Refactor more stuff (Audio mostly)

This commit is contained in:
2025-03-10 20:52:39 -07:00
parent 23049b3231
commit a1c26ed7fb
45 changed files with 861 additions and 846 deletions

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@@ -0,0 +1,7 @@
using Zennysoft.Game.Implementation;
namespace Zennsoft.Game.Ma;
public partial class BGMPlayer : DimmableAudioStreamPlayer
{
}

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@@ -0,0 +1 @@
uid://d2usinntpmcry

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@@ -1,58 +0,0 @@
namespace Zennysoft.Game.Ma;
using Chickensoft.GodotNodeInterfaces;
using Godot;
public interface IDimmableAudioStreamPlayer : IAudioStreamPlayer
{
/// <summary>Fade this dimmable audio stream track in.</summary>
public void FadeIn();
/// <summary>Fade this dimmable audio stream track out.</summary>
public void FadeOut();
}
public partial class DimmableAudioStreamPlayer :
AudioStreamPlayer, IDimmableAudioStreamPlayer
{
#region Constants
// -60 to -80 is considered inaudible for decibels.
public const float VOLUME_DB_INAUDIBLE = -80f;
public const double FADE_DURATION = 3d; // seconds
#endregion Constants
public ITween? FadeTween { get; set; }
public float InitialVolumeDb;
public override void _Ready()
{
InitialVolumeDb = VolumeDb;
VolumeDb = VOLUME_DB_INAUDIBLE;
}
public void FadeIn()
{
SetupFade(InitialVolumeDb, Tween.EaseType.Out);
Play();
}
public void FadeOut()
{
SetupFade(VOLUME_DB_INAUDIBLE, Tween.EaseType.In);
FadeTween!.TweenCallback(Callable.From(Stop));
}
public void SetupFade(float volumeDb, Tween.EaseType ease)
{
FadeTween?.Kill();
FadeTween = GodotInterfaces.Adapt<ITween>(CreateTween());
FadeTween.TweenProperty(
this,
"volume_db",
volumeDb,
FADE_DURATION
).SetTrans(Tween.TransitionType.Circ).SetEase(ease);
}
}

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@@ -4,6 +4,7 @@ using Chickensoft.Introspection;
using Godot;
using Zennysoft.Game.Abstractions;
using Zennysoft.Ma.Adapter;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
@@ -55,85 +56,85 @@ public partial class InGameAudio : Node
public void Setup()
{
InGameAudioLogic = new InGameAudioLogic();
InGameAudioLogic = new InGameAudioLogic();
}
public void OnResolved()
{
InGameAudioLogic.Set(AppRepo);
InGameAudioLogic.Set(GameEventDepot);
InGameAudioLogic.Set(Player);
InGameAudioLogic.Set(GameRepo);
InGameAudioLogic.Set(AppRepo);
InGameAudioLogic.Set(GameEventDepot);
InGameAudioLogic.Set(Player);
InGameAudioLogic.Set(GameRepo);
InGameAudioBinding = InGameAudioLogic.Bind();
InGameAudioBinding = InGameAudioLogic.Bind();
InGameAudioBinding
.Handle((in InGameAudioLogic.Output.PlayOverworldMusic _) => StartOverworldMusic())
.Handle((in InGameAudioLogic.Output.PlayDungeonThemeAMusic _) => StartDungeonThemeA())
.Handle((in InGameAudioLogic.Output.PlayMenuScrollSound _) => PlayMenuScrollSound())
.Handle((in InGameAudioLogic.Output.PlayEquipSound _) => PlayEquipSound())
.Handle((in InGameAudioLogic.Output.PlayMenuBackSound _) => PlayMenuBackSound())
.Handle((in InGameAudioLogic.Output.PlayInventorySortedSound _) => PlayInventorySortedSound())
.Handle((in InGameAudioLogic.Output.PlayHealingItemSound _) => PlayHealingItemSound())
.Handle((in InGameAudioLogic.Output.PlayTeleportSound _) => PlayTeleportSound())
.Handle((in InGameAudioLogic.Output.PlayPlayerAttackSound _) => { PlayerAttackSFX.Stop(); PlayerAttackSFX.Play(); })
.Handle((in InGameAudioLogic.Output.PlayPlayerAttackWallSound _) => { PlayerAttackWallSFX.Stop(); PlayerAttackWallSFX.Play(); });
InGameAudioBinding
.Handle((in InGameAudioLogic.Output.PlayOverworldMusic _) => StartOverworldMusic())
.Handle((in InGameAudioLogic.Output.PlayDungeonThemeAMusic _) => StartDungeonThemeA())
.Handle((in InGameAudioLogic.Output.PlayMenuScrollSound _) => PlayMenuScrollSound())
.Handle((in InGameAudioLogic.Output.PlayEquipSound _) => PlayEquipSound())
.Handle((in InGameAudioLogic.Output.PlayMenuBackSound _) => PlayMenuBackSound())
.Handle((in InGameAudioLogic.Output.PlayInventorySortedSound _) => PlayInventorySortedSound())
.Handle((in InGameAudioLogic.Output.PlayHealingItemSound _) => PlayHealingItemSound())
.Handle((in InGameAudioLogic.Output.PlayTeleportSound _) => PlayTeleportSound())
.Handle((in InGameAudioLogic.Output.PlayPlayerAttackSound _) => { PlayerAttackSFX.Stop(); PlayerAttackSFX.Play(); })
.Handle((in InGameAudioLogic.Output.PlayPlayerAttackWallSound _) => { PlayerAttackWallSFX.Stop(); PlayerAttackWallSFX.Play(); });
InGameAudioLogic.Start();
InGameAudioLogic.Start();
}
public void OnExitTree()
{
InGameAudioLogic.Stop();
InGameAudioBinding.Dispose();
InGameAudioLogic.Stop();
InGameAudioBinding.Dispose();
}
private void StartOverworldMusic()
{
OverworldBgm.Stop();
OverworldBgm.FadeIn();
OverworldBgm.Stop();
OverworldBgm.FadeIn();
}
private void StartDungeonThemeA()
{
OverworldBgm.FadeOut();
DungeonThemeABgm.Stop();
DungeonThemeABgm.FadeIn();
OverworldBgm.FadeOut();
DungeonThemeABgm.Stop();
DungeonThemeABgm.FadeIn();
}
private void PlayMenuScrollSound()
{
MenuScrollSFX.Stop();
MenuScrollSFX.Play();
MenuScrollSFX.Stop();
MenuScrollSFX.Play();
}
private void PlayEquipSound()
{
EquipSFX.Stop();
EquipSFX.Play();
EquipSFX.Stop();
EquipSFX.Play();
}
private void PlayMenuBackSound()
{
MenuBackSFX.Stop();
MenuBackSFX.Play();
MenuBackSFX.Stop();
MenuBackSFX.Play();
}
private void PlayInventorySortedSound()
{
InventorySortedSFX.Stop();
InventorySortedSFX.Play();
InventorySortedSFX.Stop();
InventorySortedSFX.Play();
}
private void PlayHealingItemSound()
{
HealingItemSFX.Stop();
HealingItemSFX.Play();
HealingItemSFX.Stop();
HealingItemSFX.Play();
}
private void PlayTeleportSound()
{
TeleportSFX.Stop();
TeleportSFX.Play();
TeleportSFX.Stop();
TeleportSFX.Play();
}
}

