diff --git a/Movement tests.csproj b/Movement tests.csproj
index 3351515b..5ad057f8 100644
--- a/Movement tests.csproj
+++ b/Movement tests.csproj
@@ -156,4 +156,5 @@
runtime; build; native; contentfiles; analyzers; buildtransitive
+
\ No newline at end of file
diff --git a/Movement tests.sln.DotSettings.user b/Movement tests.sln.DotSettings.user
index f6ec7833..24317e8e 100644
--- a/Movement tests.sln.DotSettings.user
+++ b/Movement tests.sln.DotSettings.user
@@ -1,4 +1,5 @@
+ ForceIncluded
ForceIncluded
ForceIncluded
ForceIncluded
diff --git a/interfaces/IHealthable.cs b/interfaces/IHealthable.cs
index 1c3927ca..ac39d609 100644
--- a/interfaces/IHealthable.cs
+++ b/interfaces/IHealthable.cs
@@ -10,7 +10,7 @@ public interface IHealthable
event Action HealthChanged;
event Action HealthDepleted;
- [Export] RHealth RHealth { get; set; }
+ [Export] RHealth? RHealth { get; set; }
float CurrentHealth { get; set; }
diff --git a/interfaces/IKnockbackable.cs b/interfaces/IKnockbackable.cs
index c7c43555..e328b026 100644
--- a/interfaces/IKnockbackable.cs
+++ b/interfaces/IKnockbackable.cs
@@ -6,7 +6,7 @@ public record KnockbackRecord(DamageRecord DamageRecord, float ForceMultiplier =
public interface IKnockbackable
{
- [Export] RKnockback RKnockback { get; set;}
+ [Export] RKnockback? RKnockback { get; set;}
public void RegisterKnockback(KnockbackRecord record);
public Vector3 ComputeKnockback();
diff --git a/project.godot b/project.godot
index 50e56ae6..bb278d24 100644
--- a/project.godot
+++ b/project.godot
@@ -30,6 +30,7 @@ Shaker="*uid://c7flmumgr5w3u"
CsgToolkitAutoload="*uid://w8ad8q4lneis"
"Forge Bootstrap"="*uid://ba8fquhtwu5mu"
GlobalHelpers="*uid://dqcm83o8e66a2"
+ForgeManager="*uid://c75tpswl62eew"
[display]
diff --git a/scenes/player_controller/components/dash/DashSystem.cs b/scenes/player_controller/components/dash/DashSystem.cs
index 686c0125..87d4d587 100644
--- a/scenes/player_controller/components/dash/DashSystem.cs
+++ b/scenes/player_controller/components/dash/DashSystem.cs
@@ -19,28 +19,26 @@ public partial class DashSystem: Node3D
public Vector3 TargetLocation { get; set; }
public Vector3 CollisionPoint { get; set; }
public Vector3 CollisionNormal { get; set; }
- public GodotObject CollidedObject { get; set; }
+ public GodotObject? CollidedObject { get; set; }
public Vector3 PlannedLocation { get; set; }
public bool ShouldMantle { get; set; }
public Vector3 PlannedMantleLocation { get; set; }
- public MantleSystem MantleSystem { get; set; }
+ public MantleSystem MantleSystem { get; set; } = null!;
- internal HeadSystem _head;
- public ShapeCast3D DashCast3D;
- internal Camera3D _camera;
- internal Vector3 _dashDirection = Vector3.Zero;
+ internal HeadSystem Head = null!;
+ public ShapeCast3D DashCast3D = null!;
+ internal Camera3D Camera = null!;
+ internal Vector3 DashDirection = Vector3.Zero;
- internal ShapeCast3D _dashCastDrop;
- internal MeshInstance3D _dashDropIndicator;
- internal MeshInstance3D _dashDropLocationIndicator;
+ internal ShapeCast3D DashCastDrop = null!;
+ internal MeshInstance3D DashDropIndicator = null!;
+ internal MeshInstance3D DashDropLocationIndicator = null!;
+ internal MeshInstance3D DashTarget = null!;
+ internal CpuParticles3D DashIndicator = null!;
+ internal AnimationPlayer DashIndicatorAnim = null!;
- internal MeshInstance3D _dashTarget;
- internal CpuParticles3D _dashIndicator;
- internal AnimationPlayer _dashIndicatorAnim;
-
- [Export]
- public PackedScene DashIndicatorScene { get; set; }
+ [Export] public PackedScene DashIndicatorScene { get; set; } = null!;
[Signal]
public delegate void DashStartedEventHandler();
@@ -59,22 +57,22 @@ public partial class DashSystem: Node3D
var dashShape = DashCast3D.GetShape() as SphereShape3D;
DashCastRadius = dashShape!.Radius;
- _dashCastDrop = GetNode("DashCastDrop");
- _dashDropIndicator = GetNode("DashDropIndicator");
- _dashDropIndicator.Visible = false;
- _dashDropLocationIndicator = GetNode("DashDropLocationIndicator");
- _dashDropLocationIndicator.Visible = false;
+ DashCastDrop = GetNode("DashCastDrop");
+ DashDropIndicator = GetNode("DashDropIndicator");
+ DashDropIndicator.Visible = false;
+ DashDropLocationIndicator = GetNode("DashDropLocationIndicator");
+ DashDropLocationIndicator.Visible = false;
- _head = head;
- _camera = camera;
+ Head = head;
+ Camera = camera;
MantleSystem = GetNode("MantleSystem");
MantleSystem.Init();
- _dashTarget = GetNode("DashTarget");
- _dashTarget.SetVisible(false);
- _dashIndicator = GetNode("DashIndicator");
- _dashIndicatorAnim = GetNode("DashIndicator/AnimationPlayer");
+ DashTarget = GetNode("DashTarget");
+ DashTarget.SetVisible(false);
+ DashIndicator = GetNode("DashIndicator");
+ DashIndicatorAnim = GetNode("DashIndicator/AnimationPlayer");
}
internal DashLocation ComputeDashLocation()
@@ -98,13 +96,13 @@ public partial class DashSystem: Node3D
public void PrepareDash()
{
- DashCast3D.SetRotation(_head.GetGlobalLookRotation());
+ DashCast3D.SetRotation(Head.GetGlobalLookRotation());
(HasHit, PlannedLocation, CollisionPoint, CollisionNormal, CollidedObject) = ComputeDashLocation();
CanDashThroughTarget = false;
- if (CollidedObject is ITargetable targetable)
+ if (CollidedObject is ITargetable)
{
- _dashTarget.SetVisible(false);
+ DashTarget.SetVisible(false);
CanDashThroughTarget = true;
return;
}
@@ -112,7 +110,7 @@ public partial class DashSystem: Node3D
