Finish refactoring other than making sure bonuses appear on player stat side

This commit is contained in:
2024-09-12 04:26:29 -07:00
parent b4662a0c7b
commit af384d3ddb
11 changed files with 204 additions and 127 deletions

View File

@@ -2,6 +2,7 @@
using Chickensoft.Collections;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
using Chickensoft.SaveFileBuilder;
using Godot;
@@ -70,22 +71,21 @@ namespace GameJamDungeon
StateMachine = PlayerLogic,
Velocity = Velocity,
Inventory = new Inventory(),
CurrentHP = new AutoProp<int>(PlayerStatResource.CurrentHP),
MaximumHP = new AutoProp<int>(PlayerStatResource.MaximumHP),
CurrentVT = new AutoProp<int>(PlayerStatResource.CurrentVT),
MaximumVT = new AutoProp<int>(PlayerStatResource.MaximumVT),
CurrentAttack = new AutoProp<int>(PlayerStatResource.CurrentAttack),
MaxAttack = new AutoProp<int>(PlayerStatResource.MaxAttack),
CurrentDefense = new AutoProp<int>(PlayerStatResource.CurrentDefense),
MaxDefense = new AutoProp<int>(PlayerStatResource.MaxDefense),
CurrentExp = new AutoProp<int>(PlayerStatResource.CurrentExp),
ExpToNextLevel = new AutoProp<int>(PlayerStatResource.ExpToNextLevel),
CurrentLevel = new AutoProp<int>(PlayerStatResource.CurrentLevel),
BonusAttack = new AutoProp<int>(PlayerStatResource.BonusAttack),
BonusDefense = new AutoProp<int>(PlayerStatResource.BonusDefense),
Luck = new AutoProp<double>(PlayerStatResource.Luck)
};
PlayerData.SetCurrentHP(PlayerStatResource.CurrentHP);
PlayerData.SetMaximumHP(PlayerStatResource.MaximumHP);
PlayerData.SetCurrentVT(PlayerStatResource.CurrentVT);
PlayerData.SetMaximumVT(PlayerStatResource.MaximumVT);
PlayerData.SetCurrentAttack(PlayerStatResource.CurrentAttack);
PlayerData.SetMaxAttack(PlayerStatResource.MaxAttack);
PlayerData.SetCurrentDefense(PlayerStatResource.CurrentDefense);
PlayerData.SetMaxDefense(PlayerStatResource.MaxDefense);
PlayerData.SetCurrentExp(PlayerStatResource.CurrentExp);
PlayerData.SetCurrentLevel(PlayerStatResource.CurrentLevel);
PlayerData.SetExpToNextLevel(PlayerStatResource.ExpToNextLevel);
PlayerData.SetLuck(PlayerStatResource.Luck);
PlayerLogic = new PlayerLogic();
PlayerLogic.Set(this as IPlayer);
PlayerLogic.Set(Settings);
@@ -93,10 +93,7 @@ namespace GameJamDungeon
PlayerLogic.Set(GameRepo);
PlayerLogic.Set(PlayerData);
PlayerData.Inventory.EquippedWeapon.Sync += EquippedWeapon_Sync;
PlayerData.Inventory.EquippedArmor.Sync += EquippedArmor_Sync;
PlayerData.Inventory.EquippedAccessory.Sync += EquippedAccessory_Sync;
PlayerData.CurrentHP.Sync += CurrentHP_Sync;
}
@@ -130,6 +127,13 @@ namespace GameJamDungeon
CollisionDetector.AreaEntered += OnEnemyHitBoxEntered;
}
private void Inventory_AccessoryUnequipped(Accessory unequippedAccessory)
{
PlayerData.SetMaximumHP(PlayerData.MaximumHP.Value - unequippedAccessory.AccessoryInfo.MaxHPUp);
PlayerData.SetMaximumVT(PlayerData.MaximumVT.Value - unequippedAccessory.AccessoryInfo.MaxVTUp);
PlayerData.SetLuck(PlayerData.Luck.Value - unequippedAccessory.AccessoryInfo.LUCKUp);
}
public void OnReady()
{
SetPhysicsProcess(true);
@@ -213,39 +217,16 @@ namespace GameJamDungeon
private void OnHealthTimerTimeout()
{
if (PlayerData.CurrentVT.Value > 0)