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@@ -2,8 +2,8 @@
[ext_resource type="Script" uid="uid://2mnouyn1jcqs" path="res://src/audio/InGameAudio.cs" id="1_gpmcr"]
[ext_resource type="AudioStream" uid="uid://dfu0fksb6slhx" path="res://src/audio/music/droney.mp3" id="2_8hfyr"]
[ext_resource type="Script" uid="uid://br4e8xfwd73if" path="res://src/audio/DimmableAudioStreamPlayer.cs" id="2_857rw"]
[ext_resource type="AudioStream" uid="uid://d2jrktp06xsba" path="res://src/audio/music/crossing-the-gate.mp3" id="3_wbmd6"]
[ext_resource type="Script" path="res://src/audio/BGMPlayer.cs" id="3_wtvpb"]
[ext_resource type="AudioStream" uid="uid://dn2e2hqujlia1" path="res://src/audio/music/tar-winds.mp3" id="4_surnl"]
[ext_resource type="AudioStream" uid="uid://t3g04u722f2k" path="res://src/audio/music/useless immune system-1.mp3" id="6_agr3r"]
[ext_resource type="AudioStream" uid="uid://cn8cugshq3o8k" path="res://src/audio/sfx/PlayerHitWallSFX.wav" id="7_8vh2f"]
@@ -19,84 +19,88 @@
process_mode = 3
script = ExtResource("1_gpmcr")
[node name="MenuBgm" type="AudioStreamPlayer" parent="."]
[node name="BGM" type="Node" parent="."]
[node name="MenuBgm" type="AudioStreamPlayer" parent="BGM"]
unique_name_in_owner = true
stream = ExtResource("2_8hfyr")
parameters/looping = true
script = ExtResource("2_857rw")
script = ExtResource("3_wtvpb")
[node name="OverworldBgm" type="AudioStreamPlayer" parent="."]
[node name="OverworldBgm" type="AudioStreamPlayer" parent="BGM"]
unique_name_in_owner = true
stream = ExtResource("3_wbmd6")
volume_db = -15.0
parameters/looping = true
script = ExtResource("2_857rw")
script = ExtResource("3_wtvpb")
[node name="DungeonThemeABgm" type="AudioStreamPlayer" parent="."]
[node name="DungeonThemeABgm" type="AudioStreamPlayer" parent="BGM"]
unique_name_in_owner = true
stream = ExtResource("4_surnl")
volume_db = -15.0
parameters/looping = true
script = ExtResource("2_857rw")
script = ExtResource("3_wtvpb")
[node name="DungeonThemeBBgm" type="AudioStreamPlayer" parent="."]
[node name="DungeonThemeBBgm" type="AudioStreamPlayer" parent="BGM"]
unique_name_in_owner = true
stream = ExtResource("6_agr3r")
volume_db = -15.0
parameters/looping = true
script = ExtResource("2_857rw")
script = ExtResource("3_wtvpb")
[node name="DungeonThemeCBgm" type="AudioStreamPlayer" parent="."]
[node name="DungeonThemeCBgm" type="AudioStreamPlayer" parent="BGM"]
unique_name_in_owner = true
volume_db = -15.0
script = ExtResource("2_857rw")
script = ExtResource("3_wtvpb")
[node name="Title_Bgm" type="AudioStreamPlayer" parent="."]
[node name="Title_Bgm" type="AudioStreamPlayer" parent="BGM"]
unique_name_in_owner = true
volume_db = -15.0
script = ExtResource("2_857rw")
script = ExtResource("3_wtvpb")
[node name="PlayerAttackSFX" type="AudioStreamPlayer" parent="."]
[node name="SFX" type="Node" parent="."]
[node name="PlayerAttackSFX" type="AudioStreamPlayer" parent="SFX"]
unique_name_in_owner = true
stream = ExtResource("7_wtvpb")
volume_db = -5.0
[node name="PlayerAttackWallSFX" type="AudioStreamPlayer" parent="."]
[node name="PlayerAttackWallSFX" type="AudioStreamPlayer" parent="SFX"]
unique_name_in_owner = true
stream = ExtResource("7_8vh2f")
volume_db = -5.0
[node name="MenuScrollSFX" type="AudioStreamPlayer" parent="."]
[node name="MenuScrollSFX" type="AudioStreamPlayer" parent="SFX"]
unique_name_in_owner = true
stream = ExtResource("7_777nl")
volume_db = -10.0
[node name="MenuBackSFX" type="AudioStreamPlayer" parent="."]
[node name="MenuBackSFX" type="AudioStreamPlayer" parent="SFX"]
unique_name_in_owner = true
stream = ExtResource("8_1xcgo")
volume_db = -10.0
[node name="EquipSFX" type="AudioStreamPlayer" parent="."]
[node name="EquipSFX" type="AudioStreamPlayer" parent="SFX"]
unique_name_in_owner = true
stream = ExtResource("8_kwybb")
volume_db = -10.0
[node name="HealSFX" type="AudioStreamPlayer" parent="."]
[node name="HealSFX" type="AudioStreamPlayer" parent="SFX"]
unique_name_in_owner = true
stream = ExtResource("10_3lcw5")
volume_db = -10.0
[node name="TeleportSFX" type="AudioStreamPlayer" parent="."]
[node name="TeleportSFX" type="AudioStreamPlayer" parent="SFX"]
unique_name_in_owner = true
stream = ExtResource("11_offhc")
volume_db = -18.0
[node name="InventorySortedSFX" type="AudioStreamPlayer" parent="."]
[node name="InventorySortedSFX" type="AudioStreamPlayer" parent="SFX"]
unique_name_in_owner = true
stream = ExtResource("12_wprjr")
volume_db = -15.0
[node name="HealingItemSFX" type="AudioStreamPlayer" parent="."]
[node name="HealingItemSFX" type="AudioStreamPlayer" parent="SFX"]
unique_name_in_owner = true
stream = ExtResource("10_3lcw5")
volume_db = -15.0

