Files
GameJamDungeon/Zennysoft.Game.Ma/src/player/Player.cs
Zenny 46402401b4 Add basic implementation for footsteps
Add disengage to eden pillar
Fix level up sound effect trigger
2025-11-26 02:33:03 -08:00

422 lines
12 KiB
C#

using Chickensoft.AutoInject;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using Godot;
using SimpleInjector;
using System;
using Zennysoft.Ma.Adapter;
using Zennysoft.Ma.Adapter.Entity;
namespace Zennysoft.Game.Ma;
[Meta(typeof(IAutoNode))]
public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
{
#region Dependency Injection
public override void _Notification(int what) => this.Notify(what);
IPlayer IProvide<IPlayer>.Value() => this;
private PlayerLogic.IBinding PlayerBinding { get; set; } = default!;
#endregion
public IHealthComponent HealthComponent { get; private set; }
public IVTComponent VTComponent { get; private set; }
public IAttackComponent AttackComponent { get; private set; }
public IDefenseComponent DefenseComponent { get; private set; }
public IExperiencePointsComponent ExperiencePointsComponent { get; private set; }
public ILuckComponent LuckComponent { get; private set; }
public IEquipmentComponent EquipmentComponent { get; private set; }
public Vector3 CurrentPosition => GlobalPosition;
public Basis CurrentBasis => Transform.Basis;
public IInventory Inventory { get; private set; } = default!;
public event Action PlayerDied;
private PlayerLogic.Settings Settings { get; set; } = default!;
private IPlayerLogic PlayerLogic { get; set; } = default!;
#region Exports
[ExportGroup("Movement")]
[Export(PropertyHint.Range, "0, 100, 0.1")]
public float RotationSpeed { get; set; } = 1.5f;
[Export(PropertyHint.Range, "0, 100, 0.1")]
public float MoveSpeed { get; set; } = 4f;
[Export(PropertyHint.Range, "0, 100, 0.1")]
public float Acceleration { get; set; } = 2f;
[ExportGroup("Player Stats")]
[Export(PropertyHint.Range, "1, 1000, 1")] public int InitialHP { get; set; } = 212;
[Export(PropertyHint.Range, "0, 1000, 1")] public int InitialVT { get; set; } = 116;
[Export(PropertyHint.Range, "1, 100, 1")] public int InitialAttack { get; set; } = 16;
[Export(PropertyHint.Range, "1, 100, 1")] public int InitialDefense { get; set; } = 12;
[Export(PropertyHint.Range, "1, 100, 1")] public int InitialLuck { get; set; } = 8;
[Export]
private bool HealthTimerIsActive = false;
#endregion
#region Node Dependencies
[Node] private IAnimationPlayer AnimationPlayer { get; set; } = default!;
[Node] private Area3D Hitbox { get; set; } = default!;
[Node] private Area3D CollisionDetector { get; set; } = default!;
[Node] private Timer HealthTimer { get; set; } = default!;
[Node] private RigidBody3D WallCheck { get; set; } = default!;
[Node] private AudioStreamPlayer3D WalkSFX { 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 ItemReroller _itemReroller;
public void Initialize()
{
var container = new SimpleInjector.Container();
container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton);
PlayerLogic = container.GetInstance<IPlayerLogic>();
PlayerLogic.Set(this as IPlayer);
PlayerLogic.Set(Settings);
Inventory = new Inventory();
HealthComponent = new HealthComponent(InitialHP);
VTComponent = new VTComponent(InitialVT);
AttackComponent = new AttackComponent(InitialAttack);
DefenseComponent = new DefenseComponent(InitialDefense);
ExperiencePointsComponent = new ExperiencePointsComponent();
LuckComponent = new LuckComponent(InitialLuck);
EquipmentComponent = new EquipmentComponent();
