Implement plasma sword instakill

This commit is contained in:
2026-02-09 23:01:52 -08:00
parent bfaa324e6a
commit aba325ff2b
12 changed files with 273 additions and 219 deletions

View File

@@ -15,301 +15,301 @@ public class EffectService
public EffectService(IGame game, IPlayer player, IMap map)
{
_game = game;
_player = player;
_map = map;
_game = game;
_player = player;
_map = map;
}
public void TeleportEnemiesToCurrentRoom()
{
var currentFloor = _game.CurrentFloor;
var rooms = currentFloor.Rooms;
var currentRoom = _map.GetPlayersCurrentRoom();
var currentFloor = _game.CurrentFloor;
var rooms = currentFloor.Rooms;
var currentRoom = _map.GetPlayersCurrentRoom();
if (currentRoom is not MonsterRoom)
return;
if (currentRoom is not MonsterRoom)
return;
var validRooms = rooms.OfType<MonsterRoom>().ToList();
if (currentRoom is MonsterRoom monsterRoom)
validRooms.Remove(monsterRoom);
var validRooms = rooms.OfType<MonsterRoom>().ToList();
if (currentRoom is MonsterRoom monsterRoom)
validRooms.Remove(monsterRoom);
var currentMonsterRoom = (MonsterRoom)currentRoom;
var currentMonsterRoom = (MonsterRoom)currentRoom;
var enemyList = validRooms.SelectMany(x => x.GetEnemiesInCurrentRoom()).OfType<Enemy>();
var enemyList = validRooms.SelectMany(x => x.GetEnemiesInCurrentRoom()).OfType<Enemy>();
foreach (var enemy in enemyList)
enemy.MoveEnemyToNewRoom(currentMonsterRoom);
foreach (var enemy in enemyList)
enemy.MoveEnemyToNewRoom(currentMonsterRoom);
}
public void KillHalfEnemiesInRoom()
{
var currentRoom = _map.GetPlayersCurrentRoom();
if (currentRoom is not MonsterRoom)
return;
var currentRoom = _map.GetPlayersCurrentRoom();
if (currentRoom is not MonsterRoom)
return;
var currentMonsterRoom = (MonsterRoom)currentRoom;
var enemyList = currentMonsterRoom.GetEnemiesInCurrentRoom().OfType<Enemy>().ToList();
var enemiesToKill = enemyList.Count / 2;
for (var i = 0; i < enemiesToKill; i++)
enemyList[i].Die();
var currentMonsterRoom = (MonsterRoom)currentRoom;
var enemyList = currentMonsterRoom.GetEnemiesInCurrentRoom().OfType<Enemy>().ToList();
var enemiesToKill = enemyList.Count / 2;
for (var i = 0; i < enemiesToKill; i++)
enemyList[i].Die();
}
public void TurnAllEnemiesInRoomIntoHealingItem()
{
var currentRoom = _map.GetPlayersCurrentRoom();
var currentRoom = _map.GetPlayersCurrentRoom();
if (currentRoom is not MonsterRoom)
return;
if (currentRoom is not MonsterRoom)
return;
var currentEnemies = currentRoom.EnemiesInRoom.OfType<Enemy>().ToList();
foreach (var enemy in currentEnemies)
{
enemy.OnMorph();
DropHealingItem(enemy.GlobalPosition);
}
if (currentEnemies.Any())
SfxDatabase.Instance.Play(SoundEffect.TurnAllEnemiesIntoHealingItems);
var currentEnemies = currentRoom.EnemiesInRoom.OfType<Enemy>().ToList();
foreach (var enemy in currentEnemies)
{
enemy.OnMorph();
DropHealingItem(enemy.GlobalPosition);
}
if (currentEnemies.Any())
SfxDatabase.Instance.Play(SoundEffect.TurnAllEnemiesIntoHealingItems);
}
public void DropHealingItem(Vector3 vector)
{
var consumableFolder = "res://src/items/consumable";
var restorativeScene = GD.Load<PackedScene>($"{consumableFolder}/ConsumableItem.tscn");
var consumable = restorativeScene.Instantiate<ConsumableItem>();
var resourceFiles = DirAccess.GetFilesAt($"{consumableFolder}/resources");
var rng = new RandomNumberGenerator();
rng.Randomize();