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@@ -1,35 +0,0 @@
namespace Zennysoft.Game.Ma;
public partial class InGameAudioLogic
{
public static class Output
{
#region BGM
public readonly record struct PlayOverworldMusic;
public readonly record struct PlayDungeonThemeAMusic;
#endregion
#region SFX
public readonly record struct PlayPlayerAttackSound;
public readonly record struct PlayPlayerAttackWallSound;
public readonly record struct PlayMenuScrollSound;
public readonly record struct PlayEquipSound;
public readonly record struct PlayInventorySortedSound;
public readonly record struct PlayMenuBackSound;
public readonly record struct PlayHealingItemSound;
public readonly record struct PlayTeleportSound;
#endregion
public readonly record struct PlayGameMusic;
public readonly record struct StopGameMusic;
}
}

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@@ -1 +0,0 @@
uid://bfnbplmd35454

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@@ -1,12 +0,0 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public partial class InGameAudioLogic
{
[Meta]
public partial record State : StateLogic<State>
{
}
}

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@@ -1 +0,0 @@
uid://c8cfpu81338hk

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@@ -1,13 +0,0 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public interface IInGameAudioLogic : ILogicBlock<InGameAudioLogic.State>;
[Meta]
[LogicBlock(typeof(State))]
public partial class InGameAudioLogic :
LogicBlock<InGameAudioLogic.State>, IInGameAudioLogic
{
public override Transition GetInitialState() => To<Enabled>();
}

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@@ -1 +0,0 @@
uid://on5thilbaogw

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@@ -1,11 +0,0 @@
using Chickensoft.Introspection;
namespace Zennysoft.Game.Ma;
public partial class InGameAudioLogic
{
[Meta]
public partial record Disabled : State
{
}
}

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@@ -1,74 +0,0 @@
using Chickensoft.Introspection;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
public partial class InGameAudioLogic
{
[Meta]
public partial record Enabled : State
{
public Enabled()
{
OnAttach(() =>
{
var player = Get<IPlayer>();
OnOverworldEntered();
var gameEventDepot = Get<IGameEventDepot>();
var gameRepo = Get<IGameRepo>();
gameEventDepot.OverworldEntered += OnOverworldEntered;
gameEventDepot.DungeonAThemeAreaEntered += OnDungeonAThemeEntered;
gameEventDepot.MenuScrolled += OnMenuScrolled;
gameEventDepot.MenuBackedOut += OnMenuBackedOut;
player.EquippedWeapon.Changed += OnEquippedItem;
player.EquippedArmor.Changed += OnEquippedItem;
player.EquippedAccessory.Changed += OnEquippedItem;
gameEventDepot.InventorySorted += OnInventorySorted;
gameEventDepot.HealingItemConsumed += OnHealingItemConsumed;
gameEventDepot.RestorativePickedUp += OnRestorativePickedUp;
gameEventDepot.TeleportEntered += OnTeleportEntered;
gameRepo.PlayerAttack += OnPlayerAttack;
gameRepo.PlayerAttackedWall += OnPlayerAttackWall;
});
OnDetach(() =>
{
var gameEventDepot = Get<IGameEventDepot>();
var player = Get<IPlayer>();
var gameRepo = Get<IGameRepo>();
gameEventDepot.OverworldEntered -= OnOverworldEntered;
gameEventDepot.DungeonAThemeAreaEntered -= OnDungeonAThemeEntered;
gameEventDepot.MenuScrolled -= OnMenuScrolled;
gameEventDepot.MenuBackedOut -= OnMenuBackedOut;
player.EquippedWeapon.Changed -= OnEquippedItem;
player.EquippedArmor.Changed -= OnEquippedItem;
player.EquippedAccessory.Changed -= OnEquippedItem;
gameEventDepot.InventorySorted -= OnInventorySorted;
gameEventDepot.TeleportEntered -= OnTeleportEntered;
gameRepo.PlayerAttack -= OnPlayerAttack;
gameRepo.PlayerAttackedWall -= OnPlayerAttackWall;
});
}
private void OnPlayerAttack() => Output(new Output.PlayPlayerAttackSound());
private void OnPlayerAttackWall() => Output(new Output.PlayPlayerAttackWallSound());
private void OnRestorativePickedUp(Restorative restorative) => Output(new Output.PlayHealingItemSound());
private void OnMenuBackedOut() => Output(new Output.PlayMenuBackSound());
private void OnHealingItemConsumed(ConsumableItemStats stats) => Output(new Output.PlayHealingItemSound());
private void OnInventorySorted() => Output(new Output.PlayInventorySortedSound());
private void OnEquippedItem(EquipableItem equipableItem) => Output(new Output.PlayEquipSound());
private void OnOverworldEntered() => Output(new Output.PlayOverworldMusic());
private void OnDungeonAThemeEntered() => Output(new Output.PlayDungeonThemeAMusic());
private void OnMenuScrolled() => Output(new Output.PlayMenuScrollSound());
private void OnTeleportEntered() => Output(new Output.PlayTeleportSound());
}
}

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@@ -1,5 +1,6 @@
using Chickensoft.Introspection;
using Godot;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;

