hitting is now an ability

This commit is contained in:
2026-05-02 11:19:56 +02:00
parent 24f057c15f
commit fb30a08b89
19 changed files with 588 additions and 395 deletions

View File

@@ -1,22 +1,20 @@
using System;
using System.Collections.Generic;
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Gamesmiths.Forge.Abilities;
using Gamesmiths.Forge.Attributes;
using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Cues;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Events;
using Gamesmiths.Forge.Godot.Core;
using Gamesmiths.Forge.Godot.Nodes;
using Gamesmiths.Forge.Godot.Resources.Abilities;
using Gamesmiths.Forge.Statescript;
using Gamesmiths.Forge.Tags;
using Godot;
using Movementtests.interfaces;
using Movementtests.scenes.enemies;
using Movementtests.scenes.player_controller.scripts;
using Movementtests.systems;
using Movementtests.tools;
using Node = Godot.Node;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_beetle.png"), Meta(typeof(IAutoNode))]
@@ -42,14 +40,21 @@ public partial class Enemy : CharacterBody3D,
#endregion
#region Signals
// Signals and events
public event Action<IDamageable, DamageRecord> DamageTaken = null!;
public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!;
public event Action<IHealthable> HealthDepleted = null!;
public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!;
public event Action<IHealthable> HealthDepleted = null!;
#endregion
#region Inspector
// Public export components
[Export]
public Node3D? Target { get; set; }
[Export] public required ForgeAbilityData HitAbility { get; set; }
[Export]
public float EnemyHeight { get; set; } = 1f;
@@ -72,8 +77,10 @@ public partial class Enemy : CharacterBody3D,
[ExportGroup("Movement")]
[Export]
public RMovement? RMovement { get; set; }
public IMoveable CMovement { get; set; } = null!;
public required RMovement RMovement { get; set; }
public required IMoveable CMovement { get; set; }
#endregion
// Public stuff
public float CurrentHealth
@@ -81,45 +88,48 @@ public partial class Enemy : CharacterBody3D,
get => CHealth.CurrentHealth;
set => CHealth.CurrentHealth = value;
}
#region IForgeEntity
// Perfectly forward the IForgeEntity interface to the ForgeEntity component
public EntityAttributes Attributes
{
get => _forgeEntity.Attributes;
set => _forgeEntity.Attributes = value;
get => ForgeEntity.Attributes;
set => ForgeEntity.Attributes = value;
}
public EntityTags Tags
{
get => _forgeEntity.Tags;
set => _forgeEntity.Tags = value;
get => ForgeEntity.Tags;
set => ForgeEntity.Tags = value;
}
public EffectsManager EffectsManager
{
get => _forgeEntity.EffectsManager;
set => _forgeEntity.EffectsManager = value;
get => ForgeEntity.EffectsManager;
set => ForgeEntity.EffectsManager = value;
}
public EntityAbilities Abilities
{
get => _forgeEntity.Abilities;
set => _forgeEntity.Abilities = value;
get => ForgeEntity.Abilities;
set => ForgeEntity.Abilities = value;
}
public EventManager Events
{
get => _forgeEntity.Events;
set => _forgeEntity.Events = value;
get => ForgeEntity.Events;
set => ForgeEntity.Events = value;
}
[Export] public ForgeAbilityData? HitAbility;
#endregion
public Variables SharedVariables { get; }
// Private stuff
private Area3D _damageBox = null!;
internal Node3D _target = null!;
private ResourceBar _resourceBar = null!;
private ForgeEntity _forgeEntity;
[Node("DamageBox")] public required Area3D DamageBox { get; set;}
[Node("CTarget")] public required Node3D TargetComponent { get; set;}
[Node("CHealthBar")] public required CHealthbar HealthBarWrapper { get; set;}
[Node("ForgeEntity")] public required ForgeEntity ForgeEntity { get; set;}
private AbilityHandle? _hitAbilityHandle;
private EntityAttribute _healthAttribute;
public void OnReady()
{
@@ -129,39 +139,38 @@ public partial class Enemy : CharacterBody3D,
public void Init()
{
_damageBox = GetNode<Area3D>("DamageBox");
_target = GetNode<Node3D>("CTarget");
_forgeEntity = GetNode<ForgeEntity>("ForgeEntity");