PlayerData.CurrentVT.OnNext(PlayerData.CurrentVT.Value - 1);
PlayerData.SetCurrentVT(PlayerData.CurrentVT.Value - 1);
else
PlayerData.CurrentHP.OnNext(PlayerData.CurrentHP.Value - 1);
PlayerData.SetCurrentHP(PlayerData.CurrentHP.Value - 1);
}
private void EquippedAccessory_Sync(Accessory equippedItem)
{
PlayerData.BonusAttack.OnNext(PlayerData.BonusAttack.Value - PlayerData.Inventory.EquippedAccessory.Value.AccessoryInfo.ATKUp);
PlayerData.BonusDefense.OnNext(PlayerData.BonusDefense.Value - PlayerData.Inventory.EquippedAccessory.Value.AccessoryInfo.DEFUp);
PlayerData.MaximumHP.OnNext(PlayerData.MaximumHP.Value - PlayerData.Inventory.EquippedAccessory.Value.AccessoryInfo.MaxHPUp);
PlayerData.MaximumVT.OnNext(PlayerData.MaximumVT.Value - PlayerData.Inventory.EquippedAccessory.Value.AccessoryInfo.MaxVTUp);
PlayerData.Luck.OnNext(PlayerData.Luck.Value - PlayerData.Inventory.EquippedAccessory.Value.AccessoryInfo.LUCKUp);
PlayerData.BonusAttack.OnNext(PlayerData.BonusAttack.Value + equippedItem.AccessoryInfo.ATKUp);
PlayerData.BonusDefense.OnNext(PlayerData.BonusDefense.Value + equippedItem.AccessoryInfo.DEFUp);
PlayerData.MaximumHP.OnNext(PlayerData.MaximumHP.Value + equippedItem.AccessoryInfo.MaxHPUp);
PlayerData.MaximumVT.OnNext(PlayerData.MaximumVT.Value + equippedItem.AccessoryInfo.MaxVTUp);
PlayerData.Luck.OnNext(PlayerData.Luck.Value + equippedItem.AccessoryInfo.LUCKUp);
PlayerData.Inventory.Equip(equippedItem);
}
private void EquippedArmor_Sync(Armor equippedItem)
{
PlayerData.BonusDefense.OnNext(PlayerData.BonusDefense.Value - PlayerData.Inventory.EquippedArmor.Value.ArmorStats.Defense);
PlayerData.BonusDefense.OnNext(PlayerData.BonusDefense.Value + equippedItem.ArmorStats.Defense);
PlayerData.Inventory.Equip(equippedItem);
}
private void EquippedWeapon_Sync(Weapon equippedItem)
{
PlayerData.BonusAttack.OnNext(PlayerData.BonusAttack.Value - PlayerData.Inventory.EquippedWeapon.Value.WeaponStats.Damage);
PlayerData.BonusAttack.OnNext(PlayerData.BonusAttack.Value + equippedItem.WeaponStats.Damage);
PlayerData.Inventory.Equip(equippedItem);
PlayerData.SetMaximumHP(PlayerData.MaximumHP.Value + equippedItem.AccessoryInfo.MaxHPUp);
PlayerData.SetMaximumVT(PlayerData.MaximumVT.Value + equippedItem.AccessoryInfo.MaxVTUp);
PlayerData.SetLuck(PlayerData.Luck.Value + equippedItem.AccessoryInfo.LUCKUp);
}
private void OnEnemyHitBoxEntered(Area3D area)
@@ -259,8 +240,8 @@ namespace GameJamDungeon
var roll = rng.Randf();
if (roll <= enemy.EnemyStatResource.Luck)
isCriticalHit = true;
var damage = DamageCalculator.CalculateEnemyDamage(PlayerData.CurrentDefense.Value + PlayerData.BonusDefense.Value, enemy.EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedArmor.Value.ArmorStats, isCriticalHit);
PlayerData.CurrentHP.OnNext(PlayerData.CurrentHP.Value - Mathf.RoundToInt(damage));
var damage = DamageCalculator.CalculateEnemyDamage(PlayerData.CurrentDefense.Value + PlayerData.BonusDefense, enemy.EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedArmor.Value.ArmorStats, isCriticalHit);
PlayerData.SetCurrentHP(PlayerData.CurrentHP.Value - Mathf.RoundToInt(damage));
GD.Print($"Player hit for {damage} damage.");
}
}