MantleSystem.SetGlobalPosition(PlannedLocation);
MantleSystem.SetRotation(new Vector3(
MantleSystem.Rotation.X,
- _head.Rotation.Y,
+ Head.Rotation.Y,
MantleSystem.Rotation.Z));
MantleSystem.ProcessMantle(false);
ShouldMantle = MantleSystem.IsMantlePossible;
@@ -120,41 +118,18 @@ public partial class DashSystem: Node3D
// Setup dash target
var targetColor = HasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f);
targetColor = ShouldMantle ? new Color(0.2f, 0.2f, 1f) : targetColor;
- var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
+ var targetMaterial = (StandardMaterial3D) DashTarget.GetSurfaceOverrideMaterial(0);
targetMaterial.SetAlbedo(targetColor);
- _dashTarget.SetVisible(true);
+ DashTarget.SetVisible(true);
var targetLocation = ShouldMantle ? MantleSystem.FirstMantleProfilePoint : PlannedLocation;
- _dashTarget.SetGlobalPosition(targetLocation);
- return;
-
- var shouldShowDropIndicator = !HasHit && !ShouldMantle;
- _dashDropIndicator.SetVisible(shouldShowDropIndicator);
- _dashDropLocationIndicator.SetVisible(shouldShowDropIndicator);
- if (shouldShowDropIndicator)
- {
- _dashCastDrop.GlobalPosition = targetLocation; // Place drop indication cast at dash location
- var startDropLocation = targetLocation; // Start of the drop is the dash target location
-
- // End of the drop is either max cast distance or first collision
- var hasDropLocationHit = _dashCastDrop.IsColliding();
- var endDropLocation = hasDropLocationHit ? _dashCastDrop.GetCollisionPoint(0) : _dashCastDrop.ToGlobal(DashCast3D.TargetPosition);
-
- // Only show drop location indicator if drop cast has hit
- _dashDropLocationIndicator.SetVisible(hasDropLocationHit);
- _dashDropLocationIndicator.SetGlobalPosition(endDropLocation);
-
- var dropLength = (endDropLocation - startDropLocation).Length();
- var dropDirection = (endDropLocation - startDropLocation).Normalized();
- _dashDropIndicator.SetScale(new Vector3(1, dropLength, 1));
- _dashDropIndicator.SetGlobalPosition(startDropLocation + dropDirection * dropLength * 0.5f);
- }
+ DashTarget.SetGlobalPosition(targetLocation);
}
public void StopPreparingDash()
{
CanDashThroughTarget = false;
- _dashTarget.SetVisible(false);
- _dashDropIndicator.SetVisible(false);
- _dashDropLocationIndicator.SetVisible(false);
+ DashTarget.SetVisible(false);
+ DashDropIndicator.SetVisible(false);
+ DashDropLocationIndicator.SetVisible(false);
}
}
diff --git a/scenes/player_controller/components/weapon/WeaponSystem.cs b/scenes/player_controller/components/weapon/WeaponSystem.cs
index da5e3418..e9590a0e 100644
--- a/scenes/player_controller/components/weapon/WeaponSystem.cs
+++ b/scenes/player_controller/components/weapon/WeaponSystem.cs
@@ -22,12 +22,11 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
public float StraightThrowDuration { get; set; } = 0.1f;
- private StateChart _weaponState;
- public StateChartState InHandState;
- public StateChartState FlyingState;
- public StateChartState PlantedState;
-
- private ShapeCast3D _dashCast3D;
+ private StateChart _weaponState = null!;
+ public StateChartState InHandState = null!;
+ public StateChartState FlyingState = null!;
+ public StateChartState PlantedState = null!;
+ private ShapeCast3D _dashCast3D = null!;
private Transform3D _startTransform;
private Vector3 _startMeshRotation;
@@ -35,11 +34,11 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
private Vector3 _throwDirection;
public Vector3 PlantLocation { get; set; }
public Vector3 PlantNormal { get; set; }
- public Node PlantObject { get; set; }
-
- public MeshInstance3D WeaponLocationIndicator { get; set; }
- public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; }
- public MeshInstance3D WeaponMesh { get; set; }
+ public Node? PlantObject { get; set; }
+
+ public MeshInstance3D WeaponLocationIndicator { get; set; } = null!;
+ public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; } = null!;
+ public MeshInstance3D WeaponMesh { get; set; } = null!;
public void Init()
{
@@ -50,7 +49,7 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
WeaponLocationIndicator = GetNode("WeaponLocationIndicator");
WeaponLocationIndicator.Visible = false;
- WeaponLocationIndicatorMaterial = WeaponLocationIndicator.GetActiveMaterial(0) as StandardMaterial3D;
+ WeaponLocationIndicatorMaterial = (WeaponLocationIndicator.GetActiveMaterial(0) as StandardMaterial3D)!;
WeaponMesh = GetNode("Weapon");
_startMeshRotation = WeaponMesh.Rotation;
@@ -100,7 +99,6 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
var tween = GetTree().CreateTween();
- tween.SetParallel(true);
tween.TweenProperty(this, "global_position", end, StraightThrowDuration);
if (hasHit)
{
diff --git a/scenes/player_controller/scripts/PlayerAttributeSet.cs b/scenes/player_controller/scripts/PlayerAttributeSet.cs
new file mode 100644
index 00000000..66502bdc
--- /dev/null
+++ b/scenes/player_controller/scripts/PlayerAttributeSet.cs
@@ -0,0 +1,20 @@
+using Gamesmiths.Forge.Attributes;
+
+namespace Movementtests.scenes.player_controller.scripts;
+
+public class PlayerAttributeSet : AttributeSet
+{
+ public EntityAttribute Health { get; }
+ public EntityAttribute Mana { get; }
+ public EntityAttribute Strength { get; }
+ public EntityAttribute Speed { get; }
+
+ public PlayerAttributeSet()
+ {
+ // Initialize the attributes with the current, min and max values.
