247 lines
7.3 KiB
C#
247 lines
7.3 KiB
C#
using Chickensoft.AutoInject;
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using Chickensoft.Collections;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Chickensoft.LogicBlocks;
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using Chickensoft.SaveFileBuilder;
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using Godot;
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namespace GameJamDungeon
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{
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public interface IPlayer : ICharacterBody3D
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{
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PlayerStatInfo PlayerStatInfo { get; }
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PlayerLogic PlayerLogic { get; }
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PlayerData PlayerData { get; }
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public Vector3 GetGlobalInputVector();
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}
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[Meta(typeof(IAutoNode))]
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public partial class Player : CharacterBody3D, IPlayer, IProvide<PlayerLogic>
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{
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public override void _Notification(int what) => this.Notify(what);
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PlayerLogic IProvide<PlayerLogic>.Value() => PlayerLogic;
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[Dependency]
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public IAppRepo AppRepo => this.DependOn<IAppRepo>();
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[Dependency]
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public IGameRepo GameRepo => this.DependOn<IGameRepo>();
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[Dependency]
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public ISaveChunk<GameData> GameChunk => this.DependOn<ISaveChunk<GameData>>();
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/// <summary>Rotation speed (quaternions?/sec).</summary>
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[Export(PropertyHint.Range, "0, 100, 0.1")]
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public float RotationSpeed { get; set; } = 12.0f;
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/// <summary>Player speed (meters/sec).</summary>
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[Export(PropertyHint.Range, "0, 100, 0.1")]
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public float MoveSpeed { get; set; } = 8f;
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/// <summary>Player speed (meters^2/sec).</summary>
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[Export(PropertyHint.Range, "0, 100, 0.1")]
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public float Acceleration { get; set; } = 4f;
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[Export]
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public PlayerStatInfo PlayerStatInfo { get; set; }
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public PlayerLogic.Settings Settings { get; set; } = default!;
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public PlayerLogic PlayerLogic { get; set; } = default!;
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public PlayerData PlayerData { get; set; } = default!;
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public PlayerLogic.IBinding PlayerBinding { get; set; } = default!;
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[Node] public IAnimationPlayer AnimationPlayer { get; set; } = default!;
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[Node] public AnimatedSprite2D SwordSlashAnimation { get; set; } = default!;
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[Node] public IHitbox Hitbox { get; set; } = default!;
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[Node] public Timer HealthTimer { get; set; } = default!;
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[Node] public Label HPNumber { get; set; } = default!;
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[Node] public Label VTNumber { get; set; } = default!;
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[Node] public ProgressBar HPBar { get; set; } = default!;
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[Node] public ProgressBar VTBar { get; set; } = default!;
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[Node] public IArea3D CollisionDetector { get; set; } = default!;
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private AutoProp<double> _currentHP { get; set; } = default!;
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private AutoProp<int> _currentVT { get; set; } = default!;
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public void Initialize()
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{
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AnimationPlayer.AnimationFinished += OnAnimationFinished;
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}
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public void Setup()
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{
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Settings = new PlayerLogic.Settings(RotationSpeed, MoveSpeed);
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PlayerLogic = new PlayerLogic();
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PlayerLogic.Set(this as IPlayer);
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PlayerLogic.Set(Settings);
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PlayerLogic.Set(AppRepo);
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PlayerLogic.Set(GameRepo);
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PlayerLogic.Set(PlayerData);
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GameRepo.SetPlayerGlobalPosition(GlobalPosition);
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GameRepo.PlayerGlobalPosition.Sync += OnPlayerPositionUpdated;
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_currentHP = new AutoProp<double>(PlayerStatInfo.MaximumHP);
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_currentVT = new AutoProp<int>(PlayerStatInfo.MaximumVT);
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_currentHP.Sync += OnHPChanged;
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_currentVT.Sync += OnVTChanged;
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HPBar.MaxValue = PlayerStatInfo.MaximumHP;
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HPBar.Value = _currentHP.Value;
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VTBar.MaxValue = PlayerStatInfo.MaximumVT;
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VTBar.Value = _currentVT.Value;
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HealthTimer.Timeout += OnHealthTimerTimeout;
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CollisionDetector.AreaEntered += OnEnemyHitBoxEntered;
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}
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public void OnResolved()
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{
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PlayerBinding = PlayerLogic.Bind();
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PlayerBinding
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.Handle((in PlayerLogic.Output.MovementComputed output) =>
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{
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Transform = Transform with { Basis = output.Rotation };
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Velocity = output.Velocity;
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})
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.Handle((in PlayerLogic.Output.Animations.Attack output) =>
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{