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@@ -1,5 +1,6 @@
using Chickensoft.Introspection;
using Godot;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;

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@@ -1,4 +1,5 @@
using Chickensoft.Introspection;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;

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@@ -136,7 +136,7 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
_enemyModelView.PlayHitAnimation();
_enemyLogic.Input(new EnemyLogic.Input.Alerted());
if (_player.EquippedWeapon.Value.WeaponTag == WeaponTag.SelfDamage)
if (((Weapon)_player.EquippedWeapon.Value).WeaponTag == WeaponTag.SelfDamage)
_player.Stats.SetCurrentHP(_player.Stats.CurrentHP.Value - 5);
}
}

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@@ -1,4 +1,5 @@
using Godot;
using Zennysoft.Game.Abstractions;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;

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@@ -1,6 +1,7 @@
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;

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@@ -1,4 +1,5 @@
using Chickensoft.Introspection;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;

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@@ -53,8 +53,6 @@ public partial class Game : Node3D, IGame
[Node] private IPauseMenu PauseMenu { get; set; } = default!;
[Node] private InGameAudio InGameAudio { get; set; } = default!;
[Node] private Timer DoubleEXPTimer { get; set; } = default!;
[Node] private IPlayer Player { get; set; } = default!;
@@ -218,7 +216,7 @@ public partial class Game : Node3D, IGame
DoubleEXPTimer.Timeout += DoubleEXPTimer_Timeout;
_effectService = new EffectService(this, Player);
_effectService = new EffectService(this, Player, Map);
}
public void LoadExistingGame()
@@ -401,8 +399,8 @@ public partial class Game : Node3D, IGame
GameLogic.Input(new GameLogic.Input.SaveGame());
}
private void GameEventDepot_RestorativePickedUp(Restorative obj)
=> Player.Stats.SetCurrentVT(Player.Stats.CurrentVT.Value + obj.VTRestoreAmount);
private void GameEventDepot_RestorativePickedUp(IHealthPack obj)
=> Player.Stats.SetCurrentVT(Player.Stats.CurrentVT.Value + (int)obj.RestoreAmount);
private void SetPauseMode(bool isPaused)
{

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@@ -1,43 +1,8 @@
using Godot;
using System;
using Zennysoft.Game.Abstractions;
namespace Zennysoft.Game.Ma;
public interface IGameEventDepot : IDisposable
{
event Action? OverworldEntered;
public void OnOverworldEntered();
event Action? DungeonAThemeAreaEntered;
public void OnDungeonAThemeAreaEntered();
event Action? DungeonBThemeAreaEntered;
public void OnDungeonBThemeAreaEntered();
event Action? DungeonCThemeAreaEntered;
public void OnDungeonCThemeAreaEntered();
event Action? TeleportEntered;
public void OnTeleportEntered();
event Action? MenuScrolled;
public void OnMenuScrolled();
event Action? MenuBackedOut;
public void OnMenuBackedOut();
event Action? InventorySorted;
public void OnInventorySorted();
event Action<ConsumableItemStats>? HealingItemConsumed;
public void OnHealingItemConsumed(ConsumableItemStats item);
event Action<Vector3, EnemyStatResource>? EnemyDefeated;
public void OnEnemyDefeated(Vector3 position, EnemyStatResource enemyStatResource);
event Action<Restorative>? RestorativePickedUp;
public void OnRestorativePickedUp(Restorative restorative);
}
namespace Zennysoft.Ma.Adapter;
public class GameEventDepot : IGameEventDepot
{
@@ -52,10 +17,8 @@ public class GameEventDepot : IGameEventDepot
public event Action? MenuScrolled;
public event Action? MenuBackedOut;
public event Action? InventorySorted;
public event Action<ConsumableItemStats>? HealingItemConsumed;
public event Action<Restorative>? RestorativePickedUp;
public event Action<Vector3, EnemyStatResource>? EnemyDefeated;
public event Action<InventoryItem>? HealingItemConsumed;
public event Action<IHealthPack>? RestorativePickedUp;
public void OnOverworldEntered() => OverworldEntered?.Invoke();
public void OnDungeonAThemeAreaEntered() => DungeonAThemeAreaEntered?.Invoke();
@@ -68,10 +31,8 @@ public class GameEventDepot : IGameEventDepot
public void OnMenuBackedOut() => MenuBackedOut?.Invoke();
public void OnInventorySorted() => InventorySorted?.Invoke();
public void OnHealingItemConsumed(ConsumableItemStats item) => HealingItemConsumed?.Invoke(item);
public void OnRestorativePickedUp(Restorative restorative) => RestorativePickedUp?.Invoke(restorative);
public void OnEnemyDefeated(Vector3 position, EnemyStatResource enemyStatResource) => EnemyDefeated?.Invoke(position, enemyStatResource);
public void OnHealingItemConsumed(InventoryItem item) => HealingItemConsumed?.Invoke(item);
public void OnRestorativePickedUp(IHealthPack restorative) => RestorativePickedUp?.Invoke(restorative);
public void Dispose()
{