_itemReroller = new ItemReroller(ItemDatabase.Instance);
Settings = new PlayerLogic.Settings() { RotationSpeed = RotationSpeed, MoveSpeed = MoveSpeed, Acceleration = Acceleration };
PlayerBinding = PlayerLogic.Bind();
PlayerBinding
.Handle((in PlayerLogic.Output.ThrowItem output) =>
{
})
.Handle((in PlayerLogic.Output.Move output) =>
{
Move(output.delta);
});
PlayerLogic.Start();
this.Provide();
}
public void ResetPlayerData()
{
foreach (var item in Inventory.Items)
Inventory.Remove(item);
HealthComponent.Reset();
VTComponent.Reset();
AttackComponent.Reset();
DefenseComponent.Reset();
ExperiencePointsComponent.Reset();
LuckComponent.Reset();
EquipmentComponent.Reset();
HealthTimer.Timeout += OnHealthTimerTimeout;
}
#region Initialization
public void OnReady()
{
Hitbox.AreaEntered += Hitbox_AreaEntered;
CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
HealthComponent.HealthReachedZero += Die;
HealthTimer.WaitTime = _healthTimerWaitTime;
SetProcessInput(false);
SetPhysicsProcess(false);
}
#endregion
public void Activate()
{
SetProcessInput(true);
SetPhysicsProcess(true);
SetHealthTimerStatus(HealthTimerIsActive);
}
public void Deactivate()
{
SetProcessInput(false);
SetPhysicsProcess(false);
SetHealthTimerStatus(false);
}
private void SetHealthTimerStatus(bool isActive)
{
if (isActive)
HealthTimer.Start();
else
HealthTimer.Stop();
}
public void TeleportPlayer(Transform3D newTransform)
{
Transform = newTransform;
}
public void TakeDamage(AttackData damage)
{
var damageReceived = DamageCalculator.CalculateDamage(damage, DefenseComponent.CurrentDefense.Value + EquipmentComponent.BonusDefense, EquipmentComponent.ElementalResistance);
HealthComponent.Damage(damageReceived);
SfxDatabase.Instance.Play(SoundEffect.TakeDamage);
}
public void Knockback(float impulse)
{
_knockbackStrength = impulse;
_knockbackDirection = GlobalBasis.Z.Normalized();
}
public void LevelUp()
{
var rng = new RandomNumberGenerator();
rng.Randomize();
var hpIncrease = rng.RandiRange(3, 6);
HealthComponent.RaiseMaximumHP(hpIncrease);
ExperiencePointsComponent.LevelUp();
}
public void Die()
{
HealthTimer.WaitTime = _healthTimerWaitTime;
HealthTimer.Timeout -= OnHealthTimerTimeout;
SetProcessInput(false);
SetPhysicsProcess(false);
PlayerDied?.Invoke();
}
public override void _Input(InputEvent @event)
{
if (@event.IsActionPressed(GameInputs.Attack))
Attack();
if (@event.IsActionPressed(GameInputs.Sprint))
Settings.MoveSpeed *= 2;
if (@event.IsActionReleased(GameInputs.Sprint))
Settings.MoveSpeed /= 2;
}
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.ItemTag == ItemTag.MysteryItem)
{
var rerolledItem = _itemReroller.RerollItem(equipable, Inventory);
Equip(rerolledItem);
return;
}
HealthComponent.RaiseMaximumHP(equipable.BonusHP, false);
VTComponent.RaiseMaximumVT(equipable.BonusVT, false);
EquipmentComponent.Equip(equipable);
}
public void Unequip(EquipableItem equipable)
{
HealthComponent.SetMaximumHealth(HealthComponent.MaximumHP.Value - equipable.BonusHP);
VTComponent.SetMaximumVT(VTComponent.MaximumVT.Value - equipable.BonusVT);
EquipmentComponent.Unequip(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 => Input.GetActionStrength(GameInputs.StrafeLeft);
private static float RightStrafeInputVector => Input.GetActionStrength(GameInputs.StrafeRight);
private void Attack()
{
if (PlayerIsHittingGeometry())
AnimationPlayer.Play("hit_wall");
else if (!AnimationPlayer.IsPlaying())
PlayAttackAnimation();
}
