139 lines
4.0 KiB
C#
139 lines
4.0 KiB
C#
using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Godot;
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using Zennysoft.Ma.Adapter;
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using Zennysoft.Ma.Adapter.Entity;
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namespace Zennysoft.Game.Ma;
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[Meta(typeof(IAutoNode))]
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public partial class ThrownItem : RigidBody3D, IThrownItem
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{
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public override void _Notification(int what) => this.Notify(what);
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[Dependency] public IPlayer Player => this.DependOn<IPlayer>();
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[Dependency] public IGame Game => this.DependOn<IGame>();
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public IBaseInventoryItem ItemThatIsThrown { get; set; }
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private EffectService _effectService;
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private ItemReroller _itemReroller;
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[Node] public Sprite2D Sprite { get; set; } = default!;
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[Node] public Area3D Collision { get; set; } = default!;
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public void OnResolved()
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{
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BodyEntered += ThrownItem_BodyEntered;
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Collision.AreaEntered += Collision_AreaEntered;
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GlobalPosition = Player.GlobalPosition;
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Sprite.Texture = ItemThatIsThrown.GetTexture();
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AddCollisionExceptionWith((Node)Player);
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Collision.SetCollisionLayerValue(3, false);
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_itemReroller = new ItemReroller(ItemDatabase.Instance);
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}
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private void Collision_AreaEntered(Area3D area)
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{
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if (area.GetOwner() is IEnemy enemy)
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{
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CalculateEffect(enemy);
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QueueFree();
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}
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}
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private void ThrownItem_BodyEntered(Node body)
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{
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if (ItemThatIsThrown is ThrowableItem)
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{
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QueueFree();
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}
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else
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{
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RemoveCollisionExceptionWith((Node)Player);
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Collision.SetCollisionLayerValue(3, true);
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LinearVelocity = Vector3.Zero;
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AngularVelocity = Vector3.Zero;
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GravityScale = 0.5f;
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}
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}
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public void Throw(EffectService effectService)
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{
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_effectService = effectService;
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ApplyCentralImpulse(-Player.GlobalBasis.Z.Normalized() * ItemThatIsThrown.ThrowSpeed);
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}
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public void RescueItem()
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{
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ContactMonitor = false;
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Freeze = true;
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PlayRescueAnimation();
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Game.RescuedItems.Items.Add(ItemThatIsThrown);
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}
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private void PlayRescueAnimation()
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{
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LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
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var tweener = GetTree().CreateTween();
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SetShaderValue(true);
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tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 0.3f, 2f);
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tweener.TweenCallback(Callable.From(QueueFree));
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}
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private void LoadShader(string shaderPath)
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{
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var shader = GD.Load<Shader>(shaderPath);
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Sprite.Material = new ShaderMaterial();
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var shaderMaterial = (ShaderMaterial)Sprite.Material;
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shaderMaterial.Shader = shader;
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}
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private void SetShaderValue(float shaderValue)
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{
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var shaderMaterial = (ShaderMaterial)Sprite.Material;
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shaderMaterial.SetShaderParameter("progress", shaderValue);
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}
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private void SetShaderValue(bool shaderValue)
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{
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var shaderMaterial = (ShaderMaterial)Sprite.Material;
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shaderMaterial.SetShaderParameter("reverse", shaderValue);
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}
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private void CalculateEffect(IEnemy enemy)
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{
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if (ItemThatIsThrown.ItemTag == ItemTag.MysteryItem)
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ItemThatIsThrown = _itemReroller.RerollItem(ItemThatIsThrown, Player.Inventory, false);
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if (ItemThatIsThrown is EffectItem usableItem)
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{
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switch (usableItem.UsableItemTag)
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{
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case UsableItemTag.LowerTargetTo1HP:
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enemy.HealthComponent.SetCurrentHealth(1);
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break;
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case UsableItemTag.TeleportToRandomLocation:
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_effectService.TeleportToRandomRoom(enemy);
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break;
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default:
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var damageDealt = DamageCalculator.CalculateDamage(new AttackData(usableItem.ThrowDamage, ElementType.None), enemy.DefenseComponent.CurrentDefense.Value, enemy.ElementalResistanceSet);
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enemy.HealthComponent.Damage(damageDealt);
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break;
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}
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}
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else
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{
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var damageDealt = DamageCalculator.CalculateDamage(new AttackData(ItemThatIsThrown.ThrowDamage, ElementType.None), enemy.DefenseComponent.CurrentDefense.Value, enemy.ElementalResistanceSet);
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enemy.HealthComponent.Damage(damageDealt);
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}
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}
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public void OnExitTree()
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{
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BodyEntered -= ThrownItem_BodyEntered;
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Collision.AreaEntered -= Collision_AreaEntered;
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}
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} |