Setup empowered action as a Forge ability
This commit is contained in:
@@ -126,6 +126,7 @@
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<ItemGroup>
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<ItemGroup>
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<Folder Include="addons\" />
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<Folder Include="addons\" />
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<Folder Include="tests\" />
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<Folder Include="tests\" />
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<Folder Include="tools\" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<PackageReference Include="RustyOptions" Version="0.10.1" />
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<PackageReference Include="RustyOptions" Version="0.10.1" />
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@@ -13,15 +13,10 @@ public partial class ForgeManager : Node
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"class.warrior",
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"class.warrior",
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"status.stunned",
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"status.stunned",
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"status.burning",
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"status.burning",
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"status.enraged",
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"status.immune.fire",
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"status.immune.fire",
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"cues.damage.fire",
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"cues.damage.fire",
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"events.combat.damage",
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"events.combat.damage",
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"events.combat.hit",
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"events.combat.hit",
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"cooldown.fireball"
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"cooldown.empoweredAction",
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]);
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]);
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public ForgeManager()
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{
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}
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}
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}
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56
forge/abilities/EmpoweredActionBehavior.cs
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56
forge/abilities/EmpoweredActionBehavior.cs
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@@ -0,0 +1,56 @@
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using Gamesmiths.Forge.Abilities;
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using Gamesmiths.Forge.Effects;
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using Gamesmiths.Forge.Effects.Components;
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using Gamesmiths.Forge.Effects.Duration;
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using Gamesmiths.Forge.Effects.Magnitudes;
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using Gamesmiths.Forge.Effects.Modifiers;
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using Gamesmiths.Forge.Tags;
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namespace Movementtests.forge.abilities;
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public class EmpoweredAction(TagsManager tagsManager)
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{
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public EffectData EmpoweredActionCostEffect = new(
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"Empowered Action Mana Cost",
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new DurationData(DurationType.Instant),
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new[] {
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new Modifier(
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"PlayerAttributeSet.Mana",
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ModifierOperation.FlatBonus,
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new ModifierMagnitude(
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MagnitudeCalculationType.ScalableFloat,
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new ScalableFloat(-20)
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)
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)
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});
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public EffectData EmpoweredActionCooldown = new(
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"Empowered Action Cooldown",
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new DurationData(
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DurationType.HasDuration,
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new ModifierMagnitude(
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MagnitudeCalculationType.ScalableFloat,
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new ScalableFloat(1.0f))),
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effectComponents: new[] {
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new ModifierTagsEffectComponent(
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tagsManager.RequestTagContainer(new[] { "cooldown.empoweredAction" })
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)
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});
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}
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public class EmpoweredActionBehavior : IAbilityBehavior
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{
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public void OnStarted(AbilityBehaviorContext context)
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{
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// Apply costs and cooldowns
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context.AbilityHandle.CommitAbility();
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context.InstanceHandle.End();
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}
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public void OnEnded(AbilityBehaviorContext context)
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{
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// Do any necessary cleanups
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}
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}
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1
forge/abilities/EmpoweredActionBehavior.cs.uid
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1
forge/abilities/EmpoweredActionBehavior.cs.uid
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@@ -0,0 +1 @@
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uid://d0l07gcx1ef18
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@@ -1,7 +1,14 @@
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using System;
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using System;
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Effects;
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using Gamesmiths.Forge.Events;
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using Gamesmiths.Forge.Tags;
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using Godot;
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using Godot;
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using Movementtests.interfaces;
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using Movementtests.interfaces;
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using Movementtests.scenes.enemies;
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using Movementtests.scenes.player_controller.scripts;
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using Movementtests.systems;
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using Movementtests.systems;
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using Movementtests.tools;
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_beetle.png")]
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_beetle.png")]
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public partial class Enemy : CharacterBody3D,
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public partial class Enemy : CharacterBody3D,
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@@ -13,7 +20,8 @@ public partial class Enemy : CharacterBody3D,
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ISpawnable,
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ISpawnable,
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IKnockbackable,
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IKnockbackable,
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ITargetable,
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ITargetable,
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IStunnable
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IStunnable,
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IForgeEntity
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{
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{