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var weaponInfo = (WeaponInfo)GameRepo.EquippedWeapon.Info;
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var attackSpeed = (float)weaponInfo.AttackSpeed;
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AnimationPlayer.SetSpeedScale(attackSpeed);
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AnimationPlayer.Play("attack");
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if (weaponInfo.WeaponTags.Contains(WeaponTag.SelfDamage))
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_currentHP.OnNext(_currentHP.Value - 5);
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})
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.Handle((in PlayerLogic.Output.ThrowItem output) =>
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{
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ThrowItem();
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});
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this.Provide();
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PlayerLogic.Start();
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SwordSlashAnimation.Position = GetViewport().GetVisibleRect().Size / 2;
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}
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public void OnReady()
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{
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SetPhysicsProcess(true);
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}
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private void OnEnemyHitBoxEntered(Area3D area)
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{
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if (area is IHitbox hitBox)
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{
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if (_currentHP.Value > 0)
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{
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var enemy = hitBox.GetParent<IEnemy>();
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var isCriticalHit = false;
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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var roll = rng.Randf();
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if (roll <= enemy.EnemyStatInfo.Luck)
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isCriticalHit = true;
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var damage = DamageCalculator.CalculateEnemyDamage(hitBox.Damage, PlayerStatInfo, enemy.EnemyStatInfo, GameRepo.EquippedArmor.ArmorInfo, isCriticalHit);
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_currentHP.OnNext(_currentHP.Value - damage);
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GD.Print($"Player hit for {damage} damage.");
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}
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}
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}
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public void OnPhysicsProcess(double delta)
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{
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PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta));
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var attackIsPressed = Input.IsActionJustPressed(GameInputs.Attack);
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if (attackIsPressed && !GameRepo.IsWithinDialogueSpace)
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PlayerLogic.Input(new PlayerLogic.Input.Attack());
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MoveAndSlide();
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PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition));
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}
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public Vector3 GetGlobalInputVector()
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{
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var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
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var input = new Vector3
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{
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X = rawInput.X,
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Z = rawInput.Y
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};
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return input with { Y = 0f };
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}
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public void ThrowItem()
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{
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var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn");
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var throwItem = itemScene.Instantiate<IThrowableItem>();
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GetTree().Root.AddChildEx(throwItem);
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throwItem.GlobalPosition = GameRepo.PlayerGlobalPosition.Value;
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throwItem.GlobalRotation = GlobalRotation;
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throwItem.AnimationPlayer.Play("throw");
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}
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public void OnAnimationFinished(StringName animation)
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{
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GD.Print("Attack finished");
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PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
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}
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public void OnExitTree()
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{
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PlayerLogic.Stop();
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PlayerBinding.Dispose();
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AnimationPlayer.AnimationFinished -= OnAnimationFinished;
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}
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private void OnEquippedWeaponChanged(Weapon info) => Hitbox.Damage = ((WeaponInfo)info.Info).Damage;
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private void OnHPChanged(double newHP)
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{
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HPNumber.Text = Mathf.RoundToInt(newHP).ToString();
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HPBar.Value = newHP;
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if (newHP <= 0.0)
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PlayerLogic.Input(new PlayerLogic.Input.Killed());
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}
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private void OnVTChanged(int newVT)
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{
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VTNumber.Text = newVT.ToString();
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VTBar.Value = newVT;
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}
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private void OnPlayerPositionUpdated(Vector3 globalPosition) => GlobalPosition = globalPosition;
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private void OnHealthTimerTimeout()
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{
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if (_currentVT.Value > 0)
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_currentVT.OnNext(_currentVT.Value - 1);
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else
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_currentHP.OnNext(_currentHP.Value - 1);
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}
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}
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}
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