Move files and folders to new repo format to enable multi-project format
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218
Zennysoft.Game.Ma/src/items/EffectService.cs
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218
Zennysoft.Game.Ma/src/items/EffectService.cs
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using Godot;
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using System.Linq;
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using System;
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namespace Zennysoft.Game.Ma.src.items;
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public class EffectService
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{
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private readonly IGame _game;
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private readonly IPlayer _player;
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public EffectService(IGame game, IPlayer player)
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{
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_game = game;
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_player = player;
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}
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public void TeleportEnemiesToCurrentRoom()
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{
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var currentFloor = _game.CurrentFloor;
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var rooms = currentFloor.Rooms;
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var currentRoom = _player.GetCurrentRoom();
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if (currentRoom is not MonsterRoom)
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return;
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var validRooms = rooms.OfType<MonsterRoom>().ToList();
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if (currentRoom is MonsterRoom monsterRoom)
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validRooms.Remove(monsterRoom);
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var currentMonsterRoom = (MonsterRoom)currentRoom;
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var enemyList = validRooms.SelectMany(x => x.GetEnemiesInCurrentRoom());
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foreach (var enemy in enemyList)
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{
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var spawnPoints = currentMonsterRoom.EnemySpawnPoints.GetChildren().OfType<Marker3D>().ToList();
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var spawnPointsGodotCollection = new Godot.Collections.Array<Marker3D>(spawnPoints);
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var randomSpawnPoint = spawnPointsGodotCollection.PickRandom();
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enemy.SetEnemyGlobalPosition(randomSpawnPoint.GlobalPosition);
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}
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}
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public void KillHalfEnemiesInRoom()
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{
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var currentRoom = _player.GetCurrentRoom();
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if (currentRoom is not MonsterRoom)
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return;
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var currentMonsterRoom = (MonsterRoom)currentRoom;
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var enemyList = currentMonsterRoom.GetEnemiesInCurrentRoom().ToList();
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var enemiesToKill = enemyList.Count / 2;
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for (var i = 0; i < enemiesToKill; i++)
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enemyList[i].Die();
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}
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public void TurnAllEnemiesInRoomIntoHealingItem()
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{
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var currentRoom = _player.GetCurrentRoom();
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var currentEnemies = currentRoom.EnemiesInRoom;
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foreach (var enemy in currentEnemies)
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{
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enemy.Die();
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DropHealingItem(enemy.GetEnemyGlobalPosition());
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}
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}
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public void DropHealingItem(Vector3 vector)
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{
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var consumableFolder = "res://src/items/consumable";
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var restorativeScene = GD.Load<PackedScene>($"{consumableFolder}/ConsumableItem.tscn");
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var consumable = restorativeScene.Instantiate<ConsumableItem>();
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var resourceFiles = DirAccess.GetFilesAt($"{consumableFolder}/resources");
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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var randomResource = resourceFiles[rng.RandiRange(0, resourceFiles.Length - 1)];
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var randomFile = ResourceLoader.Load<ConsumableItemStats>($"{consumableFolder}/resources/{randomResource}");
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consumable.ItemStats = randomFile;
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_game.AddChild(consumable);
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consumable.GlobalPosition = vector;
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}
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public void HealAllEnemiesAndPlayerInRoomToFull()
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{
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var currentRoom = _player.GetCurrentRoom();
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var currentEnemies = currentRoom.EnemiesInRoom;
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foreach (var enemy in currentEnemies)
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enemy.SetCurrentHP(enemy.GetMaximumHP());
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_player.Stats.SetCurrentHP(_player.Stats.MaximumHP.Value);
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}
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public void AbsorbHPFromAllEnemiesInRoom()
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{
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var currentRoom = _player.GetCurrentRoom();
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var currentEnemies = currentRoom.EnemiesInRoom;
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var hpToAbsorb = 0.0;
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foreach (var enemy in currentEnemies)
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hpToAbsorb += enemy.CurrentHP * 0.05;
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_player.Stats.SetCurrentHP(_player.Stats.CurrentHP.Value + (int)hpToAbsorb);
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GD.Print("HP to absorb: " + hpToAbsorb);
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}
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public void DealElementalDamageToAllEnemiesInRoom(ElementType elementType)
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{
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var currentRoom = _player.GetCurrentRoom();
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var currentEnemies = currentRoom.EnemiesInRoom;