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// Signals and events
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// Signals and events
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public event Action<IDamageable, DamageRecord> DamageTaken = null!;
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public event Action<IDamageable, DamageRecord> DamageTaken = null!;
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@@ -55,6 +63,12 @@ public partial class Enemy : CharacterBody3D,
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set => CHealth.CurrentHealth = value;
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set => CHealth.CurrentHealth = value;
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}
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}
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public EntityAttributes Attributes { get; set; } = null!;
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public EntityTags Tags { get; set; } = null!;
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public EffectsManager EffectsManager { get; set; } = null!;
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public EntityAbilities Abilities { get; set; } = null!;
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public EventManager Events { get; set; } = null!;
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// Private stuff
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// Private stuff
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private Area3D _damageBox = null!;
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private Area3D _damageBox = null!;
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internal Node3D _target = null!;
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internal Node3D _target = null!;
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@@ -71,6 +85,21 @@ public partial class Enemy : CharacterBody3D,
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_damageBox = GetNode<Area3D>("DamageBox");
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_damageBox = GetNode<Area3D>("DamageBox");
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_target = GetNode<Node3D>("CTarget");
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_target = GetNode<Node3D>("CTarget");
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// Forge stuff
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var forgeManager = GetTree().Root.GetNode<ForgeManager>("ForgeManager")!;
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var baseTags = new TagContainer(
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forgeManager.TagsManager,
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[
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Tag.RequestTag(forgeManager.TagsManager, "character.player"),
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Tag.RequestTag(forgeManager.TagsManager, "class.warrior")
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]);
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Attributes = new EntityAttributes(new EnemyAttributeSet());
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Tags = new EntityTags(baseTags);
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EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
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Abilities = new(this);
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Events = new();
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CDamageable = (GetNode<Node>("CDamageable") as IDamageable)!;
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CDamageable = (GetNode<Node>("CDamageable") as IDamageable)!;
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CMovement = (GetNode<Node>("CMovement") as IMoveable)!;
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CMovement = (GetNode<Node>("CMovement") as IMoveable)!;
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CHealth = (GetNode<Node>("CHealth") as IHealthable)!;
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CHealth = (GetNode<Node>("CHealth") as IHealthable)!;
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16
scenes/enemies/EnemyAttributeSet.cs
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16
scenes/enemies/EnemyAttributeSet.cs
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@@ -0,0 +1,16 @@
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using Gamesmiths.Forge.Attributes;
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namespace Movementtests.scenes.enemies;
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public class EnemyAttributeSet : AttributeSet
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{
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public EntityAttribute Health { get; }
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public EntityAttribute Strength { get; }
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public EntityAttribute Speed { get; }
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public EnemyAttributeSet()
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{
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Health = InitializeAttribute(nameof(Health), 100, 0, 150);
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Strength = InitializeAttribute(nameof(Strength), 10, 0, 99);
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Speed = InitializeAttribute(nameof(Speed), 5, 0, 10);
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}
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}
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1
scenes/enemies/EnemyAttributeSet.cs.uid
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1
scenes/enemies/EnemyAttributeSet.cs.uid
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@@ -0,0 +1 @@
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uid://nqxdkkg3l7go
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@@ -11,7 +11,6 @@ public class PlayerAttributeSet : AttributeSet
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public PlayerAttributeSet()
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public PlayerAttributeSet()
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{
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{
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// Initialize the attributes with the current, min and max values.
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Health = InitializeAttribute(nameof(Health), 100, 0, 150);
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Health = InitializeAttribute(nameof(Health), 100, 0, 150);
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Mana = InitializeAttribute(nameof(Mana), 100, 0, 100);
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Mana = InitializeAttribute(nameof(Mana), 100, 0, 100);
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Strength = InitializeAttribute(nameof(Strength), 10, 0, 99);
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Strength = InitializeAttribute(nameof(Strength), 10, 0, 99);
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@@ -1,17 +1,25 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Gamesmiths.Forge.Abilities;
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Effects;
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using Gamesmiths.Forge.Effects;
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using Gamesmiths.Forge.Effects.Components;
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using Gamesmiths.Forge.Effects.Duration;
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using Gamesmiths.Forge.Effects.Magnitudes;
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using Gamesmiths.Forge.Events;
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using Gamesmiths.Forge.Events;
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using Gamesmiths.Forge.Tags;
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using Gamesmiths.Forge.Tags;
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using Godot;
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using Godot;
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using GodotStateCharts;
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using GodotStateCharts;
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using Movementtests.addons.godot_state_charts.csharp;
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using Movementtests.addons.godot_state_charts.csharp;
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using Movementtests.interfaces;
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using Movementtests.interfaces;
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using Movementtests.systems;
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using Movementtests.systems;
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using Movementtests.player_controller.Scripts;
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using Movementtests.player_controller.Scripts;
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using Movementtests.scenes.player_controller.scripts;
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using Movementtests.scenes.player_controller.scripts;
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using Movementtests.tools;
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using Movementtests.tools;
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using Movementtests.forge.abilities;