var randomResource = resourceFiles[rng.RandiRange(0, resourceFiles.Length - 1)];
var randomFile = ResourceLoader.Load<ConsumableItemStats>($"{consumableFolder}/resources/{randomResource}");
consumable.Stats = randomFile;
_game.AddChild(consumable);
consumable.GlobalPosition = vector;
var consumableFolder = "res://src/items/consumable";
var restorativeScene = GD.Load<PackedScene>($"{consumableFolder}/ConsumableItem.tscn");
var consumable = restorativeScene.Instantiate<ConsumableItem>();
var resourceFiles = DirAccess.GetFilesAt($"{consumableFolder}/resources");
var rng = new RandomNumberGenerator();
rng.Randomize();
var randomResource = resourceFiles[rng.RandiRange(0, resourceFiles.Length - 1)];
var randomFile = ResourceLoader.Load<ConsumableItemStats>($"{consumableFolder}/resources/{randomResource}".TrimSuffix(".remap"));
consumable.Stats = randomFile;
_game.AddChild(consumable);
consumable.GlobalPosition = vector;
}
public void HealAllEnemiesAndPlayerInRoomToFull()
{
var currentRoom = _map.GetPlayersCurrentRoom();
var currentRoom = _map.GetPlayersCurrentRoom();
if (currentRoom is not MonsterRoom)
return;
if (currentRoom is not MonsterRoom)
return;
currentRoom.EnemiesInRoom.ForEach(e => e.HealthComponent.SetCurrentHealth(e.HealthComponent.MaximumHP.Value));
_player.HealthComponent.SetCurrentHealth(_player.HealthComponent.MaximumHP.Value);
currentRoom.EnemiesInRoom.ForEach(e => e.HealthComponent.SetCurrentHealth(e.HealthComponent.MaximumHP.Value));
_player.HealthComponent.SetCurrentHealth(_player.HealthComponent.MaximumHP.Value);
}
public void AbsorbHPFromAllEnemiesInRoom()
{
var currentRoom = _map.GetPlayersCurrentRoom();
var currentRoom = _map.GetPlayersCurrentRoom();
if (currentRoom is not MonsterRoom)
return;
if (currentRoom is not MonsterRoom)
return;
var currentEnemies = currentRoom.EnemiesInRoom;
var hpToAbsorb = 0.0;
foreach (var enemy in currentEnemies)
{
var absorbAmount = enemy.HealthComponent.MaximumHP.Value * 0.05;
enemy.HealthComponent.Damage((int)absorbAmount);
hpToAbsorb += absorbAmount;
enemy.OnAbsorb();
}
_player.HealthComponent.Heal((int)hpToAbsorb);
GD.Print("HP to absorb: " + hpToAbsorb);
var currentEnemies = currentRoom.EnemiesInRoom;
var hpToAbsorb = 0.0;
foreach (var enemy in currentEnemies)
{
var absorbAmount = enemy.HealthComponent.MaximumHP.Value * 0.05;
enemy.HealthComponent.Damage((int)absorbAmount);
hpToAbsorb += absorbAmount;
enemy.OnAbsorb();
}
_player.HealthComponent.Heal((int)hpToAbsorb);
GD.Print("HP to absorb: " + hpToAbsorb);
}
public void DealElementalDamageToAllEnemiesInRoom(ElementType elementType)
{
var currentRoom = _map.GetPlayersCurrentRoom();
var currentRoom = _map.GetPlayersCurrentRoom();
if (currentRoom is not MonsterRoom)
return;
if (currentRoom is not MonsterRoom)
return;
var currentEnemies = currentRoom.EnemiesInRoom;
foreach (var enemy in currentEnemies)
{
var damageDealt = DamageCalculator.CalculateDamage(new AttackData(20, elementType), 10, enemy.ElementalResistanceSet);
enemy.HealthComponent.Damage(damageDealt);
}
var currentEnemies = currentRoom.EnemiesInRoom;
foreach (var enemy in currentEnemies)
{
var damageDealt = DamageCalculator.CalculateDamage(new AttackData(20, elementType), 10, enemy.ElementalResistanceSet);
enemy.HealthComponent.Damage(damageDealt);
}
}
public void SwapHPandVT()
{
var oldHp = _player.HealthComponent.CurrentHP.Value;
