Setup the base for abilities and events
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@@ -3,6 +3,9 @@ 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.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.Tags;
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@@ -102,6 +105,10 @@ public partial class PlayerController : CharacterBody3D,
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[ExportGroup("General")]
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[Export] public REmpoweredAction EmpoweredAction = null!;
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[Export] public RManaRegen ManaRegen = null!;
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[ExportGroup("Abilities")]
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[ExportSubgroup("WeaponThrow")]
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[Export] public RAbilityBase[] AbilityLoadout = [];
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// Combat stuff
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[ExportCategory("Combat")]
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@@ -429,26 +436,21 @@ public partial class PlayerController : CharacterBody3D,
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_aimAssisRayCast.TargetPosition = _aimAssisRayCast.TargetPosition.Normalized() * (TargetingDistance*1.5f);
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// Forge stuff
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var forgeManager = GetTree().Root.GetNode<ForgeManager>("ForgeManager")!;
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var tagsManager = ForgeManager.GetTagsManager(this);
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var cuesManager = ForgeManager.GetCuesManager(this);
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var baseTags = new TagContainer(
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forgeManager.TagsManager,
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tagsManager,
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[
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Tag.RequestTag(forgeManager.TagsManager, "character.player")
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Tag.RequestTag(tagsManager, "character.player")
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]);
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Attributes = new EntityAttributes(new PlayerAttributeSet());
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Tags = new EntityTags(baseTags);
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EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
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EffectsManager = new EffectsManager(this, cuesManager);
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Abilities = new(this);
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Events = new();
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var empoweredActionData = new AbilityData(
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name: "Empowered Action",
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costEffect: EmpoweredAction.CostEffect(forgeManager.TagsManager),
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cooldownEffects: [EmpoweredAction.CooldownEffect(forgeManager.TagsManager)],
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instancingPolicy: AbilityInstancingPolicy.PerEntity,
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behaviorFactory: () => new EmpoweredActionBehavior());
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var empoweredActionData = EmpoweredAction.Ability(tagsManager);
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// Grant permanently
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_empoweredActionHandle = Abilities.GrantAbilityPermanently(
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empoweredActionData,
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@@ -456,7 +458,7 @@ public partial class PlayerController : CharacterBody3D,
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levelOverridePolicy: LevelComparison.None,
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sourceEntity: this);
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var manaRegenEffect = new Effect(ManaRegen.ManaRegen(forgeManager.TagsManager), new EffectOwnership(this, this));
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var manaRegenEffect = new Effect(ManaRegen.ManaRegen(tagsManager), new EffectOwnership(this, this));
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_manaRegenEffectHandle = EffectsManager.ApplyEffect(manaRegenEffect);
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var health = Attributes["PlayerAttributeSet.Health"].CurrentValue; // 100
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@@ -702,9 +704,47 @@ public partial class PlayerController : CharacterBody3D,
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_attackDash.StateEntered += OnDashAttackStarted;
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_parryStandard.StateEntered += OnStandardParryStarted;
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_parryDash.StateEntered += OnDashParryStarted;
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foreach (var weaponLandAbility in AbilityLoadout)
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{
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var grantAbilityConfig = new GrantAbilityConfig(
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weaponLandAbility.Ability(tagsManager, WeaponSystem),
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ScalableLevel: new ScalableInt(1),
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RemovalPolicy: AbilityDeactivationPolicy.CancelImmediately,
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InhibitionPolicy: AbilityDeactivationPolicy.CancelImmediately,
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TryActivateOnGrant: false,
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TryActivateOnEnable: false,
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LevelOverridePolicy: LevelComparison.Higher);
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var grantComponent = new GrantAbilityEffectComponent([grantAbilityConfig]);
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var grantEffect = new EffectData(
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"Grant Weapon Land Ability",
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new DurationData(DurationType.Infinite),
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effectComponents: [grantComponent]);
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EffectsManager.ApplyEffect(new Effect(grantEffect, new EffectOwnership(this, this)));
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}
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// Testing out kill
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// GetTree().CreateTimer(2).Timeout += () => Kill(this);
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// Forge events
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EventSubscriptionToken token = WeaponSystem.Events.Subscribe<WeaponLandPayload>(WeaponSystem.WeaponLandTag, OnWeaponLanded);
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}
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public void OnWeaponLanded(EventData<WeaponLandPayload> data)
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{
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var source = data.Source;
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var target = data.Target;
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var magnitude = data.EventMagnitude;
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var weaponLandPayload = data.Payload;
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var tagsManager = ForgeManager.GetTagsManager(this);
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var weaponLandTag = Tag.RequestTag(tagsManager, "abilities.weapon.land").GetSingleTagContainer();
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if (weaponLandTag == null) return;
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var anyActivated = Abilities.TryActivateAbilitiesByTag(
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weaponLandTag,
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target,
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out var failures);
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if (anyActivated)
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{
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}
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}
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///////////////////////////
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