WIP: integrating forge systems into the game, now trying periodic abilities

This commit is contained in:
2026-03-28 11:43:34 +01:00
parent 7bf19868e7
commit cc70fb361b
12 changed files with 242 additions and 43 deletions

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@@ -18,10 +18,14 @@ public partial class ForgeManager : Node
// Abilities
"abilities.weapon.land",
"abilities.weapon.flying",
"abilities.weapon.left",
// Events
"events.combat.damage",
"events.combat.hit",
"events.weapon.left",
"events.weapon.flyingTick",
"events.weapon.land",
// Cooldowns

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@@ -24,7 +24,7 @@ public partial class RAbilityBase(float cost, float cooldown) : Resource, IAbili
{
}
public virtual AbilityData Ability(TagsManager tagsManager, Node3D owner)
public virtual AbilityData Ability(TagsManager tagsManager, TagContainer? tags, Node3D owner)
{
throw new NotImplementedException();
}

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@@ -1,3 +1,4 @@
using System;
using Gamesmiths.Forge.Abilities;
using Gamesmiths.Forge.Cues;
using Gamesmiths.Forge.Effects;
@@ -7,27 +8,28 @@ using Gamesmiths.Forge.Effects.Magnitudes;
using Gamesmiths.Forge.Effects.Modifiers;
using Gamesmiths.Forge.Tags;
using Godot;
using Movementtests.systems;
namespace Movementtests.forge.abilities;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_projectile.png")]
public partial class RExplodingSwordThrow(PackedScene? explosion, float cost, float cooldown) : RAbilityBase(cost, cooldown)
public partial class RExplodingSword(PackedScene? explosion, float cost, float cooldown) : RAbilityBase(cost, cooldown)
{
[Export] public PackedScene? Explosion { get; set; } = explosion;
public RExplodingSwordThrow() : this(null, 20.0f, 0.0f)
public RExplodingSword() : this(null, 20.0f, 0.0f)
{
}
public override AbilityData Ability(TagsManager tagsManager, Node3D owner)
public override AbilityData Ability(TagsManager tagsManager, TagContainer? tags, Node3D owner)
{
return new AbilityData(
name: "Exploding Sword Throw",
costEffect: CostEffect(tagsManager),
cooldownEffects: [CooldownEffect(tagsManager)],
abilityTags: Tag.RequestTag(tagsManager, "abilities.weapon.land").GetSingleTagContainer(),
abilityTags: tags,
instancingPolicy: AbilityInstancingPolicy.PerEntity,
behaviorFactory: () => new ExplodingSwordThrowBehavior(owner, Explosion));
behaviorFactory: () => new ExplodingSwordThrowBehavior<WeaponLeftPayload>(owner, Explosion));
}
public override EffectData CostEffect(TagsManager tagsManager)
@@ -77,21 +79,28 @@ public partial class RExplodingSwordThrow(PackedScene? explosion, float cost, fl
}
}
public class ExplodingSwordThrowBehavior(Node3D owner, PackedScene? explosion) : IAbilityBehavior
public class ExplodingSwordThrowBehavior<TPayload>(Node3D owner, PackedScene? explosion) : IAbilityBehavior<TPayload>
{
private Node3D _owner = owner;
private PackedScene? _explosion = explosion;
public void OnStarted(AbilityBehaviorContext context)
public void OnStarted(AbilityBehaviorContext context, TPayload payload)
{
GD.Print(payload);
if (_explosion?.Instantiate() is not Explosion explosion)
{
context.InstanceHandle.End();
return;
}
if (!_owner.IsInsideTree())
{
context.InstanceHandle.End();
return;
}
explosion.Radius = 6f;
explosion.Radius = 10f;
_owner.GetTree().GetRoot().AddChild(explosion);
explosion.GlobalPosition = _owner.GlobalPosition;
_owner.GetTree().GetRoot().CallDeferred(Node.MethodName.AddChild, explosion);
explosion.CallDeferred(Node3D.MethodName.SetGlobalPosition, _owner.GlobalPosition);
context.AbilityHandle.CommitAbility();
context.InstanceHandle.End();
@@ -99,6 +108,17 @@ public class ExplodingSwordThrowBehavior(Node3D owner, PackedScene? explosion) :
public void OnEnded(AbilityBehaviorContext context)
{
}
}
public class TestBehavior<TPayload>(
Action<AbilityBehaviorContext, TPayload> callback) : IAbilityBehavior<TPayload>
{
public void OnStarted(AbilityBehaviorContext context, TPayload data)
{
callback(context, data);
context.InstanceHandle.End();
}
public void OnEnded(AbilityBehaviorContext context){}
}

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@@ -0,0 +1,67 @@
using System.Collections.Generic;
using Gamesmiths.Forge.Attributes;
using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Effects.Calculator;
using Gamesmiths.Forge.Effects.Magnitudes;
using Gamesmiths.Forge.Effects.Modifiers;
using Godot;
namespace Movementtests.tools.calculators;
public class FlyingWeaponExecution : CustomExecution
{
private readonly Node3D _comboSystem;
public AttributeCaptureDefinition TargetHealth { get; }
public AttributeCaptureDefinition AttackerStrength { get; }
public FlyingWeaponExecution()
{
TargetHealth = new AttributeCaptureDefinition(
"CombatAttributeSet.CurrentHealth",
AttributeCaptureSource.Target,
Snapshot: false);
AttackerStrength = new AttributeCaptureDefinition(
"StatAttributeSet.Strength",
AttributeCaptureSource.Source,
Snapshot: true);
AttributesToCapture.Add(TargetHealth);
AttributesToCapture.Add(AttackerStrength);
CustomCueParameters.Add("cues.combat.combo_count", 0);
CustomCueParameters.Add("cues.combat.combo_damage", 0f);
}
public override ModifierEvaluatedData[] EvaluateExecution(Effect effect, IForgeEntity target, EffectEvaluatedData? effectEvaluatedData)
{
var results = new List<ModifierEvaluatedData>();
int strength = CaptureAttributeMagnitude(AttackerStrength, effect, target, effectEvaluatedData);
int comboCount = 0;
// Calculate combo damage
float baseDamage = strength * 0.8f;
float comboDamage = baseDamage * (1 + comboCount * 0.2f);
// Apply health damage
if (TargetHealth.TryGetAttribute(target, out EntityAttribute? healthAttribute))
{
results.Add(new ModifierEvaluatedData(
healthAttribute,
ModifierOperation.FlatBonus,
-comboDamage, // Negative for damage
channel: 0
));
}
// Add combo to cue parameters
CustomCueParameters["cues.combat.combo_count"] = comboCount;
CustomCueParameters["cues.combat.combo_damage"] = comboDamage;
return results.ToArray();
}
}

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@@ -0,0 +1 @@
uid://br7ut4lbau66w