var oldVt = _player.VTComponent.CurrentVT.Value;
var oldHp = _player.HealthComponent.CurrentHP.Value;
var oldVt = _player.VTComponent.CurrentVT.Value;
_player.HealthComponent.SetCurrentHealth(oldVt);
_player.VTComponent.SetVT(oldHp);
SfxDatabase.Instance.Play(SoundEffect.SwapHPAndVT);
_player.HealthComponent.SetCurrentHealth(oldVt);
_player.VTComponent.SetVT(oldHp);
SfxDatabase.Instance.Play(SoundEffect.SwapHPAndVT);
}
public void RandomEffect(EffectItem item)
{
var itemEffects = Enum.GetValues<UsableItemTag>().ToList();
itemEffects.Remove(UsableItemTag.RandomEffect);
itemEffects.Remove(UsableItemTag.None);
var randomEffect = new Godot.Collections.Array<UsableItemTag>(itemEffects).PickRandom();
item.SetEffectTag(randomEffect);
_game.UseItem(item);
var itemEffects = Enum.GetValues<UsableItemTag>().ToList();
itemEffects.Remove(UsableItemTag.RandomEffect);
itemEffects.Remove(UsableItemTag.None);
var randomEffect = new Godot.Collections.Array<UsableItemTag>(itemEffects).PickRandom();
item.SetEffectTag(randomEffect);
_game.UseItem(item);
}
public void RaiseCurrentWeaponAttack()
{
if (string.IsNullOrEmpty(_player.EquipmentComponent.EquippedWeapon.Value.ItemName))
return;
if (string.IsNullOrEmpty(_player.EquipmentComponent.EquippedWeapon.Value.ItemName))
return;
var currentWeapon = (Weapon)_player.EquipmentComponent.EquippedWeapon.Value;
currentWeapon.IncreaseWeaponAttack(1);
SfxDatabase.Instance.Play(SoundEffect.IncreaseStat);
var currentWeapon = (Weapon)_player.EquipmentComponent.EquippedWeapon.Value;
currentWeapon.IncreaseWeaponAttack(1);
SfxDatabase.Instance.Play(SoundEffect.IncreaseStat);
}
public void RaiseCurrentArmorDefense()
{
if (string.IsNullOrEmpty(_player.EquipmentComponent.EquippedArmor.Value.ItemName))
return;
if (string.IsNullOrEmpty(_player.EquipmentComponent.EquippedArmor.Value.ItemName))
return;
var currentArmor = (Armor)_player.EquipmentComponent.EquippedArmor.Value;
currentArmor.IncreaseArmorDefense(1);
SfxDatabase.Instance.Play(SoundEffect.IncreaseStat);
var currentArmor = (Armor)_player.EquipmentComponent.EquippedArmor.Value;
currentArmor.IncreaseArmorDefense(1);
SfxDatabase.Instance.Play(SoundEffect.IncreaseStat);
}
public void RaiseLevel() => _player.LevelUp();
public void TeleportToRandomRoom(IEnemy enemy)
{
var currentFloor = _game.CurrentFloor;
var rooms = currentFloor.Rooms;
var currentRoom = enemy.GetCurrentRoom(rooms);
var validRooms = rooms.OfType<MonsterRoom>().ToList();
if (currentRoom is MonsterRoom currentMonsterRoom)
validRooms.Remove(currentMonsterRoom);
var currentFloor = _game.CurrentFloor;
var rooms = currentFloor.Rooms;
var currentRoom = enemy.GetCurrentRoom(rooms);
var validRooms = rooms.OfType<MonsterRoom>().ToList();
if (currentRoom is MonsterRoom currentMonsterRoom)
validRooms.Remove(currentMonsterRoom);
if (validRooms.Count == 0)
return;
if (validRooms.Count == 0)
return;
var roomsGodotCollection = new Godot.Collections.Array<MonsterRoom>(validRooms);
var randomRoom = roomsGodotCollection.PickRandom();
var roomsGodotCollection = new Godot.Collections.Array<MonsterRoom>(validRooms);
var randomRoom = roomsGodotCollection.PickRandom();
enemy.MoveEnemyToNewRoom(randomRoom);
enemy.MoveEnemyToNewRoom(randomRoom);
}
public void TeleportToRandomRoom(IPlayer player)
{
var currentFloor = _game.CurrentFloor;
var rooms = currentFloor.Rooms;