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@@ -89,9 +89,8 @@ public partial class InventoryMenu : Control, IInventoryMenu
Player.Stats.CurrentExp.Sync += CurrentExp_Sync;
Player.Stats.ExpToNextLevel.Sync += ExpToNextLevel_Sync;
Player.Stats.CurrentLevel.Sync += CurrentLevel_Sync;
Player.EquippedWeapon.Sync += EquippedWeapon_Sync;
Player.EquippedArmor.Sync += EquippedArmor_Sync;
Player.EquippedAccessory.Sync += EquippedAccessory_Sync;
Player.Stats.BonusAttack.Changed += BonusAttack_Sync;
Player.Stats.BonusDefense.Changed += BonusDefense_Sync;
SetProcessInput(false);
}
@@ -107,22 +106,16 @@ public partial class InventoryMenu : Control, IInventoryMenu
SetProcessInput(true);
}
private void EquippedAccessory_Sync(Accessory obj)
private void BonusAttack_Sync(int bonus)
{
ATKBonusLabel.Text = $"{Player.Stats.BonusAttack.Value:+0;-#;\\.\\.\\.}";
ATKBonusLabel.Text = $"{bonus:+0;-#;\\.\\.\\.}";
DEFBonusLabel.Text = $"{Player.Stats.BonusDefense.Value:+0;-#;\\.\\.\\.}";
}
private void EquippedArmor_Sync(Armor obj)
private void BonusDefense_Sync(int bonus)
{
ATKBonusLabel.Text = $"{Player.Stats.BonusAttack.Value:+0;-#;\\.\\.\\.}";
DEFBonusLabel.Text = $"{Player.Stats.BonusDefense.Value:+0;-#;\\.\\.\\.}";
}
private void EquippedWeapon_Sync(Weapon obj)
{
ATKBonusLabel.Text = $"{Player.Stats.BonusAttack.Value:+0;-#;\\.\\.\\.}";
DEFBonusLabel.Text = $"{Player.Stats.BonusDefense.Value:+0;-#;\\.\\.\\.}";
DEFBonusLabel.Text = $"{bonus:+0;-#;\\.\\.\\.}";
}
private void CurrentLevel_Sync(int obj) => CurrentLevelLabel.Text = $"Level {obj:D2}";

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@@ -41,77 +41,47 @@ public partial class ItemSlot : HBoxContainer, IItemSlot
public void OnReady()
{
ItemName.Text = Item.ItemName;
//EquipBonus.Text = "...";
ItemTexture.Texture = Item.GetTexture();
Player.EquippedWeapon.Sync += EquippedWeapon_Sync;
Player.EquippedArmor.Sync += EquippedArmor_Sync;
Player.EquippedAccessory.Sync += EquippedAccessory_Sync;
Player.EquippedWeapon.Sync += EquipableItem_Sync;
Player.EquippedArmor.Sync += EquipableItem_Sync;
Player.EquippedAccessory.Sync += EquipableItem_Sync;
}
private void EquippedWeapon_Sync(Weapon obj)
private void EquipableItem_Sync(EquipableItem obj)
{
if (Item is Weapon weapon && weapon == obj)
if (Item is EquipableItem equipableItem && equipableItem == obj)
{
//EquipBonus.Text = $"{obj.WeaponStats.Damage:+0;-#;\\.\\.\\.}";
SetEquippedSelectedItemStyle();
}
if (Item is Weapon unequippedItem && unequippedItem != obj)
if (Item is EquipableItem unequippedItem && unequippedItem != obj)
{
//EquipBonus.Text = $"...";
SetItemStyle();
}
}
private void EquippedArmor_Sync(Armor obj)
{
if (Item is Armor armor && armor == obj)
{
//EquipBonus.Text = $"{obj.ArmorStats.Defense:+0;-#;\\.\\.\\.}";
SetEquippedSelectedItemStyle();
}
if (Item is Armor unequippedItem && unequippedItem != obj)
{
//EquipBonus.Text = $"...";
SetItemStyle();
}
}
private void EquippedAccessory_Sync(Accessory obj)
{
if (Item is Accessory accessory && accessory == obj)
SetEquippedSelectedItemStyle();
if (Item is Accessory unequippedItem && unequippedItem != obj)
SetItemStyle();
}
public void SetItemStyle()
{
ItemName.LabelSettings = ItemFont;
//EquipBonus.LabelSettings = ItemFont;
}
public void SetSelectedItemStyle()
{
if (Item is EquipableItem equipableItem && equipableItem.IsEquipped)
{
ItemName.LabelSettings = SelectedEquippedItemFont;
//EquipBonus.LabelSettings = EquippedItemFont;
}
else
{
ItemName.LabelSettings = SelectedItemFont;
//EquipBonus.LabelSettings = SelectedItemFont;
}
}
public void SetEquippedItemStyle()
{
ItemName.LabelSettings = EquippedItemFont;
//EquipBonus.LabelSettings = EquippedItemFont;
}
public void SetEquippedSelectedItemStyle()
{
ItemName.LabelSettings = SelectedEquippedItemFont;
//EquipBonus.LabelSettings = EquippedItemFont;
}
public InventoryItem Item { get; set; } = default!;

View File

@@ -9,18 +9,20 @@ public class EffectService
{
private readonly IGame _game;
private readonly IPlayer _player;
private readonly IMap _map;
public EffectService(IGame game, IPlayer player)
public EffectService(IGame game, IPlayer player, IMap map)
{
_game = game;
_player = player;
_map = map;
}
public void TeleportEnemiesToCurrentRoom()
{
var currentFloor = _game.CurrentFloor;
var rooms = currentFloor.Rooms;
var currentRoom = _player.GetCurrentRoom();
var currentRoom = _map.GetPlayersCurrentRoom();
if (currentRoom is not MonsterRoom)
return;
@@ -44,7 +46,7 @@ public class EffectService
public void KillHalfEnemiesInRoom()
{
var currentRoom = _player.GetCurrentRoom();
var currentRoom = _map.GetPlayersCurrentRoom();
if (currentRoom is not MonsterRoom)
return;
@@ -57,7 +59,7 @@ public class EffectService
public void TurnAllEnemiesInRoomIntoHealingItem()
{
var currentRoom = _player.GetCurrentRoom();
var currentRoom = _map.GetPlayersCurrentRoom();
var currentEnemies = currentRoom.EnemiesInRoom;
foreach (var enemy in currentEnemies)
{
@@ -83,7 +85,7 @@ public class EffectService
public void HealAllEnemiesAndPlayerInRoomToFull()
{
var currentRoom = _player.GetCurrentRoom();
var currentRoom = _map.GetPlayersCurrentRoom();
var currentEnemies = currentRoom.EnemiesInRoom;
foreach (var enemy in currentEnemies)
enemy.SetCurrentHP(enemy.GetMaximumHP());
@@ -92,7 +94,7 @@ public class EffectService
public void AbsorbHPFromAllEnemiesInRoom()
{
var currentRoom = _player.GetCurrentRoom();
var currentRoom = _map.GetPlayersCurrentRoom();
var currentEnemies = currentRoom.EnemiesInRoom;
var hpToAbsorb = 0.0;
foreach (var enemy in currentEnemies)
@@ -103,7 +105,7 @@ public class EffectService
public void DealElementalDamageToAllEnemiesInRoom(ElementType elementType)
{
var currentRoom = _player.GetCurrentRoom();
var currentRoom = _map.GetPlayersCurrentRoom();
var currentEnemies = currentRoom.EnemiesInRoom;
foreach (var enemy in currentEnemies)
enemy.TakeDamage(20, elementType);
@@ -133,7 +135,7 @@ public class EffectService
if (_player.EquippedWeapon.Value.ItemName == string.Empty)
return;
var currentWeapon = _player.EquippedWeapon.Value;
var currentWeapon = (Weapon)_player.EquippedWeapon.Value;
currentWeapon.IncreaseWeaponAttack(1);
}
@@ -142,7 +144,7 @@ public class EffectService
if (_player.EquippedArmor.Value.ItemName == string.Empty)
return;
var currentArmor = _player.EquippedArmor.Value;
var currentArmor = (Armor)_player.EquippedArmor.Value;
currentArmor.IncreaseArmorDefense(1);
}