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foreach (var enemy in currentEnemies)
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enemy.TakeDamage(20, elementType);
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}
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public void SwapHPandVT()
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{
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var oldHp = _player.Stats.CurrentHP.Value;
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var oldVt = _player.Stats.CurrentVT.Value;
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_player.Stats.SetCurrentHP(oldVt);
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_player.Stats.SetCurrentVT(oldHp);
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}
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public void RandomEffect(EffectItem item)
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{
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var itemEffects = Enum.GetValues<UsableItemTag>().ToList();
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itemEffects.Remove(UsableItemTag.RandomEffect);
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itemEffects.Remove(UsableItemTag.None);
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var randomEffect = new Godot.Collections.Array<UsableItemTag>(itemEffects).PickRandom();
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item.SetEffectTag(randomEffect);
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_game.UseItem(item);
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}
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public void RaiseCurrentWeaponAttack()
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{
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if (_player.EquippedWeapon.Value.ItemName == string.Empty)
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return;
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var currentWeapon = _player.EquippedWeapon.Value;
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currentWeapon.IncreaseWeaponAttack(1);
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}
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public void RaiseCurrentArmorDefense()
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{
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if (_player.EquippedArmor.Value.ItemName == string.Empty)
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return;
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var currentArmor = _player.EquippedArmor.Value;
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currentArmor.IncreaseArmorDefense(1);
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}
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public void RaiseLevel()
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{
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_player.LevelUp();
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}
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public void TeleportToRandomRoom(IEnemy enemy)
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{
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var currentFloor = _game.CurrentFloor;
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var rooms = currentFloor.Rooms;
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var currentRoom = enemy.GetCurrentRoom();
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var validRooms = rooms.OfType<MonsterRoom>().ToList();
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if (currentRoom is MonsterRoom currentMonsterRoom)
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validRooms.Remove(currentMonsterRoom);
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if (validRooms.Count == 0)
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return;
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var roomsGodotCollection = new Godot.Collections.Array<MonsterRoom>(validRooms);
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var randomRoom = roomsGodotCollection.PickRandom();
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var spawnPoints = randomRoom.EnemySpawnPoints.GetChildren().OfType<Marker3D>().ToList();
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var spawnPointsGodotCollection = new Godot.Collections.Array<Marker3D>(spawnPoints);
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var randomSpawnPoint = spawnPointsGodotCollection.PickRandom();
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enemy.SetEnemyGlobalPosition(randomSpawnPoint.GlobalPosition);
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}
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public void TeleportToRandomRoom(IPlayer player)
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{
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var currentFloor = _game.CurrentFloor;
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var rooms = currentFloor.Rooms;
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var currentRoom = rooms.SingleOrDefault(x => x.IsPlayerInRoom);
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var validRooms = rooms.OfType<MonsterRoom>().ToList();
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if (currentRoom is MonsterRoom currentMonsterRoom)
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validRooms.Remove(currentMonsterRoom);
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if (validRooms.Count == 0)
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return;
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var roomsGodotCollection = new Godot.Collections.Array<MonsterRoom>(validRooms);
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var randomRoom = roomsGodotCollection.PickRandom();
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var spawnPoint = randomRoom.PlayerSpawn;
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_game.ToggleInventory();
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player.TeleportPlayer(spawnPoint.Transform);
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}
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public void ChangeAffinity(ThrowableItem throwableItem)
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{
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var maximumElements = Enum.GetNames(typeof(ElementType)).Length;
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throwableItem.SetElementType(throwableItem.ElementType + 1 % maximumElements);
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// TODO: Make this an inventory animation to cycle through elements.
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throwableItem.SetDescription(
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$"Inflicts {throwableItem.ElementType} damage when thrown." +
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$"{System.Environment.NewLine}Use item to change Affinity.");
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}
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public void WarpToExit(IPlayer player)
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{
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var exitRoom = _game.CurrentFloor.Rooms.OfType<ExitRoom>().Single();
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if (exitRoom.PlayerDiscoveredRoom)
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player.TeleportPlayer(exitRoom.PlayerSpawn.Transform);
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}
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public void WarpToExit(IEnemy enemy)
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{
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var exitRoom = _game.CurrentFloor.Rooms.OfType<ExitRoom>().Single();
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enemy.SetEnemyGlobalPosition(exitRoom.PlayerSpawn.GlobalPosition);
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}
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}
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