var currentFloor = _game.CurrentFloor;
var rooms = currentFloor.Rooms;
var currentRoom = rooms.SingleOrDefault(x => x.IsPlayerInRoom);
var currentRoom = rooms.SingleOrDefault(x => x.IsPlayerInRoom);
var validRooms = rooms.OfType<MonsterRoom>().ToList();
if (currentRoom is MonsterRoom currentMonsterRoom)
validRooms.Remove(currentMonsterRoom);
var validRooms = rooms.OfType<MonsterRoom>().ToList();
if (currentRoom is MonsterRoom currentMonsterRoom)
validRooms.Remove(currentMonsterRoom);
if (validRooms.Count == 0)
return;
if (validRooms.Count == 0)
return;
var roomsGodotCollection = new Godot.Collections.Array<MonsterRoom>(validRooms);
var randomRoom = roomsGodotCollection.PickRandom();
var spawnPoint = randomRoom.PlayerSpawn;
player.TeleportPlayer((spawnPoint.Rotation, new Vector3(spawnPoint.Position.X, 0, spawnPoint.Position.Z)));
SfxDatabase.Instance.Play(SoundEffect.TeleportToRandomRoom);
var roomsGodotCollection = new Godot.Collections.Array<MonsterRoom>(validRooms);
var randomRoom = roomsGodotCollection.PickRandom();
var spawnPoint = randomRoom.PlayerSpawn;
player.TeleportPlayer((spawnPoint.Rotation, new Vector3(spawnPoint.Position.X, 0, spawnPoint.Position.Z)));
SfxDatabase.Instance.Play(SoundEffect.TeleportToRandomRoom);
}
public void ChangeAffinity(ThrowableItem throwableItem)
{
var maximumElements = Enum.GetNames(typeof(ElementType)).Length;
var newElement = ((int)throwableItem.ElementType + 1) % maximumElements;
throwableItem.SetElementType((ElementType)newElement);
var maximumElements = Enum.GetNames(typeof(ElementType)).Length;
var newElement = ((int)throwableItem.ElementType + 1) % maximumElements;
throwableItem.SetElementType((ElementType)newElement);
// TODO: Make this an inventory animation to cycle through elements.
throwableItem.SetDescription(
$"Inflicts {throwableItem.ElementType} damage when thrown." +
$"{System.Environment.NewLine}Use item to change Affinity.");
// TODO: Make this an inventory animation to cycle through elements.
throwableItem.SetDescription(
$"Inflicts {throwableItem.ElementType} damage when thrown." +
$"{System.Environment.NewLine}Use item to change Affinity.");
throwableItem.SetCount(throwableItem.Count + 1);
throwableItem.SetCount(throwableItem.Count + 1);
}
public void WarpToExit()
{
var exitRoom = _game.CurrentFloor.Rooms.OfType<ExitRoom>().Single();
if (exitRoom.PlayerDiscoveredRoom)
{
SfxDatabase.Instance.Play(SoundEffect.TeleportToExit);
_player.TeleportPlayer((exitRoom.PlayerSpawn.Rotation, exitRoom.PlayerSpawn.Position));
}
var exitRoom = _game.CurrentFloor.Rooms.OfType<ExitRoom>().Single();
if (exitRoom.PlayerDiscoveredRoom)
{
SfxDatabase.Instance.Play(SoundEffect.TeleportToExit);
_player.TeleportPlayer((exitRoom.PlayerSpawn.Rotation, exitRoom.PlayerSpawn.Position));
}
}
public void DamagesPlayer(int damage)
{
_player.TakeDamage(new AttackData(damage, ElementType.None, true, true));
_player.TakeDamage(new AttackData(damage, ElementType.None, true, true));
}
public void RerollItem(InventoryItem itemToReroll)
{
var itemReroller = new ItemReroller(ItemDatabase.Instance);
itemReroller.RerollItem(itemToReroll, _player.Inventory);
var itemReroller = new ItemReroller(ItemDatabase.Instance);
itemReroller.RerollItem(itemToReroll, _player.Inventory);
}
public T GetRandomItemOfType<T>(T itemToExclude = null)
