Move files and folders to new repo format to enable multi-project format

This commit is contained in:
2025-03-06 22:07:25 -08:00
parent 12cbb82ac9
commit a09f6ec5a5
3973 changed files with 1781 additions and 2938 deletions

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using Chickensoft.AutoInject;
using Chickensoft.Collections;
using Chickensoft.SaveFileBuilder;
using Godot;
namespace Zennysoft.Game.Ma;
public interface IPlayer : IKillable, IProvide<ISaveChunk<PlayerData>>
{
public void Attack();
public void ToggleInventory();
public void ToggleMinimap();
public void PlayerPause();
public void TakeDamage(double damage, ElementType elementType = ElementType.None, bool isCriticalHit = false);
public void Knockback(float impulse);
public void GainExp(int expGained);
public void LevelUp();
public void Move(float delta);
public void TeleportPlayer(Transform3D newTransform);
public IDungeonRoom GetCurrentRoom();
public void HealHP(int amount);
public void RaiseHP(int amount);
public void HealVT(int amount);
public void RaiseVT(int amount);
public void ModifyBonusAttack(int amount);
public void ModifyBonusDefense(int amount);
public void ModifyMaximumHP(int amount);
public void ModifyMaximumVT(int amount);
public void ModifyBonusLuck(double amount);
public Inventory Inventory { get; }
public PlayerStatController Stats { get; }
public Vector3 CurrentPosition { get; }
public Basis CurrentBasis { get; }
public IAutoProp<Weapon> EquippedWeapon { get; }
public IAutoProp<Armor> EquippedArmor { get; }
public IAutoProp<Accessory> EquippedAccessory { get; }
public void Equip(EquipableItem equipable);
public void Unequip(EquipableItem equipable);
}