+ Health = InitializeAttribute(nameof(Health), 100, 0, 150);
+ Mana = InitializeAttribute(nameof(Mana), 100, 0, 100);
+ Strength = InitializeAttribute(nameof(Strength), 10, 0, 99);
+ Speed = InitializeAttribute(nameof(Speed), 5, 0, 10);
+ }
+}
\ No newline at end of file
diff --git a/scenes/player_controller/scripts/PlayerAttributeSet.cs.uid b/scenes/player_controller/scripts/PlayerAttributeSet.cs.uid
new file mode 100644
index 00000000..cb5d5b44
--- /dev/null
+++ b/scenes/player_controller/scripts/PlayerAttributeSet.cs.uid
@@ -0,0 +1 @@
+uid://budtqogrwod6w
diff --git a/scenes/player_controller/scripts/PlayerController.cs b/scenes/player_controller/scripts/PlayerController.cs
index abfe61b6..eb353c52 100644
--- a/scenes/player_controller/scripts/PlayerController.cs
+++ b/scenes/player_controller/scripts/PlayerController.cs
@@ -1,11 +1,17 @@
using System;
using System.Collections.Generic;
+using Gamesmiths.Forge.Core;
+using Gamesmiths.Forge.Effects;
+using Gamesmiths.Forge.Events;
+using Gamesmiths.Forge.Tags;
using Godot;
using GodotStateCharts;
using Movementtests.addons.godot_state_charts.csharp;
using Movementtests.interfaces;
using Movementtests.systems;
using Movementtests.player_controller.Scripts;
+using Movementtests.scenes.player_controller.scripts;
+using Movementtests.tools;
using RustyOptions;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")]
@@ -13,7 +19,8 @@ public partial class PlayerController : CharacterBody3D,
IDamageable,
IDamageDealer,
IHealthable,
- IKnockbackable
+ IKnockbackable,
+ IForgeEntity
{
// Enums
public enum AllowedInputs
@@ -42,39 +49,45 @@ public partial class PlayerController : CharacterBody3D,
[Signal]
public delegate void PlayerDiedEventHandler();
- public event Action DamageTaken;
- public event Action HealthChanged;
- public event Action HealthDepleted;
+ public event Action DamageTaken = null!;
+ public event Action HealthChanged = null!;
+ public event Action HealthDepleted = null!;
///////////////////////////
// Public stuff //
///////////////////////////
- public HeadSystem HeadSystem;
- public StairsSystem StairsSystem;
- public MantleSystem MantleSystem;
- public DashSystem DashSystem;
- public CollisionShape3D StandingCollider;
- public CollisionShape3D SlideCollider;
- public WeaponSystem WeaponSystem;
- public WallHugSystem WallHugSystem;
- public PlayerUi PlayerUi;
- public TextureRect DashIndicator;
- public ColorRect PowerCooldownIndicator;
- public Node3D DashIndicatorNode;
- public MeshInstance3D DashIndicatorMesh;
- public CylinderMesh DashIndicatorMeshCylinder;
- public RayCast3D WallRunSnapper;
- public ShapeCast3D GroundDetector;
- public ShapeCast3D CeilingDetector;
- public RayCast3D DirectGroundDetector;
- public Area3D WeaponHitbox;
- public AudioStreamPlayer3D SfxPlayer;
+ public HeadSystem HeadSystem = null!;
+ public StairsSystem StairsSystem = null!;
+ public MantleSystem MantleSystem = null!;
+ public DashSystem DashSystem = null!;
+ public CollisionShape3D StandingCollider = null!;
+ public CollisionShape3D SlideCollider = null!;
+ public WeaponSystem WeaponSystem = null!;
+ public WallHugSystem WallHugSystem = null!;
+ public PlayerUi PlayerUi = null!;
+ public TextureRect DashIndicator = null!;
+ public ColorRect PowerCooldownIndicator = null!;
+ public Node3D DashIndicatorNode = null!;
+ public MeshInstance3D DashIndicatorMesh = null!;
+ public CylinderMesh DashIndicatorMeshCylinder = null!;
+ public RayCast3D WallRunSnapper = null!;
+ public ShapeCast3D GroundDetector = null!;
+ public ShapeCast3D CeilingDetector = null!;
+ public RayCast3D DirectGroundDetector = null!;
+ public Area3D WeaponHitbox = null!;
+ public AudioStreamPlayer3D SfxPlayer = null!;
- public ShapeCast3D DashDamageDetector;
- public Area3D SlidingEnemyDetector;
+ public ShapeCast3D DashDamageDetector = null!;
+ public Area3D SlidingEnemyDetector = null!;
+
+ public EntityAttributes Attributes { get; set; } = null!;
+ public EntityTags Tags { get; set; } = null!;
+ public EffectsManager EffectsManager { get; set; } = null!;
+ public EntityAbilities Abilities { get; set; } = null!;
+ public EventManager Events { get; set; } = null!;
// Inspector stuff
- [Export] public Marker3D TutorialWeaponTarget;
+ [Export] public Marker3D TutorialWeaponTarget = null!;
[Export] public bool TutorialDone { get; set; }
[Export] public bool HasSword { get; set; } = true;
[Export] public bool HasParry { get; set; } = true;
@@ -88,11 +101,10 @@ public partial class PlayerController : CharacterBody3D,
public float AimAssistReductionWhenCloseToTarget { get; set; } = 0.3f;
[Export(PropertyHint.Range, "0,10f,0.1,or_greater")]
public float AimAssistReductionStartDistance { get; set; } = 10f;