where T : InventoryItem => ItemDatabase.Instance.PickItem(itemToExclude);
where T : InventoryItem => ItemDatabase.Instance.PickItem(itemToExclude);
public void RandomSpell()
{
throw new NotImplementedException("Spells not implemented yet.");
throw new NotImplementedException("Spells not implemented yet.");
}
public void DropTo1HPAndGainRareItem<T>()
where T : InventoryItem
where T : InventoryItem
{
_player.HealthComponent.SetCurrentHealth(1);
_player.Inventory.TryAdd(ItemDatabase.Instance.PickRareItem<T>());
_player.HealthComponent.SetCurrentHealth(1);
_player.Inventory.TryAdd(ItemDatabase.Instance.PickRareItem<T>());
}
public void TradeRandomItem<T>(BoxItem box)
where T : InventoryItem
where T : InventoryItem
{
var tradableItems = _player.Inventory.Items.OfType<T>().Where(x => x != box).ToList();
var tradableItems = _player.Inventory.Items.OfType<T>().Where(x => x != box).ToList();
var rng = new RandomNumberGenerator();
rng.Randomize();
var randomIndex = rng.RandiRange(0, tradableItems.Count - 1);
var randomItem = tradableItems[randomIndex];
if (randomItem is EquipableItem equipableItem)
{
if (_player.EquipmentComponent.IsItemEquipped(equipableItem))
_player.Unequip(equipableItem);
}
_player.Inventory.Remove(randomItem);
var rng = new RandomNumberGenerator();
rng.Randomize();
var randomIndex = rng.RandiRange(0, tradableItems.Count - 1);
var randomItem = tradableItems[randomIndex];
if (randomItem is EquipableItem equipableItem)
{
if (_player.EquipmentComponent.IsItemEquipped(equipableItem))
_player.Unequip(equipableItem);
}
_player.Inventory.Remove(randomItem);
GetRandomItemOfType<T>();
GetRandomItemOfType<T>();
}
public IEnumerable<InventoryItem> TradeAllRandomItems<T>(BoxItem box)
where T : InventoryItem
where T : InventoryItem
{
var newInventory = new List<InventoryItem>();
var items = _player.Inventory.Items.OfType<T>().Where(x => x != box).ToList();
foreach (var item in items)
newInventory.Add(GetRandomItemOfType<T>());
var newInventory = new List<InventoryItem>();
var items = _player.Inventory.Items.OfType<T>().Where(x => x != box).ToList();
foreach (var item in items)
newInventory.Add(GetRandomItemOfType<T>());
return newInventory;
return newInventory;
}
public void GetUnobtainedItem()
{
var pickableItems = ItemDatabase.Instance.Items.Except(_player.Inventory.Items).ToList();
var rng = new RandomNumberGenerator();
rng.Randomize();
var randomIndex = rng.RandiRange(0, pickableItems.Count - 1);
var selectedItem = pickableItems[randomIndex];
var pickableItems = ItemDatabase.Instance.Items.Except(_player.Inventory.Items).ToList();
var rng = new RandomNumberGenerator();
rng.Randomize();
var randomIndex = rng.RandiRange(0, pickableItems.Count - 1);
var selectedItem = pickableItems[randomIndex];
if (selectedItem is ThrowableItem throwableItem)
throwableItem.SetCount(rng.RandiRange(throwableItem.Stats.MinimumCount, throwableItem.Stats.MaximumCount));
if (selectedItem is ThrowableItem throwableItem)
throwableItem.SetCount(rng.RandiRange(throwableItem.Stats.MinimumCount, throwableItem.Stats.MaximumCount));
_player.Inventory.TryAdd(selectedItem);
_player.Inventory.TryAdd(selectedItem);
}
public void GetBasicItem<T>()
where T : InventoryItem
where T : InventoryItem
{
_player.Inventory.TryAdd(ItemDatabase.Instance.PickBasicItem<T>());
_player.Inventory.TryAdd(ItemDatabase.Instance.PickBasicItem<T>());
}
}