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using Chickensoft.AutoInject;
using Chickensoft.Collections;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using Chickensoft.SaveFileBuilder;
using Godot;
using Godot.Collections;
using System;
using System.Linq;
namespace Zennysoft.Game.Ma;
[Meta(typeof(IAutoNode))]
public partial class Player : CharacterBody3D, IPlayer
{
#region Dependency Injection
public override void _Notification(int what) => this.Notify(what);
private PlayerLogic.IBinding PlayerBinding { get; set; } = default!;
#endregion
#region Save
public ISaveChunk<PlayerData> PlayerChunk { get; set; } = default!;
#endregion
public double CurrentHP => Stats.CurrentHP.Value;
public Vector3 CurrentPosition => GlobalPosition;
public Basis CurrentBasis => Transform.Basis;
public PlayerStatController Stats { get; set; } = default!;
public Inventory Inventory { get; private set; } = default!;
public IAutoProp<Weapon> EquippedWeapon => _equippedWeapon;
private AutoProp<Weapon> _equippedWeapon { get; set; } = new AutoProp<Weapon>(new Weapon());
public IAutoProp<Armor> EquippedArmor => _equippedArmor;
private AutoProp<Armor> _equippedArmor { get; set; } = new AutoProp<Armor>(new Armor());
public IAutoProp<Accessory> EquippedAccessory => _equippedAccessory;
private AutoProp<Accessory> _equippedAccessory { get; set; } = new AutoProp<Accessory>(new Accessory());
private PlayerLogic.Settings Settings { get; set; } = default!;
private PlayerLogic PlayerLogic { get; set; } = default!;
#region Dependencies
[Dependency]
public IGame Game => this.DependOn<IGame>();
[Dependency]
public ISaveChunk<GameData> GameChunk => this.DependOn<ISaveChunk<GameData>>();
ISaveChunk<PlayerData> IProvide<ISaveChunk<PlayerData>>.Value() => PlayerChunk;
#endregion
#region Event Signals
[Signal]
public delegate void InventoryButtonPressedEventHandler();
[Signal]
public delegate void MinimapButtonHeldEventHandler();
#endregion
#region Exports
[Export]
public PlayerStatResource PlayerStatResource { get; set; } = default!;
[Export]
private WeaponStats _defaultWeapon { get; set; } = default!;
[Export]
private ArmorStats _defaultArmor { get; set; } = default!;
#endregion
#region Node Dependencies
[Node] private IAnimationPlayer AnimationPlayer { get; set; } = default!;
[Node] private AnimatedSprite2D SwordSlashAnimation { get; set; } = default!;
[Node] private IHitbox Hitbox { get; set; } = default!;
[Node] private Area3D CollisionDetector { get; set; } = default!;
[Node] private Timer HealthTimer { get; set; } = default!;
#endregion
private bool flipAttack = false;
private float _healthTimerWaitTime = 3.0f;
private bool reduceOnTick = true;
private float _knockbackStrength = 0.0f;
private Vector3 _knockbackDirection = Vector3.Zero;
private Dictionary<int, int> _expToNextLevel;
#region Initialization
public void Initialize()
{
AnimationPlayer.AnimationFinished += OnAnimationFinished;
_expToNextLevel = new Dictionary<int, int>
{
{ 2, 12 },
{ 3, 39 },
{ 4, 87 },
{ 5, 162 },
{ 6, 270 },
{ 7, 417 },
{ 8, 609 }
};
}
public void Setup()
{
Settings = new PlayerLogic.Settings() { RotationSpeed = PlayerStatResource.RotationSpeed, MoveSpeed = PlayerStatResource.MoveSpeed, Acceleration = PlayerStatResource.Acceleration };
Stats = new PlayerStatController();
Stats.Init(
new PlayerStats
{
CurrentHP = PlayerStatResource.CurrentHP,
MaximumHP = PlayerStatResource.MaximumHP,
CurrentVT = PlayerStatResource.CurrentVT,
MaximumVT = PlayerStatResource.MaximumVT,
CurrentAttack = PlayerStatResource.CurrentAttack,
BonusAttack = PlayerStatResource.BonusAttack,
MaxAttack = PlayerStatResource.MaxAttack,
CurrentDefense = PlayerStatResource.CurrentDefense,
BonusDefense = PlayerStatResource.BonusDefense,
