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

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()
{