View File

@@ -1,14 +0,0 @@
using Chickensoft.Introspection;
using Chickensoft.Serialization;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
[Meta, Id("equipable_item")]
public abstract partial class EquipableItem : InventoryItem
{
public abstract ItemTag ItemTag { get; }
[Save("equipable_item_is_equipped")]
public bool IsEquipped { get; set; }
}

View File

@@ -1,11 +1,13 @@
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using Zennysoft.Game.Abstractions;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
[Meta(typeof(IAutoNode))]
public partial class Restorative : Node3D
public partial class Restorative : Node3D, IHealthPack
{
public override void _Notification(int what) => this.Notify(what);
@@ -13,7 +15,7 @@ public partial class Restorative : Node3D
[Node] public Area3D Pickup { get; set; } = default!;
public int VTRestoreAmount => 4;
public double RestoreAmount => 4;
public void OnReady()
{

View File

@@ -11,15 +11,17 @@ namespace Zennysoft.Game.Ma;
public interface IMap : INode3D, IProvide<ISaveChunk<MapData>>
{
public void LoadMap();
void LoadMap();
public List<string> FloorScenes { get; }
List<string> FloorScenes { get; }
public IDungeonFloor CurrentFloor { get; }
IDungeonFloor CurrentFloor { get; }
public void SpawnNextFloor();
void SpawnNextFloor();
public Transform3D GetPlayerSpawnPosition();
Transform3D GetPlayerSpawnPosition();
IDungeonRoom GetPlayersCurrentRoom();
}
@@ -95,6 +97,13 @@ public partial class Map : Node3D, IMap
Game.NextFloorLoaded();
}
public IDungeonRoom GetPlayersCurrentRoom()
{
var rooms = CurrentFloor.Rooms;
var playersRoom = rooms.SingleOrDefault(x => x.IsPlayerInRoom);
return playersRoom;
}
public Transform3D GetPlayerSpawnPosition() => CurrentFloor.GetPlayerSpawnPoint();
private void LoadFloor()

View File

@@ -1,6 +1,7 @@
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;

View File

@@ -2,6 +2,7 @@
using Chickensoft.Introspection;
using Godot;
using System.Collections.Immutable;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;

View File

@@ -1,65 +0,0 @@
using Chickensoft.AutoInject;
using Chickensoft.Collections;
using Chickensoft.SaveFileBuilder;
using Godot;
using Zennysoft.Game.Abstractions;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
public interface IPlayer : IKillable, IProvide<ISaveChunk<PlayerData>>
{
public void Attack();
public void PlayerPause();
public void TakeDamage(double damage, ElementType elementType = ElementType.None, bool isCriticalHit = false);
public void Knockback(float impulse);
public void GainExp(double 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 IInventory 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);
}