MaxDefense = PlayerStatResource.MaxDefense,
CurrentExp = PlayerStatResource.CurrentExp,
CurrentLevel = PlayerStatResource.CurrentLevel,
ExpToNextLevel = PlayerStatResource.ExpToNextLevel,
Luck = PlayerStatResource.Luck
});
Inventory = new Inventory();
PlayerLogic = new PlayerLogic();
PlayerLogic.Set(this as IPlayer);
PlayerLogic.Set(Settings);
PlayerLogic.Set(Stats);
var defaultWeapon = new Weapon();
defaultWeapon.ItemStats = _defaultWeapon;
var defaultArmor = new Armor();
defaultArmor.ItemStats = _defaultArmor;
Inventory.TryAdd(defaultWeapon);
Inventory.TryAdd(defaultArmor);
EquippedWeapon.Sync += EquippedWeapon_Sync;
EquippedArmor.Sync += EquippedArmor_Sync;
EquippedAccessory.Sync += EquippedAccessory_Sync;
Stats.CurrentHP.Sync += CurrentHP_Sync;
Stats.CurrentExp.Sync += CurrentEXP_Sync;
Equip(defaultWeapon);
Equip(defaultArmor);
HealthTimer.WaitTime = _healthTimerWaitTime;
HealthTimer.Timeout += OnHealthTimerTimeout;
Hitbox.AreaEntered += Hitbox_AreaEntered;
CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
}
public void OnResolved()
{
PlayerChunk = new SaveChunk<PlayerData>(
onSave: (chunk) => new PlayerData()
{
PlayerStats = new PlayerStats()
{
CurrentHP = Stats.CurrentHP.Value,
MaximumHP = Stats.MaximumHP.Value,
CurrentVT = Stats.CurrentVT.Value,
MaximumVT = Stats.MaximumVT.Value,
CurrentAttack = Stats.CurrentAttack.Value,
BonusAttack = Stats.BonusAttack.Value,
MaxAttack = Stats.MaxAttack.Value,
CurrentDefense = Stats.CurrentDefense.Value,
BonusDefense = Stats.BonusDefense.Value,
MaxDefense = Stats.MaxDefense.Value,
CurrentExp = Stats.CurrentExp.Value,
CurrentLevel = Stats.CurrentLevel.Value,
ExpToNextLevel = Stats.ExpToNextLevel.Value,
Luck = Stats.Luck.Value
},
Inventory = Inventory
},
onLoad: (chunk, data) =>
{
Stats.Init(data.PlayerStats);
Inventory = data.Inventory;
}
);
PlayerBinding = PlayerLogic.Bind();
PlayerBinding
.Handle((in PlayerLogic.Output.Animations.Attack output) =>
{
var attackSpeed = EquippedWeapon.Value.AttackSpeed;
AnimationPlayer.SetSpeedScale((float)attackSpeed);
AnimationPlayer.Play("attack");
})
.Handle((in PlayerLogic.Output.ThrowItem output) =>
{
});
GameChunk.AddChunk(PlayerChunk);
PlayerLogic.Start();
this.Provide();
}
private void CollisionDetector_AreaEntered(Area3D area)
{
if (area.GetParent() is InventoryItem inventoryItem)
{
var isAdded = Inventory.TryAdd(inventoryItem);
if (isAdded)
{
Game.AnnounceMessageOnMainScreen($"{inventoryItem.ItemName} picked up.");
inventoryItem.QueueFree();
}
else
Game.AnnounceMessageOnMainScreen($"Could not pick up {inventoryItem.ItemName}.");
}
if (area.GetParent() is DroppedItem droppedItem)
{
var isAdded = Inventory.TryAdd(droppedItem.Item);
if (isAdded)
{
Game.AnnounceMessageOnMainScreen($"{droppedItem.Item.ItemName} picked up.");
droppedItem.QueueFree();
}
else
Game.AnnounceMessageOnMainScreen($"Could not pick up {droppedItem.Item.ItemName}.");
}
}
public void OnReady()
{
SetPhysicsProcess(true);
SwordSlashAnimation.Position = GetViewport().GetVisibleRect().Size / 2;
}
#endregion
public void Attack()
{
PlayerLogic.Input(new PlayerLogic.Input.Attack());
}
public void ToggleInventory()
{
Game.ToggleInventory();
}
public void ToggleMinimap()
{
Game.ToggleMinimap();
}
public void PlayerPause()
{
Game.TogglePause();
}
public IDungeonRoom GetCurrentRoom()
{
var rooms = Game.CurrentFloor.Rooms;
var playersRoom = rooms.SingleOrDefault(x => x.IsPlayerInRoom);
return playersRoom;
}
public void RaiseHP(int amountToRaise)
{
Stats.SetMaximumHP(Stats.MaximumHP.Value + amountToRaise);
Stats.SetCurrentHP(Stats.MaximumHP.Value);
Game.AnnounceMessageOnInventoryScreen($"{amountToRaise}MAXHP Up.");
}
public void HealHP(int amountToRestore)
{
