo);
SetPhysicsProcess(false);
Hide();
}
public void OnResolved()
{
BossBinding = BossLogic.Bind();
this.Provide();
BossLogic.Start();
AttackTimer.Timeout += AttackTimer_Timeout;
}
public void Activate()
{
BossLogic.Input(new BossLogic.Input.Activate());
}
private void AttackTimer_Timeout()
{
var random = new RandomNumberGenerator();
random.Randomize();
var selection = random.RandWeighted([0.2f, 0.8f]);
if (selection == 0)
BossLogic.Input(new BossLogic.Input.SecondaryAttack());
else
BossLogic.Input(new BossLogic.Input.PrimaryAttack());
}
public void OnPhysicsProcess(double delta)
{
BossLogic.Input(new BossLogic.Input.PhysicsTick(delta));
}
}
}

View File

@@ -0,0 +1,16 @@
namespace GameJamDungeon
{
public partial class BossLogic
{
public static class Input
{
public readonly record struct Activate();
public readonly record struct PhysicsTick(double Delta);
public readonly record struct PrimaryAttack();
public readonly record struct SecondaryAttack();
}
}
}

View File

@@ -0,0 +1,10 @@
namespace GameJamDungeon
{
public partial class BossLogic
{
public static class Output
{
}
}
}

View File

@@ -0,0 +1,16 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace GameJamDungeon
{
public partial class BossLogic
{
[Meta]
public abstract partial record State : StateLogic<State>
{
protected State()
{
}
}
}
}

View File

@@ -0,0 +1,14 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace GameJamDungeon
{
public interface IBossLogic : ILogicBlock<BossLogic.State>;
[Meta, Id("boss_logic")]
[LogicBlock(typeof(State), Diagram = true)]
public partial class BossLogic : LogicBlock<BossLogic.State>, IBossLogic
{
public override Transition GetInitialState() => To<State.Idle>();
}
}

View File

@@ -0,0 +1,16 @@
@startuml BossLogic
state "BossLogic State" as GameJamDungeon_BossLogic_State {
state "ApproachPlayer" as GameJamDungeon_BossLogic_State_ApproachPlayer
state "EngagePlayer" as GameJamDungeon_BossLogic_State_EngagePlayer
state "Idle" as GameJamDungeon_BossLogic_State_Idle
}
GameJamDungeon_BossLogic_State_ApproachPlayer --> GameJamDungeon_BossLogic_State_ApproachPlayer : PhysicsTick
GameJamDungeon_BossLogic_State_ApproachPlayer --> GameJamDungeon_BossLogic_State_EngagePlayer : PhysicsTick
GameJamDungeon_BossLogic_State_EngagePlayer --> GameJamDungeon_BossLogic_State_ApproachPlayer : PhysicsTick
GameJamDungeon_BossLogic_State_EngagePlayer --> GameJamDungeon_BossLogic_State_EngagePlayer : PhysicsTick
GameJamDungeon_BossLogic_State_EngagePlayer --> GameJamDungeon_BossLogic_State_EngagePlayer : PrimaryAttack
GameJamDungeon_BossLogic_State_EngagePlayer --> GameJamDungeon_BossLogic_State_EngagePlayer : SecondaryAttack
GameJamDungeon_BossLogic_State_Idle --> GameJamDungeon_BossLogic_State_ApproachPlayer : Activate
[*] --> GameJamDungeon_BossLogic_State_Idle
@enduml

View File

@@ -0,0 +1,35 @@
using Chickensoft.Introspection;
using Godot;
namespace GameJamDungeon
{
public partial class BossLogic
{
public partial record State
{
[Meta, Id("boss_logic_state_approach_player")]
public partial record ApproachPlayer : State, IGet<Input.PhysicsTick>
{
public Transition On(in Input.PhysicsTick input)
{
var gameRepo = Get<IGameRepo>();
var boss = Get<IBoss>();
var delta = (float)input.Delta;
var playerPosition = new Vector3(gameRepo.PlayerGlobalPosition.Value.X, boss.GlobalPosition.Y, gameRepo.PlayerGlobalPosition.Value.Z);
if (boss.GlobalPosition.DistanceTo(gameRepo.PlayerGlobalPosition.Value) <= 5.0f)
return To<EngagePlayer>();
var moveToward = boss.GlobalPosition.MoveToward(playerPosition, (float)delta * 3f);
boss.GlobalPosition = moveToward;
var targetDirection = boss.GlobalPosition - gameRepo.PlayerGlobalPosition.Value;
boss.GlobalRotation = new Vector3(boss.GlobalRotation.X, Mathf.LerpAngle(boss.GlobalRotation.Y, Mathf.Atan2(-targetDirection.X, -targetDirection.Z), delta * 3f), boss.GlobalRotation.Z);
boss.AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("WALK");
return ToSelf();
}
}
}
}
}

View File

@@ -0,0 +1,48 @@
using Chickensoft.Introspection;
using Godot;
namespace GameJamDungeon
{
public partial class BossLogic
{
public partial record State
{
[Meta, Id("boss_logic_state_engage_player")]
public partial record EngagePlayer : State, IGet<Input.PhysicsTick>, IGet<Input.PrimaryAttack>, IGet<Input.SecondaryAttack>
{
public EngagePlayer()
{
OnAttach(() => Get<IBoss>().AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("IDLE"));
}
public Transition On(in Input.PhysicsTick input)
{
var gameRepo = Get<IGameRepo>();
var boss = Get<IBoss>();
var delta = (float)input.Delta;
var playerPosition = new Vector3(gameRepo.PlayerGlobalPosition.Value.X, boss.GlobalPosition.Y, gameRepo.PlayerGlobalPosition.Value.Z);
var targetDirection = boss.GlobalPosition - gameRepo.PlayerGlobalPosition.Value;
boss.GlobalRotation = new Vector3(boss.GlobalRotation.X, Mathf.LerpAngle(boss.GlobalRotation.Y, Mathf.Atan2(-targetDirection.X, -targetDirection.Z), delta * 3f), boss.GlobalRotation.Z);
if (boss.GlobalPosition.DistanceTo(gameRepo.PlayerGlobalPosition.Value) > 5.0f)
return To<ApproachPlayer>();
return ToSelf();
}
public Transition On(in Input.PrimaryAttack input)
{
var boss = Get<IBoss>();
boss.AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("SPEAR");
return ToSelf();
}
public Transition On(in Input.SecondaryAttack input)
{
var boss = Get<IBoss>();
boss.AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("SHIELD BASH");
return ToSelf();
}
}
}
}
}

View File

@@ -0,0 +1,31 @@
using Chickensoft.Introspection;
using static GameJamDungeon.BossLogic.Input;
namespace GameJamDungeon
{
public partial class BossLogic
{
public partial record State
{
[Meta, Id("boss_logic_state_idle")]
public partial record Idle : State, IGet<Activate>
{
public Idle()
{
OnDetach(() =>
{
var boss = Get<IBoss>();
boss.SetPhysicsProcess(true);
boss.Show();
boss.AttackTimer.Start();
}
);
}
public Transition On(in Activate input)
{
return To<ApproachPlayer>();
}
}
}
}
}