-
- [ExportGroup("Damage")]
- [Export] public RDamage RDamage { get; set; }
- [Export] public RKnockback RKnockback { get; set; }
- [Export] public RHealth RHealth { get; set; }
+
+ [ExportGroup("Damage")] [Export] public RDamage RDamage { get; set; } = null!;
+ [Export] public RKnockback? RKnockback { get; set; } = null!;
+ [Export] public RHealth? RHealth { get; set; } = null!;
[ExportGroup("Targeting")]
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
@@ -102,7 +114,7 @@ public partial class PlayerController : CharacterBody3D,
[ExportGroup("Instantiation")]
[Export]
- public PackedScene Explosion { get; set; }
+ public PackedScene Explosion { get; set; } = null!;
// Movement stuff
[ExportCategory("Movement")]
@@ -129,7 +141,7 @@ public partial class PlayerController : CharacterBody3D,
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float MantleTime { get; set; } = 0.1f;
[Export]
- public PackedScene MantlePath { get; set; }
+ public PackedScene MantlePath { get; set; } = null!;
[Export(PropertyHint.Range, "0,50,0.1")]
public float MantleDashStrength { get; set; } = 15f;
@@ -254,8 +266,8 @@ public partial class PlayerController : CharacterBody3D,
// Stairs and shit
private float _lastFrameWasOnFloor = -Mathf.Inf;
private const int NumOfHeadCollisionDetectors = 4;
- private RayCast3D[] _headCollisionDetectors;
- private AudioStreamPlaybackInteractive _audioStream;
+ private RayCast3D[] _headCollisionDetectors = null!;
+ private AudioStreamPlaybackInteractive _audioStream = null!;
// Basic movement
private bool _movementEnabled = true;
@@ -265,8 +277,8 @@ public partial class PlayerController : CharacterBody3D,
private float _inputRotateFloorplane;
// Basic falling
- internal float _targetSpeed;
- internal float _gravity;
+ internal float TargetSpeed;
+ internal float Gravity;
// Jump stuff
private int _currentInputBufferFrames;
@@ -276,10 +288,10 @@ public partial class PlayerController : CharacterBody3D,
// Mantle stuff
private bool _shouldMantleOnDashEnded;
- private Path _mantlePath;
+ private Path? _mantlePath;
private bool _customMantle;
private Transform3D _customMantleStartTransform;
- private Curve3D _customMantleCurve;
+ private Curve3D _customMantleCurve = null!;
private Vector3 _mantleStartPosition;
private Vector3 _velocityOnMantleStarted = Vector3.Zero;
@@ -290,7 +302,7 @@ public partial class PlayerController : CharacterBody3D,
private Vector3 _currentWallContactPoint = Vector3.Zero;
// Dash stuff
- internal bool _canDash = true;
+ internal bool CanDash = true;
private bool _canDashAirborne = true;
private float _playerHeight;
private float _playerRadius;
@@ -316,61 +328,61 @@ public partial class PlayerController : CharacterBody3D,
private float _aimAssistMultiplier = 1.0f;
// Timers
- private Timer _timeScaleAimInAirTimer;
- private Timer _weaponThrowUncatchableTimer;
- private Timer _simpleDashCooldownTimer;
- private Timer _airborneDashCooldownTimer;
- private Timer _powerCooldownTimer;
- private Timer _invincibilityTimer;
- private Timer _attackCooldown;
+ private Timer _timeScaleAimInAirTimer = null!;
+ private Timer _weaponThrowUncatchableTimer = null!;
+ private Timer _simpleDashCooldownTimer = null!;
+ private Timer _airborneDashCooldownTimer = null!;
+ private Timer _powerCooldownTimer = null!;
+ private Timer _invincibilityTimer = null!;
+ private Timer _attackCooldown = null!;
// State chart
- private StateChart _playerState;
+ private StateChart _playerState = null!;
- private StateChartState _aiming;
- private StateChartState _powerExpired;
- private StateChartState _powerRecharging;
- private StateChartState _powerFull;
+ private StateChartState _aiming = null!;
+ private StateChartState _powerExpired = null!;
+ private StateChartState _powerRecharging = null!;
+ private StateChartState _powerFull = null!;
- private StateChartState _grounded;
- private StateChartState _airborne;
- private StateChartState _coyoteEnabled;
- private StateChartState _jumping;
- private StateChartState _simpleJump;
- private StateChartState _doubleJump;
- private StateChartState _mantling;
- private StateChartState _simpleDash;
- private StateChartState _aimedDash;
- private StateChartState _weaponDash;
- private StateChartState _sliding;
- private StateChartState _groundSliding;
- private StateChartState _airGliding;
- private StateChartState _airGlidingDoubleJump;
- private StateChartState _slideCanceled;
- private StateChartState _slamming;
- private StateChartState _onWall;
- private StateChartState _onWallHugging;
- private StateChartState _onWallHanging;
- private StateChartState _onWallRunning;
+ private StateChartState _grounded = null!;
+ private StateChartState _airborne = null!;