Stats.SetCurrentHP(Stats.CurrentHP.Value + amountToRestore);
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
Game.AnnounceMessageOnInventoryScreen($"{raiseString}HP Restored.");
}
public void RaiseVT(int amountToRaise)
{
if (Stats.CurrentVT == Stats.MaximumVT)
{
Stats.SetMaximumVT(Stats.MaximumVT.Value + amountToRaise);
Stats.SetCurrentVT(Stats.MaximumVT.Value);
Game.AnnounceMessageOnInventoryScreen($"{amountToRaise}MAXVT Up.");
}
}
public void HealVT(int amountToRestore)
{
Stats.SetCurrentVT(Stats.CurrentVT.Value + amountToRestore);
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
Game.AnnounceMessageOnInventoryScreen($"{raiseString}VT Restored.");
}
public void ModifyBonusAttack(int amount)
{
Stats.SetBonusAttack(Stats.BonusAttack.Value + amount);
}
public void ModifyBonusDefense(int amount)
{
Stats.SetBonusDefense(Stats.BonusDefense.Value + amount);
}
public void ModifyMaximumHP(int amount)
{
Stats.SetMaximumHP(Stats.MaximumHP.Value + amount);
}
public void ModifyMaximumVT(int amount)
{
Stats.SetMaximumVT(Stats.MaximumVT.Value + amount);
}
public void ModifyBonusLuck(double amount)
{
Stats.SetLuck(Stats.Luck.Value + amount);
}
public void Move(float delta)
{
var rawInput = GlobalInputVector;
var strafeLeftInput = LeftStrafeInputVector;
var strafeRightInput = RightStrafeInputVector;
var transform = Transform;
transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis;
var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized();
var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration;
_knockbackStrength = _knockbackStrength * 0.9f;
Transform = Transform with { Basis = transform.Basis };
Velocity = velocity + (_knockbackDirection * _knockbackStrength);
MoveAndSlide();
}
public void TeleportPlayer(Transform3D newTransform)
{
Transform = newTransform;
}
public void TakeDamage(double damage, ElementType elementType, bool isCriticalHit = false)
{
if (Stats.CurrentHP.Value > 0)
{
damage = CalculateDefenseResistance(damage);
if (isCriticalHit)
damage *= 2;
Stats.SetCurrentHP(Stats.CurrentHP.Value - (int)damage);
}
}
public void Knockback(float impulse)
{
_knockbackStrength = impulse;
_knockbackDirection = GlobalBasis.Z.Normalized();
}
public void GainExp(int expGained)
{
Stats.SetCurrentExp(Stats.CurrentExp.Value + expGained);
}
public void LevelUp()
{
var nextLevel = Stats.CurrentLevel.Value + 1;
var expToNextLevel = _expToNextLevel[nextLevel];
var newCurrentExp = Mathf.Max(Stats.CurrentExp.Value - Stats.ExpToNextLevel.Value, 0);
Stats.SetCurrentLevel(nextLevel);
Stats.SetExpToNextLevel(expToNextLevel);
Stats.SetCurrentExp(newCurrentExp);
}
public void Die() => PlayerLogic.Input(new PlayerLogic.Input.Killed());
public override void _UnhandledInput(InputEvent @event)
{
if (@event.IsActionPressed(GameInputs.Inventory))
ToggleInventory();
if (@event.IsActionPressed(GameInputs.MiniMap))
ToggleMinimap();
if (@event.IsActionPressed(GameInputs.Pause))
PlayerPause();
if (@event.IsActionPressed(GameInputs.Attack))
Attack();
}
public void OnPhysicsProcess(double delta)
{
PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta));
PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition, GlobalTransform));
}
public void Equip(EquipableItem equipable)
{
if (equipable is Weapon weapon)
{
Unequip(_equippedWeapon.Value);
weapon.IsEquipped = true;
_equippedWeapon.OnNext(weapon);
}
else if (equipable is Armor armor)
{
Unequip(_equippedArmor.Value);
armor.IsEquipped = true;
_equippedArmor.OnNext(armor);
}
else if (equipable is Accessory accessory)
{
Unequip(_equippedAccessory.Value);
accessory.IsEquipped = true;
_equippedAccessory.OnNext(accessory);
}
else
throw new NotImplementedException("Item type is not supported.");
}