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 PlayAttackAnimation()
{
SfxDatabase.Instance.Play(((Weapon)EquipmentComponent.EquippedWeapon.Value).SoundEffect);
var attackSpeed = ((Weapon)EquipmentComponent.EquippedWeapon.Value).AttackSpeed;
AnimationPlayer.SetSpeedScale((float)attackSpeed);
AnimationPlayer.Play("attack");
}
private void OnExitTree()
{
PlayerLogic.Stop();
PlayerBinding.Dispose();
Hitbox.AreaEntered -= Hitbox_AreaEntered;
CollisionDetector.AreaEntered -= CollisionDetector_AreaEntered;
HealthComponent.HealthReachedZero -= Die;
HealthTimer.Timeout -= OnHealthTimerTimeout;
}
private 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 *= 0.9f;
Transform = Transform with { Basis = transform.Basis };
Velocity = velocity + (_knockbackDirection * _knockbackStrength);
if (!WalkSFX.Playing && !Velocity.IsZeroApprox())
WalkSFX.Play();
else if (Velocity.IsZeroApprox())
WalkSFX.Stop();
MoveAndSlide();
}
private void OnPlayerPositionUpdated(Vector3 globalPosition) => GlobalPosition = globalPosition;
private void OnHealthTimerTimeout()
{
if (VTComponent.CurrentVT.Value > 0)
{
if (((Accessory)EquipmentComponent.EquippedAccessory.Value).AccessoryTag == AccessoryTag.HalfVTConsumption)
reduceOnTick = !reduceOnTick;
HealthComponent.Heal(1);
if (reduceOnTick)
VTComponent.Reduce(1);
}
else
HealthComponent.Damage(1);
}
private void Hitbox_AreaEntered(Area3D area)
{
var target = area.GetOwner();
if (target is IEnemy enemy)
HitEnemy(enemy);
}
private void HitEnemy(IEnemy enemy)
{
var ignoreElementalResistance = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponTag == WeaponTag.IgnoreAffinity;
var ignoreDefense = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponTag == WeaponTag.IgnoreDefense;
var isCriticalHit = BattleExtensions.IsCriticalHit(LuckComponent.Luck.Value + EquipmentComponent.BonusLuck);
var totalDamage = AttackComponent.CurrentAttack.Value + EquipmentComponent.BonusAttack;
var element = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponElement;
if (isCriticalHit)
{
totalDamage += (int)(totalDamage * 0.5f);
SfxDatabase.Instance.Play(SoundEffect.Crit);
}
var baseAttack = new AttackData(totalDamage, element, ignoreDefense, ignoreElementalResistance);
var damageDealt = DamageCalculator.CalculateDamage(baseAttack, enemy.DefenseComponent.CurrentDefense.Value, ElementalResistanceSet.None);
enemy.HealthComponent.Damage(damageDealt);
if (((Weapon)EquipmentComponent.EquippedWeapon.Value).WeaponTag == WeaponTag.Knockback && enemy is IKnockbackable knockbackable)
knockbackable.Knockback(0.3f, -CurrentBasis.Z.Normalized());
if (((Weapon)EquipmentComponent.EquippedWeapon.Value).WeaponTag == WeaponTag.SelfDamage)
HealthComponent.Damage(5);
}
private void CollisionDetector_AreaEntered(Area3D area)
{
if (area.GetParent() is InventoryItem inventoryItem)
{
var isAdded = Inventory.PickUpItem(inventoryItem);
if (isAdded)
inventoryItem.QueueFree();
}
if (area.GetParent() is DroppedItem droppedItem)
{
var isAdded = Inventory.PickUpItem(droppedItem.Item);
if (isAdded)
droppedItem.QueueFree();
}
if (area.GetParent() is ThrownItem thrownItem)
{
var isAdded = Inventory.PickUpItem(thrownItem.ItemThatIsThrown);
if (isAdded)
thrownItem.QueueFree();
}
if (area.GetParent() is Restorative restorative)
{
restorative.QueueFree();
}
}
private bool PlayerIsHittingGeometry()
{
var collisions = WallCheck.GetCollidingBodies();
return collisions.Count > 0;
}
private void WallCheck_BodyEntered(Node body)
{
GD.Print("Hit wall");
AnimationPlayer.Stop();
}
}