+ private StateChartState _coyoteEnabled = null!;
+ private StateChartState _jumping = null!;
+ private StateChartState _simpleJump = null!;
+ private StateChartState _doubleJump = null!;
+ private StateChartState _mantling = null!;
+ private StateChartState _simpleDash = null!;
+ private StateChartState _aimedDash = null!;
+ private StateChartState _weaponDash = null!;
+ private StateChartState _sliding = null!;
+ private StateChartState _groundSliding = null!;
+ private StateChartState _airGliding = null!;
+ private StateChartState _airGlidingDoubleJump = null!;
+ private StateChartState _slideCanceled = null!;
+ private StateChartState _slamming = null!;
+ private StateChartState _onWall = null!;
+ private StateChartState _onWallHugging = null!;
+ private StateChartState _onWallHanging = null!;
+ private StateChartState _onWallRunning = null!;
- private StateChartState _attackStandard;
- private StateChartState _attackDash;
- private StateChartState _parryStandard;
- private StateChartState _parryDash;
+ private StateChartState _attackStandard = null!;
+ private StateChartState _attackDash = null!;
+ private StateChartState _parryStandard = null!;
+ private StateChartState _parryDash = null!;
- private Transition _onJumpFromWall;
- private Transition _onJumpFromWallFalling;
- private Transition _onJumpFromWallRunning;
- private Transition _onLeaveWallFromRun;
- private Transition _onAirborneToGrounded;
+ private Transition _onJumpFromWall = null!;
+ private Transition _onJumpFromWallFalling = null!;
+ private Transition _onJumpFromWallRunning = null!;
+ private Transition _onLeaveWallFromRun = null!;
+ private Transition _onAirborneToGrounded = null!;
- private Transition _onGroundSlideJump;
- private Transition _onAirGlideDoubleJump;
+ private Transition _onGroundSlideJump = null!;
+ private Transition _onAirGlideDoubleJump = null!;
// Damage
- public CDamageable CDamageable { get; set; }
- public CHealth CHealth { get; set; }
- public CKnockback CKnockback { get; set; }
+ public CDamageable? CDamageable { get; set; }
+ public CHealth? CHealth { get; set; }
+ public CKnockback? CKnockback { get; set; }
public float CurrentHealth { get; set; }
private bool _isInvincible;
@@ -383,9 +395,9 @@ public partial class PlayerController : CharacterBody3D,
private readonly List _hitEnemies = new List();
- private ShapeCast3D _closeEnemyDetector;
- private RayCast3D _aimAssisRayCast;
- private Camera3D _camera;
+ private ShapeCast3D _closeEnemyDetector = null!;
+ private RayCast3D _aimAssisRayCast = null!;
+ private Camera3D _camera = null!;
public override void _Ready()
{
@@ -402,18 +414,39 @@ public partial class PlayerController : CharacterBody3D,
_aimAssisRayCast = GetNode("AimAssistRayCast");
_aimAssisRayCast.TargetPosition = _aimAssisRayCast.TargetPosition.Normalized() * (TargetingDistance*1.5f);
+ // Forge stuff
+ var forgeManager = GetTree().Root.GetNode("ForgeManager")!;
+ var baseTags = new TagContainer(
+ forgeManager.TagsManager,
+ [
+ Tag.RequestTag(forgeManager.TagsManager, "character.player"),
+ Tag.RequestTag(forgeManager.TagsManager, "class.warrior")
+ ]);
+
+ Attributes = new EntityAttributes(new PlayerAttributeSet());
+ Tags = new EntityTags(baseTags);
+ EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
+ Abilities = new(this);
+ Events = new();
+
+ var health = Attributes["PlayerAttributeSet.Health"].CurrentValue; // 100
+ var mana = Attributes["PlayerAttributeSet.Mana"].CurrentValue; // 100
+ var strength = Attributes["PlayerAttributeSet.Strength"].CurrentValue; // 10
+ var speed = Attributes["PlayerAttributeSet.Speed"].CurrentValue; // 5
+ GD.Print(health, mana, strength, speed);
+
// DashIndicator = GetNode("%DashIndicator");
PowerCooldownIndicator = GetNode("%DashCooldownIndicator");
PowerCooldownIndicator.Visible = false;
EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
- _targetSpeed = WalkSpeed;
+ TargetSpeed = WalkSpeed;
DashIndicatorNode = GetNode("DashIndicator");
DashIndicatorMesh = GetNode("DashIndicator/DashIndicatorMesh");
- DashIndicatorMeshCylinder = DashIndicatorMesh.Mesh as CylinderMesh;
+ DashIndicatorMeshCylinder = (DashIndicatorMesh.Mesh as CylinderMesh)!;
DashIndicatorMesh.Visible = false;
SfxPlayer = GetNode("SFXPlayer");
- _audioStream = SfxPlayer.GetStreamPlayback() as AudioStreamPlaybackInteractive;
+ _audioStream = (SfxPlayer.GetStreamPlayback() as AudioStreamPlaybackInteractive)!;
// Camera stuff
HeadSystem = GetNode("HeadSystem");
@@ -539,7 +572,7 @@ public partial class PlayerController : CharacterBody3D,
// Movement stuff
// Getting universal setting from GODOT editor to be in sync
- _gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
+ Gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
MantleSystem.Init();
StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
DashSystem.Init(HeadSystem, _camera);
@@ -701,7 +734,7 @@ public partial class PlayerController : CharacterBody3D,
public void SetPlayerHealthOverride(float newHealthValue)
{
RHealth.StartingHealth = newHealthValue;
- CHealth.CurrentHealth = newHealthValue;
+ CHealth!.CurrentHealth = newHealthValue;
PlayerUi.Initialize(CHealth.CurrentHealth);
}
public void SetPlayerDamageOverride(float newDamageValue)
@@ -734,7 +767,7 @@ public partial class PlayerController : CharacterBody3D,
return;
}
- _canDash = true;
+ CanDash = true;
_canDashAirborne = true;
_playerState.SendEvent("dash");
}
@@ -761,7 +794,7 @@ public partial class PlayerController : CharacterBody3D,
public void OnAirborneToGrounded()
{
HeadSystem.OnJumpEnded();
- _audioStream!.SwitchToClipByName("land");
+ _audioStream.SwitchToClipByName("land");
}
public bool IsGroundLike()
@@ -968,7 +1001,7 @@ public partial class PlayerController : CharacterBody3D,
// Utilities //
///////////////////////////
- public float CalculateGravityForce() => _gravity * Weight;
+ public float CalculateGravityForce() => Gravity * Weight;
// Camera stuff
private Vector2 ComputeAimAssist()
@@ -1031,8 +1064,8 @@ public partial class PlayerController : CharacterBody3D,
var acceleration = dir.Length() > 0 ? accelerationFactor : decelerationFactor;
- float xAcceleration = Mathf.Lerp(Velocity.X, dir.X * _targetSpeed, delta * acceleration);
- float zAcceleration = Mathf.Lerp(Velocity.Z, dir.Z * _targetSpeed, delta * acceleration);
+ float xAcceleration = Mathf.Lerp(Velocity.X, dir.X * TargetSpeed, delta * acceleration);
+ float zAcceleration = Mathf.Lerp(Velocity.Z, dir.Z * TargetSpeed, delta * acceleration);
return new Vector3(xAcceleration, 0, zAcceleration);
}
public Vector3 ComputeHVelocityGround(float delta)
@@ -1091,7 +1124,7 @@ public partial class PlayerController : CharacterBody3D,
///////////////////////////
public void DashCooldownTimeout()
{
- _canDash = true;
+ CanDash = true;
}
public void AirborneDashCooldownTimeout()
{
@@ -1124,8 +1157,8 @@ public partial class PlayerController : CharacterBody3D,
return;
}
- if (!_canDash) return;
- _canDash = false;
+ if (!CanDash) return;
+ CanDash = false;
_simpleDashCooldownTimer.Start();
_playerState.SendEvent("dash");
}
@@ -1166,7 +1199,7 @@ public partial class PlayerController : CharacterBody3D,
if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward())
{
// _bufferedAction = BufferedActions.MantleDash;
- _canDash = true; // Restore dash ability
+ CanDash = true; // Restore dash ability
_playerState.SendEvent("mantle");
}
}
@@ -1203,7 +1236,7 @@ public partial class PlayerController : CharacterBody3D,
public void OnWallStarted()
{
if (_simpleDashCooldownTimer.IsStopped())
- _canDash = true;
+ CanDash = true;
else
_simpleDashCooldownTimer.Start();
@@ -1452,7 +1485,7 @@ public partial class PlayerController : CharacterBody3D,
public void OnJumpStarted(float verticalVelocity)
{
HeadSystem.OnJumpStarted();
- _audioStream!.SwitchToClipByName("jump");
+ _audioStream.SwitchToClipByName("jump");
_framesSinceJumpAtApex = 0;
var angle = GetFloorAngle();
@@ -1474,7 +1507,7 @@ public partial class PlayerController : CharacterBody3D,
}
public void OnDoubleJumpStarted()
{
- _canDash = true;
+ CanDash = true;
// _canDashAirborne = true;
OnJumpStarted(DoubleJumpStartVelocity);
_bufferedAction = BufferedActions.None;
@@ -1559,7 +1592,7 @@ public partial class PlayerController : CharacterBody3D,
public void OnMantleStarted()
{
HeadSystem.OnMantle();
- _audioStream!.SwitchToClipByName("mantle");
+ _audioStream.SwitchToClipByName("mantle");
_mantlePath = MantlePath.Instantiate() as Path;
if (_mantlePath == null)
@@ -1584,11 +1617,11 @@ public partial class PlayerController : CharacterBody3D,
}
public void HandleMantling(float delta)
{
- GlobalPosition = _mantlePath.Target.GlobalPosition;
+ GlobalPosition = _mantlePath!.Target.GlobalPosition;
}
public void MantleFinished()
{
- _mantlePath.Teardown();
+ _mantlePath!.Teardown();
// SetVelocity(_finalCurveDirection.Normalized() * _speedOverCurve);
@@ -1667,8 +1700,8 @@ public partial class PlayerController : CharacterBody3D,
}
public void SlideStarted()
{
- _targetSpeed = Velocity.Length();
- _audioStream!.SwitchToClipByName("glide");
+ TargetSpeed = Velocity.Length();
+ _audioStream.SwitchToClipByName("glide");
SetupSlideCollision();
SlidingEnemyDetector.Monitoring = true;
@@ -1741,7 +1774,7 @@ public partial class PlayerController : CharacterBody3D,
public void OnSlideCanceled()
{
SetupStandingCollision();
- _targetSpeed = WalkSpeed;
+ TargetSpeed = WalkSpeed;
}
public void HandleSlideCanceled(float delta)