public void Unequip(EquipableItem equipable)
{
if (equipable is Weapon weapon)
{
weapon.IsEquipped = false;
ModifyBonusAttack(-weapon.Damage);
_equippedWeapon.OnNext(new Weapon());
}
else if (equipable is Armor armor)
{
armor.IsEquipped = false;
ModifyBonusDefense(-armor.Defense);
_equippedArmor.OnNext(new Armor());
}
else if (equipable is Accessory accessory)
{
accessory.IsEquipped = false;
ModifyMaximumHP(-accessory.MaxHPUp);
ModifyMaximumVT(-accessory.MaxVTUp);
ModifyBonusAttack(-accessory.ATKUp);
ModifyBonusDefense(-accessory.DEFUp);
ModifyBonusLuck(-accessory.LuckUp);
_equippedAccessory.OnNext(new Accessory());
}
else
throw new NotImplementedException("Item type is not supported.");
if (equipable.ItemTag == ItemTag.BreaksOnChange)
Inventory.Remove(equipable);
}
private static Vector3 GlobalInputVector
{
get
{
var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
var input = new Vector3
{
X = rawInput.X,
Z = rawInput.Y
};
return input with { Y = 0f };
}
}
private static float LeftStrafeInputVector
{
get
{
return Input.GetActionStrength(GameInputs.StrafeLeft);
}
}
private static float RightStrafeInputVector
{
get
{
return Input.GetActionStrength(GameInputs.StrafeRight);
}
}
private void ThrowItem()
{
var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn");
var throwItem = itemScene.Instantiate<ThrowableItem>();
GetTree().Root.AddChildEx(throwItem);
throwItem.GlobalPosition = CurrentPosition + new Vector3(0, 3.5f, 0);
throwItem.GlobalRotation = GlobalRotation;
}
private void OnAnimationFinished(StringName animation)
{
GD.Print("Attack finished");
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
}
private void OnExitTree()
{
PlayerLogic.Stop();
PlayerBinding.Dispose();
AnimationPlayer.AnimationFinished -= OnAnimationFinished;
}
private void OnPlayerPositionUpdated(Vector3 globalPosition) => GlobalPosition = globalPosition;
private void OnHealthTimerTimeout()
{
if (Stats.CurrentHP.Value <= 0)
return;
if (Stats.CurrentVT.Value > 0)
{
if (EquippedAccessory.Value.AccessoryTag == AccessoryTag.HalfVTConsumption)
{
reduceOnTick = !reduceOnTick;
}
Stats.SetCurrentHP(Stats.CurrentHP.Value + 1);
if (reduceOnTick)
Stats.SetCurrentVT(Stats.CurrentVT.Value - 1);
}
else
Stats.SetCurrentHP(Stats.CurrentHP.Value - 1);
}
private void EquippedWeapon_Sync(Weapon obj)
{
ModifyBonusAttack(obj.Damage);
}
private void EquippedArmor_Sync(Armor obj)
{
ModifyBonusDefense(obj.Defense);
}
private void EquippedAccessory_Sync(Accessory accessory)
{
ModifyMaximumHP(accessory.MaxHPUp);
ModifyMaximumVT(accessory.MaxVTUp);
ModifyBonusAttack(accessory.ATKUp);
ModifyBonusDefense(accessory.DEFUp);
ModifyBonusLuck(accessory.LuckUp);
}
private void CurrentHP_Sync(int newHealth)
{
if (newHealth <= 0)
Die();
}
private void CurrentEXP_Sync(int newExp)
{
if (Stats.CurrentExp.Value >= Stats.ExpToNextLevel.Value)
LevelUp();
}
private double CalculateDefenseResistance(double incomingDamage)
{
return Mathf.Max(incomingDamage - Stats.CurrentDefense.Value - Stats.BonusDefense.Value, 0.0);
}
private void Hitbox_AreaEntered(Area3D area)
{
var target = area.GetOwner();
if (target is IEnemy enemy)
HitEnemy(enemy);
}
private void HitEnemy(IEnemy enemy)
{
var attackValue = Stats.CurrentAttack.Value + Stats.BonusAttack.Value;
var ignoreElementalResistance = EquippedWeapon.Value.WeaponTag == WeaponTag.IgnoreAffinity;
var isCriticalHit = BattleExtensions.IsCriticalHit(Stats.Luck.Value);
var element = EquippedWeapon.Value.WeaponElement;
enemy.TakeDamage(
attackValue * EquippedWeapon.Value.ElementalDamageBonus,
element,
isCriticalHit,
false,
ignoreElementalResistance);
if (EquippedWeapon.Value.WeaponTag == WeaponTag.Knockback)
enemy.Knockback(0.3f, -CurrentBasis.Z.Normalized());
}
}