View File

@@ -1,4 +1,4 @@
using Chickensoft.AutoInject;
using Chickensoft.AutoInject;
using Chickensoft.Collections;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
@@ -13,7 +13,7 @@ using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
[Meta(typeof(IAutoNode))]
public partial class Player : CharacterBody3D, IPlayer
public partial class Player : CharacterBody3D, IPlayer, IProvide<ISaveChunk<PlayerData>>
{
#region Dependency Injection
public override void _Notification(int what) => this.Notify(what);
@@ -36,14 +36,14 @@ public partial class Player : CharacterBody3D, IPlayer
public IInventory Inventory { get; private set; } = default!;
public IAutoProp<Weapon> EquippedWeapon => _equippedWeapon;
private AutoProp<Weapon> _equippedWeapon { get; set; } = new AutoProp<Weapon>(new Weapon());
public IAutoProp<EquipableItem> EquippedWeapon => _equippedWeapon;
private AutoProp<EquipableItem> _equippedWeapon { get; set; } = new AutoProp<EquipableItem>(new Weapon());
public IAutoProp<Armor> EquippedArmor => _equippedArmor;
private AutoProp<Armor> _equippedArmor { get; set; } = new AutoProp<Armor>(new Armor());
public IAutoProp<EquipableItem> EquippedArmor => _equippedArmor;
private AutoProp<EquipableItem> _equippedArmor { get; set; } = new AutoProp<EquipableItem>(new Armor());
public IAutoProp<Accessory> EquippedAccessory => _equippedAccessory;
private AutoProp<Accessory> _equippedAccessory { get; set; } = new AutoProp<Accessory>(new Accessory());
public IAutoProp<EquipableItem> EquippedAccessory => _equippedAccessory;
private AutoProp<EquipableItem> _equippedAccessory { get; set; } = new AutoProp<EquipableItem>(new Accessory());
private PlayerLogic.Settings Settings { get; set; } = default!;
@@ -106,513 +106,506 @@ public partial class Player : CharacterBody3D, IPlayer
#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 }
};
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()
{
var container = new SimpleInjector.Container();
container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton);
container.Verify();
var container = new SimpleInjector.Container();
container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton);
container.Verify();
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
});
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();
Inventory = new Inventory();
PlayerLogic = container.GetInstance<IPlayerLogic>();
PlayerLogic.Set(this as IPlayer);
PlayerLogic.Set(Settings);
PlayerLogic.Set(Stats);
PlayerLogic.Set(_gameRepo);
PlayerLogic = container.GetInstance<IPlayerLogic>();
PlayerLogic.Set(this as IPlayer);
PlayerLogic.Set(Settings);
PlayerLogic.Set(Stats);
PlayerLogic.Set(_gameRepo);
var defaultWeapon = new Weapon();
defaultWeapon.Stats = _defaultWeapon;
var defaultArmor = new Armor();
defaultArmor.Stats = _defaultArmor;
Inventory.TryAdd(defaultWeapon);
Inventory.TryAdd(defaultArmor);
var defaultWeapon = new Weapon();
defaultWeapon.Stats = _defaultWeapon;
var defaultArmor = new Armor();
defaultArmor.Stats = _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;
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);
Equip(defaultWeapon);
Equip(defaultArmor);
HealthTimer.WaitTime = _healthTimerWaitTime;
HealthTimer.Timeout += OnHealthTimerTimeout;
Hitbox.AreaEntered += Hitbox_AreaEntered;
CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
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;
}
);
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 = PlayerLogic.Bind();
PlayerBinding
.Handle((in PlayerLogic.Output.Animations.Attack output) =>
{
if (PlayerIsHittingGeometry())
{
AnimationPlayer.Play("hit_wall");
_gameRepo.OnPlayerAttackedWall();
}
else
{
var attackSpeed = EquippedWeapon.Value.AttackSpeed;
AnimationPlayer.SetSpeedScale((float)attackSpeed);
AnimationPlayer.Play("attack");
_gameRepo.OnPlayerAttack();
}
})
.Handle((in PlayerLogic.Output.ThrowItem output) =>
{
})
.Handle((in PlayerLogic.Output.Move output) =>
{
Move(output.delta);
});
PlayerBinding
.Handle((in PlayerLogic.Output.Animations.Attack output) =>
{
if (PlayerIsHittingGeometry())
{
AnimationPlayer.Play("hit_wall");
_gameRepo.OnPlayerAttackedWall();
}
else
{
var attackSpeed = ((Weapon)EquippedWeapon.Value).AttackSpeed;
AnimationPlayer.SetSpeedScale((float)attackSpeed);
AnimationPlayer.Play("attack");
_gameRepo.OnPlayerAttack();
}
})
.Handle((in PlayerLogic.Output.ThrowItem output) =>
{
})
.Handle((in PlayerLogic.Output.Move output) =>
{
Move(output.delta);
});
GameChunk.AddChunk(PlayerChunk);
GameChunk.AddChunk(PlayerChunk);
PlayerLogic.Start();
this.Provide();
PlayerLogic.Start();
this.Provide();
}
public void OnReady()
{
SetPhysicsProcess(true);
SwordSlashAnimation.Position = GetViewport().GetVisibleRect().Size / 2;
SetPhysicsProcess(true);
SwordSlashAnimation.Position = GetViewport().GetVisibleRect().Size / 2;
}
#endregion
public void Attack()
{
PlayerLogic.Input(new PlayerLogic.Input.Attack());
PlayerLogic.Input(new PlayerLogic.Input.Attack());
}
public void PlayerPause()
{
Game.TogglePause();
}
public IDungeonRoom GetCurrentRoom()
{
var rooms = Game.CurrentFloor.Rooms;
var playersRoom = rooms.SingleOrDefault(x => x.IsPlayerInRoom);
return playersRoom;
Game.TogglePause();
}
public void RaiseHP(int amountToRaise)
{
Stats.SetMaximumHP(Stats.MaximumHP.Value + amountToRaise);
Stats.SetCurrentHP(Stats.MaximumHP.Value);
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXHP Up.");
Stats.SetMaximumHP(Stats.MaximumHP.Value + amountToRaise);
Stats.SetCurrentHP(Stats.MaximumHP.Value);
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXHP Up.");
}
public void HealHP(int amountToRestore)
{
Stats.SetCurrentHP(Stats.CurrentHP.Value + amountToRestore);
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
_gameRepo.AnnounceMessageInInventory($"{raiseString}HP Restored.");
Stats.SetCurrentHP(Stats.CurrentHP.Value + amountToRestore);
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
_gameRepo.AnnounceMessageInInventory($"{raiseString}HP Restored.");
}
public void RaiseVT(int amountToRaise)
{
if (Stats.CurrentVT == Stats.MaximumVT)
{
Stats.SetMaximumVT(Stats.MaximumVT.Value + amountToRaise);
Stats.SetCurrentVT(Stats.MaximumVT.Value);
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXVT Up.");
}
if (Stats.CurrentVT == Stats.MaximumVT)
{
Stats.SetMaximumVT(Stats.MaximumVT.Value + amountToRaise);
Stats.SetCurrentVT(Stats.MaximumVT.Value);
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXVT Up.");
}
}
public void HealVT(int amountToRestore)
{
Stats.SetCurrentVT(Stats.CurrentVT.Value + amountToRestore);
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
_gameRepo.AnnounceMessageInInventory($"{raiseString}VT Restored.");
Stats.SetCurrentVT(Stats.CurrentVT.Value + amountToRestore);
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
_gameRepo.AnnounceMessageInInventory($"{raiseString}VT Restored.");
}