{
@@ -1802,8 +1835,8 @@ public partial class PlayerController : CharacterBody3D,
IsInvincible = false;
SetupStandingCollision();
- _audioStream!.SwitchToClipByName("footsteps");
- _targetSpeed = WalkSpeed;
+ _audioStream.SwitchToClipByName("footsteps");
+ TargetSpeed = WalkSpeed;
}
public void EnemyHitWhileSliding(Node enemy)
@@ -1836,7 +1869,7 @@ public partial class PlayerController : CharacterBody3D,
{
SetHorizontalVelocity(Vector2.Zero);
SetVerticalVelocity(-SlamSpeed);
- _audioStream!.SwitchToClipByName("dash");
+ _audioStream.SwitchToClipByName("dash");
}
public void HandleSlam(float delta)
{
@@ -1845,7 +1878,7 @@ public partial class PlayerController : CharacterBody3D,
public void SlamEnded()
{
HeadSystem.OnGetHit();
- _audioStream!.SwitchToClipByName("slam");
+ _audioStream.SwitchToClipByName("slam");
if (Explosion.Instantiate() is not Explosion explosion) return;
explosion.Radius = 10f;
@@ -1978,7 +2011,7 @@ public partial class PlayerController : CharacterBody3D,
_dashDirection = travel.Normalized();
var shouldRebound = false;
- if (DashSystem.CanDashThroughTarget && DashSystem.CollidedObject is ITargetable targetable)
+ if (DashSystem is { CanDashThroughTarget: true, CollidedObject: ITargetable targetable })
{
var plannedDashLocation = targetable.GetTargetGlobalPosition() + Vector3.Down*_playerHeight/2;
travel = plannedDashLocation - GlobalPosition;
@@ -2063,7 +2096,7 @@ public partial class PlayerController : CharacterBody3D,
DashSystem.HasHit,
DashSystem.CollisionPoint,
DashSystem.CollisionNormal,
- DashSystem.CollidedObject as Node);
+ (DashSystem.CollidedObject as Node)!);
}
public void RecoverWeapon()
{
@@ -2167,7 +2200,7 @@ public partial class PlayerController : CharacterBody3D,
WeaponSystem.PlantObject = null;
}
- public void ManageAttackedEnemyPostDash(Node enemy)
+ public void ManageAttackedEnemyPostDash(Node? enemy)
{
if (enemy is IDamageable damageable)
{
@@ -2227,7 +2260,7 @@ public partial class PlayerController : CharacterBody3D,
private bool _isEnemyInDashAttackRange;
private Vector3 _targetHitLocation;
private Vector3 _targetLocation;
- private Object _targetObject;
+ private Object? _targetObject;
public void HandleEnemyTargeting()
{
_isEnemyInDashAttackRange = false;
@@ -2235,7 +2268,7 @@ public partial class PlayerController : CharacterBody3D,
var enemyTargetState = PlayerUi.TargetState.NoTarget;
var positionOnScreen = Vector2.Zero;
- if (DashSystem.CanDashThroughTarget && DashSystem.CollidedObject is ITargetable dashTarget)
+ if (DashSystem is { CanDashThroughTarget: true, CollidedObject: ITargetable dashTarget })
{
enemyTargetState = PlayerUi.TargetState.TargetWouldKill;
_targetLocation = dashTarget.GetTargetGlobalPosition();
@@ -2279,11 +2312,11 @@ public partial class PlayerController : CharacterBody3D,
if (IsInvincible)
return damageRecord with { Damage = new RDamage(0, damageRecord.Damage.DamageType) };
- var finalDamage = CDamageable.TakeDamage(damageRecord);
+ var finalDamage = CDamageable!.TakeDamage(damageRecord);
DamageTaken?.Invoke(this, finalDamage);
HeadSystem.OnGetHit();
- _audioStream!.SwitchToClipByName("damage_taken");
+ _audioStream.SwitchToClipByName("damage_taken");
TriggerHitstop();
OnHitInvincibility();
@@ -2292,7 +2325,7 @@ public partial class PlayerController : CharacterBody3D,
public DamageRecord ComputeDamage(DamageRecord damageRecord)
{
- return CDamageable.ComputeDamage(damageRecord);
+ return CDamageable!.ComputeDamage(damageRecord);
}
public void OnHitInvincibility()
@@ -2305,24 +2338,24 @@ public partial class PlayerController : CharacterBody3D,
{
_attackCooldown.Start();
HeadSystem.OnHit();
- _audioStream!.SwitchToClipByName("attacks");
+ _audioStream.SwitchToClipByName("attacks");
}
public void OnStandardParryStarted()
{
_attackCooldown.Start();
HeadSystem.OnParry();
- _audioStream!.SwitchToClipByName("parry");
+ _audioStream.SwitchToClipByName("parry");
}
- private PhysicsDirectSpaceState3D _spaceState;
+ private PhysicsDirectSpaceState3D _spaceState = null!;
public void StartDashAction(bool isParry)
{
if (isParry) HeadSystem.OnParry();
else HeadSystem.OnHit();
var streamName = isParry ? "parry" : "attacks";
- _audioStream!.SwitchToClipByName(streamName);
+ _audioStream.SwitchToClipByName(streamName);
IsInvincible = true;
var plannedDashLocation = _targetLocation + Vector3.Down*_playerHeight/2;
@@ -2452,7 +2485,7 @@ public partial class PlayerController : CharacterBody3D,
_hitEnemies.Clear();
HeadSystem.OnHitTarget();
- _audioStream!.SwitchToClipByName("hits");
+ _audioStream.SwitchToClipByName("hits");
TriggerHitstop();
}
@@ -2469,19 +2502,18 @@ public partial class PlayerController : CharacterBody3D,
}