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using Chickensoft.Introspection;
using Chickensoft.Serialization;
using System.Collections.Generic;
namespace Zennysoft.Game.Ma;
[Meta, Id("player_data")]
public partial record PlayerData
{
[Save("player_stats")]
public required PlayerStats PlayerStats { get; init; }
[Save("player_inventory")]
public required Inventory Inventory { get; init; }
}
[Meta, Id("map_data")]
public partial record MapData
{
[Save("floor_list")]
public required List<string> FloorScenes { get; init; }
}

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using Godot;
namespace Zennysoft.Game.Ma;
[GlobalClass]
public partial class PlayerStatResource : Resource
{
/// <summary>Rotation speed (quaternions?/sec).</summary>
[Export(PropertyHint.Range, "0, 100, 0.1")]
public float RotationSpeed { get; set; } = 12.0f;
/// <summary>Player speed (meters/sec).</summary>
[Export(PropertyHint.Range, "0, 100, 0.1")]
public float MoveSpeed { get; set; } = 8f;
/// <summary>Player speed (meters^2/sec).</summary>
[Export(PropertyHint.Range, "0, 100, 0.1")]
public float Acceleration { get; set; } = 4f;
[Export] public int CurrentHP { get; set; }
[Export] public int MaximumHP { get; set; }
[Export] public int CurrentVT { get; set; }
[Export] public int MaximumVT { get; set; }
[Export] public int CurrentExp { get; set; }
[Export] public int ExpToNextLevel { get; set; }
[Export] public int CurrentLevel { get; set; }
[Export] public int CurrentAttack { get; set; }
[Export] public int BonusAttack { get; set; }
[Export] public int MaxAttack { get; set; }
[Export] public int CurrentDefense { get; set; }
[Export] public int BonusDefense { get; set; }
[Export] public int MaxDefense { get; set; }
[Export(PropertyHint.Range, "0, 1, 0.01")]
public double Luck { get; set; }
}