public void ModifyBonusAttack(int amount)
{
Stats.SetBonusAttack(Stats.BonusAttack.Value + amount);
Stats.SetBonusAttack(Stats.BonusAttack.Value + amount);
}
public void ModifyBonusDefense(int amount)
{
Stats.SetBonusDefense(Stats.BonusDefense.Value + amount);
Stats.SetBonusDefense(Stats.BonusDefense.Value + amount);
}
public void ModifyMaximumHP(int amount)
{
Stats.SetMaximumHP(Stats.MaximumHP.Value + amount);
Stats.SetMaximumHP(Stats.MaximumHP.Value + amount);
}
public void ModifyMaximumVT(int amount)
{
Stats.SetMaximumVT(Stats.MaximumVT.Value + amount);
Stats.SetMaximumVT(Stats.MaximumVT.Value + amount);
}
public void ModifyBonusLuck(double amount)
{
Stats.SetLuck(Stats.Luck.Value + amount);
Stats.SetLuck(Stats.Luck.Value + amount);
}
public void Move(float delta)
{
var rawInput = GlobalInputVector;
var strafeLeftInput = LeftStrafeInputVector;
var strafeRightInput = RightStrafeInputVector;
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();
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;
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);
}
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();
_knockbackStrength = impulse;
_knockbackDirection = GlobalBasis.Z.Normalized();
}
public void GainExp(double expGained)
{
Stats.SetCurrentExp(Stats.CurrentExp.Value + 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);
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.Die());
public override void _UnhandledInput(InputEvent @event)
{
if (@event.IsActionPressed(GameInputs.Pause))
PlayerPause();
if (@event.IsActionPressed(GameInputs.Pause))
PlayerPause();
if (@event.IsActionPressed(GameInputs.Attack))
Attack();
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));
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.");
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 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);
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 };
}
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);
}
get
{
return Input.GetActionStrength(GameInputs.StrafeLeft);
}
}
private static float RightStrafeInputVector
{
get
{
return Input.GetActionStrength(GameInputs.StrafeRight);
}
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;
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)
{
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
}
private void OnExitTree()
{
PlayerLogic.Stop();
PlayerBinding.Dispose();
AnimationPlayer.AnimationFinished -= OnAnimationFinished;
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.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);
if (Stats.CurrentVT.Value > 0)
{
if (((Accessory)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)
private void EquippedWeapon_Sync(EquipableItem obj)
{
ModifyBonusAttack(obj.Damage);
ModifyBonusAttack(((Weapon)obj).Damage);
}
private void EquippedArmor_Sync(Armor obj)
private void EquippedArmor_Sync(EquipableItem obj)
{
ModifyBonusDefense(obj.Defense);
ModifyBonusDefense(((Armor)obj).Defense);
}
private void EquippedAccessory_Sync(Accessory accessory)
private void EquippedAccessory_Sync(EquipableItem accessory)
{
ModifyMaximumHP(accessory.MaxHPUp);
ModifyMaximumVT(accessory.MaxVTUp);
ModifyBonusAttack(accessory.ATKUp);
ModifyBonusDefense(accessory.DEFUp);
ModifyBonusLuck(accessory.LuckUp);
ModifyMaximumHP(((Accessory)accessory).MaxHPUp);
ModifyMaximumVT(((Accessory)accessory).MaxVTUp);
ModifyBonusAttack(((Accessory)accessory).ATKUp);
ModifyBonusDefense(((Accessory)accessory).DEFUp);
ModifyBonusLuck(((Accessory)accessory).LuckUp);
}
private void CurrentHP_Sync(int newHealth)
{
if (newHealth <= 0)
Die();
if (newHealth <= 0)
Die();
}
private void CurrentEXP_Sync(double newExp)
{
if (Stats.CurrentExp.Value >= Stats.ExpToNextLevel.Value)
LevelUp();
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);
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);
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;
var attackValue = Stats.CurrentAttack.Value + Stats.BonusAttack.Value;
var ignoreElementalResistance = ((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.IgnoreAffinity;
var isCriticalHit = BattleExtensions.IsCriticalHit(Stats.Luck.Value);
var element = ((Weapon)EquippedWeapon.Value).WeaponElement;
enemy.TakeDamage(
attackValue * EquippedWeapon.Value.ElementalDamageBonus,
element,
isCriticalHit,
false,
ignoreElementalResistance);
enemy.TakeDamage(
attackValue * ((Weapon)EquippedWeapon.Value).ElementalDamageBonus,
element,
isCriticalHit,
false,
ignoreElementalResistance);
if (EquippedWeapon.Value.WeaponTag == WeaponTag.Knockback)
enemy.Knockback(0.3f, -CurrentBasis.Z.Normalized());
if (((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.Knockback)
enemy.Knockback(0.3f, -CurrentBasis.Z.Normalized());
}
private void CollisionDetector_AreaEntered(Area3D area)
{
if (area.GetParent() is InventoryItem inventoryItem)
{
var isAdded = Inventory.TryAdd(inventoryItem);
if (isAdded)
{
_gameRepo.AnnounceMessageOnMainScreen($"{inventoryItem.ItemName} picked up.");
inventoryItem.QueueFree();
}
else
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {inventoryItem.ItemName}.");
}
if (area.GetParent() is DroppedItem droppedItem)
{
var isAdded = Inventory.TryAdd(droppedItem.Item);
if (isAdded)
{
_gameRepo.AnnounceMessageOnMainScreen($"{droppedItem.Item.ItemName} picked up.");
droppedItem.QueueFree();
}
else
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {droppedItem.Item.ItemName}.");
}
if (area.GetParent() is InventoryItem inventoryItem)
{
var isAdded = Inventory.TryAdd(inventoryItem);
if (isAdded)
{
_gameRepo.AnnounceMessageOnMainScreen($"{inventoryItem.ItemName} picked up.");
inventoryItem.QueueFree();
}
else
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {inventoryItem.ItemName}.");
}
if (area.GetParent() is DroppedItem droppedItem)
{
var isAdded = Inventory.TryAdd(droppedItem.Item);
if (isAdded)
{
_gameRepo.AnnounceMessageOnMainScreen($"{droppedItem.Item.ItemName} picked up.");
droppedItem.QueueFree();
}
else
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {droppedItem.Item.ItemName}.");
}
}
private bool PlayerIsHittingGeometry()
{
var collisions = WallCheck.GetCollidingBodies();
return collisions.Count > 0;
var collisions = WallCheck.GetCollidingBodies();
return collisions.Count > 0;
}
private void WallCheck_BodyEntered(Node body)
{
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
GD.Print("Hit wall");
AnimationPlayer.Stop();
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
GD.Print("Hit wall");
AnimationPlayer.Stop();
}
}

File diff suppressed because one or more lines are too long

View File

@@ -1,4 +1,4 @@
namespace Zennysoft.Game.Ma;
namespace Zennysoft.Game.Abstractions;
public interface IKillable
{

View File

@@ -2,6 +2,7 @@ using Chickensoft.AutoInject;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using Godot;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;