public HealthChangedRecord ReduceHealth(IDamageable source, DamageRecord damageRecord)
{
- GD.Print("That's NOT fine");
- var record = CHealth.ReduceHealth(source, damageRecord);
+ var record = CHealth!.ReduceHealth(source, damageRecord);
HealthChanged?.Invoke(this, record);
return record;
}
public void RegisterKnockback(KnockbackRecord knockbackRecord)
{
- CKnockback.RegisterKnockback(knockbackRecord);
+ CKnockback!.RegisterKnockback(knockbackRecord);
}
public Vector3 ComputeKnockback()
{
- var kb = CKnockback.ComputeKnockback();
+ var kb = CKnockback!.ComputeKnockback();
return kb;
}
@@ -2500,10 +2532,9 @@ public partial class PlayerController : CharacterBody3D,
IsInvincible = false;
}
-
// Sound
public void OnFootStepped()
{
- _audioStream!.SwitchToClipByName("footsteps");
+ _audioStream.SwitchToClipByName("footsteps");
}
}
diff --git a/tests/player/DashSystemUnitTest.cs b/tests/player/DashSystemUnitTest.cs
index 30ba91d2..1da71c91 100644
--- a/tests/player/DashSystemUnitTest.cs
+++ b/tests/player/DashSystemUnitTest.cs
@@ -18,17 +18,17 @@ public class DashSystemUnitTest
_dashSystem.DashCast3D = new ShapeCast3D();
_dashSystem.AddChild(_dashSystem.DashCast3D);
- _dashSystem._dashCastDrop = new ShapeCast3D();
- _dashSystem.AddChild(_dashSystem._dashCastDrop);
+ _dashSystem.DashCastDrop = new ShapeCast3D();
+ _dashSystem.AddChild(_dashSystem.DashCastDrop);
- _dashSystem._dashTarget = new MeshInstance3D();
- _dashSystem.AddChild(_dashSystem._dashTarget);
+ _dashSystem.DashTarget = new MeshInstance3D();
+ _dashSystem.AddChild(_dashSystem.DashTarget);
- _dashSystem._dashDropIndicator = new MeshInstance3D();
- _dashSystem.AddChild(_dashSystem._dashDropIndicator);
+ _dashSystem.DashDropIndicator = new MeshInstance3D();
+ _dashSystem.AddChild(_dashSystem.DashDropIndicator);
- _dashSystem._dashDropLocationIndicator = new MeshInstance3D();
- _dashSystem.AddChild(_dashSystem._dashDropLocationIndicator);
+ _dashSystem.DashDropLocationIndicator = new MeshInstance3D();
+ _dashSystem.AddChild(_dashSystem.DashDropLocationIndicator);
}
[AfterTest]
@@ -41,15 +41,15 @@ public class DashSystemUnitTest
public void TestStopPreparingDash()
{
_dashSystem.CanDashThroughTarget = true;
- _dashSystem._dashTarget.Visible = true;
- _dashSystem._dashDropIndicator.Visible = true;
- _dashSystem._dashDropLocationIndicator.Visible = true;
+ _dashSystem.DashTarget.Visible = true;
+ _dashSystem.DashDropIndicator.Visible = true;
+ _dashSystem.DashDropLocationIndicator.Visible = true;
_dashSystem.StopPreparingDash();
AssertBool(_dashSystem.CanDashThroughTarget).IsFalse();
- AssertBool(_dashSystem._dashTarget.Visible).IsFalse();
- AssertBool(_dashSystem._dashDropIndicator.Visible).IsFalse();
- AssertBool(_dashSystem._dashDropLocationIndicator.Visible).IsFalse();
+ AssertBool(_dashSystem.DashTarget.Visible).IsFalse();
+ AssertBool(_dashSystem.DashDropIndicator.Visible).IsFalse();
+ AssertBool(_dashSystem.DashDropLocationIndicator.Visible).IsFalse();
}
}
diff --git a/tests/player/PlayerControllerUnitTest.cs b/tests/player/PlayerControllerUnitTest.cs
index 3a82f4a8..c41fe8fc 100644
--- a/tests/player/PlayerControllerUnitTest.cs
+++ b/tests/player/PlayerControllerUnitTest.cs
@@ -15,8 +15,8 @@ public class PlayerControllerUnitTest
public void SetupTest()
{
_player = new PlayerController();
- _player._targetSpeed = 7.0f;
- _player._gravity = 9.8f;
+ _player.TargetSpeed = 7.0f;
+ _player.Gravity = 9.8f;
var rHealth = new RHealth(100.0f);
_player.RHealth = rHealth;
@@ -113,9 +113,9 @@ public class PlayerControllerUnitTest
[TestCase]
public void TestDashCooldownTimeout()
{
- _player._canDash = false;
+ _player.CanDash = false;
_player.DashCooldownTimeout();
- AssertBool(_player._canDash).IsTrue();
+ AssertBool(_player.CanDash).IsTrue();
}
[TestCase]
diff --git a/tools/ForgeManager.cs b/tools/ForgeManager.cs
new file mode 100644
index 00000000..a77fcdb1
--- /dev/null
+++ b/tools/ForgeManager.cs
@@ -0,0 +1,27 @@
+using Gamesmiths.Forge.Cues;
+using Gamesmiths.Forge.Tags;
+using Godot;
+
+namespace Movementtests.tools;
+
+public partial class ForgeManager : Node
+{
+ public CuesManager CuesManager { get; private set; } = new CuesManager();
+ public TagsManager TagsManager { get; private set; } = new TagsManager(
+ [
+ "character.player",
+ "class.warrior",
+ "status.stunned",
+ "status.burning",
+ "status.enraged",
+ "status.immune.fire",
+ "cues.damage.fire",
+ "events.combat.damage",
+ "events.combat.hit",
+ "cooldown.fireball"
+ ]);
+
+ public ForgeManager()
+ {
+ }
+}
\ No newline at end of file
diff --git a/tools/ForgeManager.cs.uid b/tools/ForgeManager.cs.uid
new file mode 100644
index 00000000..5121a6e3
--- /dev/null
+++ b/tools/ForgeManager.cs.uid
@@ -0,0 +1 @@
+uid://c75tpswl62eew