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using Chickensoft.Collections;
using Chickensoft.Introspection;
using Chickensoft.Serialization;
using Godot;
namespace Zennysoft.Game.Ma;
[Meta, Id("player_stats")]
public partial record PlayerStats
{
[Save("currentHP")]
public int CurrentHP { get; init; }
[Save("maximumHP")]
public int MaximumHP { get; init; }
[Save("currentVT")]
public int CurrentVT { get; init; }
[Save("maximumVT")]
public int MaximumVT { get; init; }
[Save("currentExp")]
public int CurrentExp { get; init; }
[Save("currentLevel")]
public int CurrentLevel { get; init; }
[Save("currentAttack")]
public int CurrentAttack { get; init; }
[Save("bonusAttack")]
public int BonusAttack { get; init; }
[Save("maxAttack")]
public int MaxAttack { get; init; }
[Save("currentDefense")]
public int CurrentDefense { get; init; }
[Save("bonusDefense")]
public int BonusDefense { get; init; }
[Save("maxDefense")]
public int MaxDefense { get; init; }
[Save("expToNextLevel")]
public int ExpToNextLevel { get; init; }
[Save("luck")]
public double Luck { get; init; }
}
public class PlayerStatController
{
public void Init(PlayerStats playerStats)
{
_currentHP.OnNext(playerStats.CurrentHP);
_maximumHP.OnNext(playerStats.MaximumHP);
_currentVT.OnNext(playerStats.CurrentVT);
_maximumVT.OnNext(playerStats.MaximumVT);
_currentExp.OnNext(playerStats.CurrentExp);
_currentLevel.OnNext(playerStats.CurrentLevel);
_currentAttack.OnNext(playerStats.CurrentAttack);
_bonusAttack.OnNext(playerStats.BonusAttack);
_maxAttack.OnNext(playerStats.MaxAttack);
_currentDefense.OnNext(playerStats.CurrentDefense);
_bonusDefense.OnNext(playerStats.BonusDefense);
_maxDefense.OnNext(playerStats.MaxDefense);
_expToNextLevel.OnNext(playerStats.ExpToNextLevel);
_luck.OnNext(playerStats.Luck);
}
public IAutoProp<int> CurrentHP => _currentHP;
public IAutoProp<int> MaximumHP => _maximumHP;
public IAutoProp<int> CurrentVT => _currentVT;
public IAutoProp<int> MaximumVT => _maximumVT;
public IAutoProp<int> CurrentAttack => _currentAttack;
public IAutoProp<int> MaxAttack => _maxAttack;
public IAutoProp<int> BonusAttack => _bonusAttack;
public IAutoProp<int> CurrentDefense => _currentDefense;
public IAutoProp<int> MaxDefense => _maxDefense;
public IAutoProp<int> BonusDefense => _bonusDefense;
public IAutoProp<int> CurrentExp => _currentExp;
public IAutoProp<int> ExpToNextLevel => _expToNextLevel;
public IAutoProp<int> CurrentLevel => _currentLevel;
public IAutoProp<double> Luck => _luck;
public void SetCurrentHP(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaximumHP.Value);
_currentHP.OnNext(clampedValue);
}
public void SetMaximumHP(int newValue)
{
_maximumHP.OnNext(newValue);
}
public void SetCurrentVT(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaximumVT.Value);
_currentVT.OnNext(clampedValue);
}
public void SetMaximumVT(int newValue)
{
_maximumVT.OnNext(newValue);
}
public void SetCurrentExp(int newValue)
{
_currentExp.OnNext(newValue);
}
public void SetCurrentLevel(int newValue)
{
_currentLevel.OnNext(newValue);
}
public void SetCurrentAttack(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaxAttack.Value);
_currentAttack.OnNext(clampedValue);
}
public void SetBonusAttack(int newValue)
{
_bonusAttack.OnNext(newValue);
}
public void SetMaxAttack(int newValue)
{
_maxAttack.OnNext(newValue);
}
public void SetCurrentDefense(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaxDefense.Value);
_currentDefense.OnNext(clampedValue);
}
public void SetBonusDefense(int newValue)
{
_bonusDefense.OnNext(newValue);
}
public void SetMaxDefense(int newValue)
{
_maxDefense.OnNext(newValue);
}
public void SetExpToNextLevel(int newValue)
{
_expToNextLevel.OnNext(newValue);
}
public void SetLuck(double newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, 1.0);
_luck.OnNext(clampedValue);
}
private readonly AutoProp<int> _currentHP = new(-1);
private readonly AutoProp<int> _maximumHP = new(-1);
private readonly AutoProp<int> _currentVT = new(-1);
private readonly AutoProp<int> _maximumVT = new(-1);
private readonly AutoProp<int> _currentExp = new(-1);
private readonly AutoProp<int> _currentLevel = new(-1);
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using Godot;
namespace Zennysoft.Game.Ma;
public partial class PlayerLogic
{
public static class Input
{
public readonly record struct PhysicsTick(double Delta);
public readonly record struct Moved(Vector3 GlobalPosition, Transform3D GlobalTransform);
public readonly record struct Enable;
public readonly record struct Attack;
public readonly record struct AttackAnimationFinished;
public readonly record struct Killed;
}
}