CMovement = GetNode<Node>("CMovement") as IMoveable ?? throw new Exception("Movement component not found");
CMovement.RMovement = RMovement;
_healthAttribute = Attributes["EnemyAttributeSet.Health"];
CDamageable = (GetNode<Node>("CDamageable") as IDamageable)!;
CMovement = (GetNode<Node>("CMovement") as IMoveable)!;
CHealth = (GetNode<Node>("CHealth") as IHealthable)!;
CKnockback = (GetNode<Node>("CKnockback") as IKnockbackable)!;
_resourceBar = GetNode<CHealthbar>("CHealthBar").ResourceBar;
CMovement.RMovement = RMovement;
CHealth.RHealth = RHealth;
CHealth.CurrentHealth = RHealth.StartingHealth;
CKnockback.RKnockback = RKnockback;
if (HitAbility != null)
_hitAbilityHandle = Abilities.GrantAbilityPermanently(HitAbility.GetAbilityData(), 1, LevelComparison.None, this);
_hitAbilityHandle = Abilities.GrantAbilityPermanently(HitAbility.GetAbilityData(), 1, LevelComparison.None, this);
}
public void OnResolved()
{
HealthBarWrapper.ResourceBar.Init(_healthAttribute);
// CuesManager.RegisterCue(Tag.RequestTag(TagsManager, "cues.enemy.health"), HealthBarWrapper.ResourceBar);
Events.Subscribe(Tag.RequestTag(TagsManager, "events.combat.hit"),
data => {GD.Print("Hit!");});
Events.Subscribe(Tag.RequestTag(TagsManager, "events.combat.damage"), OnDamageReceived);
Events.Subscribe(Tag.RequestTag(TagsManager, "events.combat.death"), OnDeath);
}
public void SetupSignals()
{
// Anonymous function call to erase return values of ReduceHealth
CDamageable.DamageTaken += (source, record) => ReduceHealth(source, record);
CDamageable.DamageTaken += (_, record) => RegisterKnockback(new KnockbackRecord(record));
CHealth.HealthDepleted += Kill;
HealthChanged += (_, record) => _resourceBar.SetValue(record.CurrentHealth);
// CDamageable.DamageTaken += (source, record) => ReduceHealth(source, record);
// CDamageable.DamageTaken += (_, record) => RegisterKnockback(new KnockbackRecord(record));
// CHealth.HealthDepleted += Kill;
}
public override void _PhysicsProcess(double delta)
@@ -188,7 +197,7 @@ public partial class Enemy : CharacterBody3D,
{
if (IsStunned || _hitAbilityHandle == null) return;
var bodies = _damageBox.GetOverlappingBodies();
var bodies = DamageBox.GetOverlappingBodies();
foreach (var body in bodies)
{
if (body is not IForgeEntity forgeEntity) continue;
@@ -196,16 +205,40 @@ public partial class Enemy : CharacterBody3D,
if (!canActivate) return;
_hitAbilityHandle.Activate(out var _, forgeEntity);
// if(body is IDamageable spawnable)
// spawnable.TakeDamage(new DamageRecord(GlobalPosition, RDamage));
}
}
public Vector3 ComputeVelocity(MovementInputs inputs)
{
if (CMovement is null) return Vector3.Zero;
return CMovement.ComputeVelocity(inputs);
return CMovement is null ? Vector3.Zero : CMovement.ComputeVelocity(inputs);
}
public void OnDamageReceived(EventData data)
{
var newHealth = _healthAttribute.CurrentValue + data.EventMagnitude;
if (newHealth > _healthAttribute.Min) return;
Events.Raise(new EventData
{
EventTags = Tag.RequestTag(TagsManager, "events.combat.death").GetSingleTagContainer()!,
Source = data.Source,
Target = data.Target
});
}
public void OnDeath(EventData data)
{
// Remove weapon that might be planted there
foreach (var child in GetChildren())
{
if (child is not WeaponSystem system) continue;
CallDeferred(Node.MethodName.RemoveChild, system);
GetTree().GetRoot().CallDeferred(Node.MethodName.AddChild, system);
system.CallDeferred(Node3D.MethodName.SetGlobalPosition, GlobalPosition + Vector3.Up*EnemyHeight);
system.CallDeferred(WeaponSystem.MethodName.RethrowWeapon);
}
CallDeferred(Node.MethodName.QueueFree);
}
public DamageRecord TakeDamage(DamageRecord damageRecord)
@@ -267,7 +300,7 @@ public partial class Enemy : CharacterBody3D,
public Vector3 GetTargetGlobalPosition()
{
return _target == null ? GlobalPosition : _target.GlobalPosition;
return TargetComponent == null ? GlobalPosition : TargetComponent.GlobalPosition;
}
// Stun management