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using RustyOptions;
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using RustyOptions;
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")]
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")]
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@@ -398,6 +406,8 @@ public partial class PlayerController : CharacterBody3D,
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private ShapeCast3D _closeEnemyDetector = null!;
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private ShapeCast3D _closeEnemyDetector = null!;
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private RayCast3D _aimAssisRayCast = null!;
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private RayCast3D _aimAssisRayCast = null!;
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private Camera3D _camera = null!;
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private Camera3D _camera = null!;
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private AbilityHandle? _empoweredActionHandle;
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public override void _Ready()
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public override void _Ready()
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{
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{
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@@ -428,12 +438,26 @@ public partial class PlayerController : CharacterBody3D,
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EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
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EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
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Abilities = new(this);
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Abilities = new(this);
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Events = new();
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Events = new();
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var empoweredAction = new EmpoweredAction(forgeManager.TagsManager);
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var empoweredActionData = new AbilityData(
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name: "Empowered Action",
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costEffect: empoweredAction.EmpoweredActionCostEffect,
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cooldownEffects: [empoweredAction.EmpoweredActionCooldown],
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instancingPolicy: AbilityInstancingPolicy.PerEntity,
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behaviorFactory: () => new EmpoweredActionBehavior());
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// Grant permanently
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_empoweredActionHandle = Abilities.GrantAbilityPermanently(
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empoweredActionData,
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abilityLevel: 1,
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levelOverridePolicy: LevelComparison.None,
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sourceEntity: this);
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var health = Attributes["PlayerAttributeSet.Health"].CurrentValue; // 100
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var health = Attributes["PlayerAttributeSet.Health"].CurrentValue; // 100
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var mana = Attributes["PlayerAttributeSet.Mana"].CurrentValue; // 100
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var mana = Attributes["PlayerAttributeSet.Mana"].CurrentValue; // 100
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var strength = Attributes["PlayerAttributeSet.Strength"].CurrentValue; // 10
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var strength = Attributes["PlayerAttributeSet.Strength"].CurrentValue; // 10
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var speed = Attributes["PlayerAttributeSet.Speed"].CurrentValue; // 5
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var speed = Attributes["PlayerAttributeSet.Speed"].CurrentValue; // 5
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GD.Print(health, mana, strength, speed);
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// DashIndicator = GetNode<TextureRect>("%DashIndicator");
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// DashIndicator = GetNode<TextureRect>("%DashIndicator");
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PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
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PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
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@@ -1913,10 +1937,47 @@ public partial class PlayerController : CharacterBody3D,
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public bool CanPerformEmpoweredAction()
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public bool CanPerformEmpoweredAction()
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{
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{
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if(_empoweredActionHandle == null) return false;
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var cooldowns = _empoweredActionHandle.GetCooldownData();
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foreach (var cd in cooldowns)
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{
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//GD.Print($"Cooldown remaining: {cd.RemainingTime}");
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}
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var costs = _empoweredActionHandle.GetCostData();
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foreach (var cost in costs)
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{
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// Assuming you want to check Mana costs
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if (cost.Attribute == "PlayerAttributeSet.Mana")
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{
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//GD.Print($"Mana Cost: {cost.Cost}");
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}
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}
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var canActivate = _empoweredActionHandle.CanActivate(out var failures);
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if (!canActivate)
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{
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GD.PrintErr($"Cannot activate empowered action: {failures}");
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if (failures.HasFlag(AbilityActivationFailures.Cooldown)) GD.PrintErr("In Cooldown");
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if (failures.HasFlag(AbilityActivationFailures.InsufficientResources)) GD.PrintErr("Not Enough Mana");
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}
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return canActivate;
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return EmpoweredActionsLeft > 0 && TutorialDone;
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return EmpoweredActionsLeft > 0 && TutorialDone;
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}
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}
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public void PerformEmpoweredAction()
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public void PerformEmpoweredAction()
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{
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{
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if(_empoweredActionHandle == null) return;
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var canActivate = _empoweredActionHandle.Activate(out var failures);
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if (!canActivate)
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{
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GD.PrintErr($"Cannot activate empowered action: {failures}");
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if (failures.HasFlag(AbilityActivationFailures.Cooldown)) GD.PrintErr("In Cooldown");
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if (failures.HasFlag(AbilityActivationFailures.InsufficientResources)) GD.PrintErr("Not Enough Mana");
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}
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else
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{
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GD.Print($"Remaining mana: {Attributes["PlayerAttributeSet.Mana"].CurrentValue}");
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}
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_isWallJumpAvailable = true;
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_isWallJumpAvailable = true;
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_canDashAirborne = true;
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_canDashAirborne = true;
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EmpoweredActionsLeft--;
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EmpoweredActionsLeft--;
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Reference in New Issue
Block a user