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uid://ch6oc0relbray

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namespace Zennysoft.Game.Ma;
public partial class PlayerLogic
{
public static class Output
{
public static class Animations
{
public readonly record struct Attack;
}
public readonly record struct ThrowItem;
}
}

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uid://cylnjf8jadgo6

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namespace Zennysoft.Game.Ma;
public partial class PlayerLogic
{
public record Settings
{
public float MoveSpeed { get; set; }
public float RotationSpeed { get; set; }
public float Acceleration { get; set; }
}
}

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uid://cmbt77ty7pmvc

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public partial class PlayerLogic
{
[Meta]
public abstract partial record State : StateLogic<State>;
}

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uid://c46w8aytsajoe

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public interface IPlayerLogic : ILogicBlock<PlayerLogic.State>;
[Meta, Id("player_logic")]
[LogicBlock(typeof(State), Diagram = true)]
public partial class PlayerLogic : LogicBlock<PlayerLogic.State>, IPlayerLogic
{
public override Transition GetInitialState() => To<State.Idle>();
}

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uid://beqr05mbwbg3b

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@startuml PlayerLogic
state "PlayerLogic State" as Zennysoft_Game_Ma_PlayerLogic_State {
state "Alive" as Zennysoft_Game_Ma_PlayerLogic_State_Alive {
state "Attacking" as Zennysoft_Game_Ma_PlayerLogic_State_Attacking
state "Idle" as Zennysoft_Game_Ma_PlayerLogic_State_Idle
}
state "Dead" as Zennysoft_Game_Ma_PlayerLogic_State_Dead
state "Disabled" as Zennysoft_Game_Ma_PlayerLogic_State_Disabled
}
Zennysoft_Game_Ma_PlayerLogic_State_Alive --> Zennysoft_Game_Ma_PlayerLogic_State_Alive : PhysicsTick
Zennysoft_Game_Ma_PlayerLogic_State_Alive --> Zennysoft_Game_Ma_PlayerLogic_State_Dead : Killed
Zennysoft_Game_Ma_PlayerLogic_State_Attacking --> Zennysoft_Game_Ma_PlayerLogic_State_Idle : AttackAnimationFinished
Zennysoft_Game_Ma_PlayerLogic_State_Disabled --> Zennysoft_Game_Ma_PlayerLogic_State_Idle : Enable
Zennysoft_Game_Ma_PlayerLogic_State_Idle --> Zennysoft_Game_Ma_PlayerLogic_State_Attacking : Attack
Zennysoft_Game_Ma_PlayerLogic_State_Idle : OnAttack → Attack
[*] --> Zennysoft_Game_Ma_PlayerLogic_State_Idle
@enduml

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using Chickensoft.Introspection;
namespace Zennysoft.Game.Ma;
public partial class PlayerLogic
{
public partial record State
{
[Meta]
public partial record Attacking : Alive, IGet<Input.AttackAnimationFinished>
{
public Transition On(in Input.AttackAnimationFinished input)
{
return To<Idle>();
}
}
}
}

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uid://dyrl0x5q3q5j7

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using Chickensoft.Introspection;
using Godot;
namespace Zennysoft.Game.Ma;
public partial class PlayerLogic
{
public abstract partial record State
{
[Meta, Id("player_logic_state_alive_idle")]
public partial record Idle : Alive, IGet<Input.Attack>
{
public virtual Transition On(in Input.Attack input)
{
GD.Print("Attacking...");
Output(new Output.Animations.Attack());
return To<Attacking>();
}
}
}
}

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uid://i0g8tve28n70

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using Chickensoft.Introspection;
using Godot;
namespace Zennysoft.Game.Ma;
public partial class PlayerLogic
{
public partial record State
{
[Meta, Id("player_logic_alive")]
public abstract partial record Alive : State, IGet<Input.PhysicsTick>, IGet<Input.Killed>
{
public virtual Transition On(in Input.PhysicsTick input)
{
var delta = input.Delta;
var player = Get<IPlayer>();
player.Move((float)delta);
return ToSelf();
}
public Transition On(in Input.Killed input)
{
GD.Print("Player died");
return To<Dead>();
}
}
}
}

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uid://demor6ic4xcwn

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using Chickensoft.Introspection;
namespace Zennysoft.Game.Ma;
public partial class PlayerLogic
{
public abstract partial record State
{
[Meta, Id("player_logic_state_dead")]
public partial record Dead : State;
}
}

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uid://bsxp82sus11pv

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using Chickensoft.Introspection;
namespace Zennysoft.Game.Ma;
public partial class PlayerLogic
{
public abstract partial record State
{
[Meta, Id("player_logic_state_disabled")]
public partial record Disabled : State, IGet<Input.Enable>
{
public Disabled()
{
OnAttach(() => Get<IAppRepo>().GameEntered += OnGameEntered);
OnDetach(() => Get<IAppRepo>().GameEntered -= OnGameEntered);
}
public Transition On(in Input.Enable input) => To<Idle>();
public void OnGameEntered() => Input(new Input.Enable());
}
}
}

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