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10 Commits

Author SHA1 Message Date
95616f61fc Implemented mana regeneration
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 40s
Create tag and build when new code gets to main / Export (push) Successful in 5m18s
2026-03-11 16:29:09 +01:00
b15a4fef95 empowered action as a forge ability 2026-03-11 15:56:17 +01:00
14d29d68bb Setup empowered action as a Forge ability 2026-03-10 09:22:39 +01:00
9d612682ec created a normal process function
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 41s
Create tag and build when new code gets to main / Export (push) Successful in 4m39s
2026-03-08 18:12:57 +01:00
9bfe37af62 trying cache
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 30s
Create tag and build when new code gets to main / Export (push) Successful in 4m56s
2026-03-08 10:08:06 +01:00
55eba7fcc8 trying to remove xunit
Some checks failed
Create tag and build when new code gets to main / BumpTag (push) Successful in 27s
Create tag and build when new code gets to main / Export (push) Failing after 3m37s
2026-03-08 09:49:18 +01:00
7a3e61b86f added lights in dark tutorial area 2026-03-08 09:46:33 +01:00
8153ec07e7 Revert "removing tests because they might break the solution"
This reverts commit 3a21f00528.
2026-03-08 09:44:02 +01:00
ddc85655be Revert "removed internal"
This reverts commit 5408f455af.
2026-03-08 09:43:38 +01:00
c92eb19a1c Revert "removed null!"
This reverts commit 290f79afd4.
2026-03-08 09:43:12 +01:00
61 changed files with 1304 additions and 229 deletions

View File

@@ -83,6 +83,8 @@ jobs:
Export: Export:
runs-on: godot runs-on: godot
env:
RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
needs: needs:
- BumpTag - BumpTag

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@@ -125,25 +125,14 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Folder Include="addons\" /> <Folder Include="addons\" />
<Folder Include="tests\" />
<Folder Include="tools\" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="RustyOptions" Version="0.10.1" /> <PackageReference Include="RustyOptions" Version="0.10.1" />
</ItemGroup> </ItemGroup>
<Import Project="addons/forge/Forge.props" /> <Import Project="addons/forge/Forge.props" />
<!-- XUnit -->
<ItemGroup>
<Content Include="xunit.runner.json" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
<ItemGroup>
<Using Include="Xunit" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="xunit.v3.mtp-v2" Version="3.2.2" />
</ItemGroup>
<!-- gdUnit4 package dependencies --> <!-- gdUnit4 package dependencies -->
<ItemGroup> <ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0" /> <PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0" />
@@ -154,5 +143,4 @@
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets> <IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference> </PackageReference>
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@@ -8,7 +8,7 @@ namespace Gamesmiths.Forge.Godot.Core;
public class ForgeManagers public class ForgeManagers
{ {
public static ForgeManagers Instance { get; private set; } public static ForgeManagers Instance { get; private set; } = null!;
public TagsManager TagsManager { get; private set; } public TagsManager TagsManager { get; private set; }

View File

@@ -11,7 +11,7 @@ public partial class AttributeEditorProperty : EditorProperty
private const int ButtonSize = 26; private const int ButtonSize = 26;
private const int PopupSize = 300; private const int PopupSize = 300;
private Label _label; private Label _label = null!;
public override void _Ready() public override void _Ready()
{ {

View File

@@ -14,7 +14,7 @@ namespace Gamesmiths.Forge.Godot.Editor.Attributes;
[Tool] [Tool]
public partial class AttributeSetClassEditorProperty : EditorProperty public partial class AttributeSetClassEditorProperty : EditorProperty
{ {
private OptionButton _optionButton; private OptionButton _optionButton = null!;
public override void _Ready() public override void _Ready()
{ {

View File

@@ -14,7 +14,7 @@ public partial class CueKeyEditorProperty : EditorProperty
private const int ButtonSize = 26; private const int ButtonSize = 26;
private const int PopupSize = 300; private const int PopupSize = 300;
private Label _label; private Label _label = null!;
public override void _Ready() public override void _Ready()
{ {

View File

@@ -15,13 +15,13 @@ public partial class TagContainerEditorProperty : EditorProperty
{ {
private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = []; private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = [];
private VBoxContainer _root; private VBoxContainer _root = null!;
private Button _containerButton; private Button _containerButton = null!;
private ScrollContainer _scroll; private ScrollContainer _scroll = null!;
private Tree _tree; private Tree _tree = null!;
private Texture2D _checkedIcon; private Texture2D _checkedIcon = null!;
private Texture2D _uncheckedIcon; private Texture2D _uncheckedIcon = null!;
private GodotStringArray _currentValue = []; private GodotStringArray _currentValue = [];

View File

@@ -13,13 +13,13 @@ public partial class TagEditorProperty : EditorProperty
{ {
private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = []; private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = [];
private VBoxContainer _root; private VBoxContainer _root = null!;
private Button _containerButton; private Button _containerButton = null!;
private ScrollContainer _scroll; private ScrollContainer _scroll = null!;
private Tree _tree; private Tree _tree = null!;
private Texture2D _checkedIcon; private Texture2D _checkedIcon = null!;
private Texture2D _uncheckedIcon; private Texture2D _uncheckedIcon = null!;
private string _currentValue = string.Empty; private string _currentValue = string.Empty;

View File

@@ -16,7 +16,7 @@ public partial class TagsEditor : VBoxContainer, ISerializationListener
{ {
private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = []; private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = [];
private TagsManager _tagsManager; private TagsManager _tagsManager = null!;
private ForgeData? _forgePluginData; private ForgeData? _forgePluginData;

View File

@@ -18,15 +18,15 @@ public partial class ForgeEntity : Node, IForgeEntity
[Export] [Export]
public ForgeTagContainer BaseTags { get; set; } = new(); public ForgeTagContainer BaseTags { get; set; } = new();
public EntityAttributes Attributes { get; set; } public EntityAttributes Attributes { get; set; } = null!;
public EntityTags Tags { get; set; } public EntityTags Tags { get; set; } = null!;
public EffectsManager EffectsManager { get; set; } public EffectsManager EffectsManager { get; set; } = null!;
public EntityAbilities Abilities { get; set; } public EntityAbilities Abilities { get; set; } = null!;
public EventManager Events { get; set; } public EventManager Events { get; set; } = null!;
public override void _Ready() public override void _Ready()
{ {

View File

@@ -46,7 +46,7 @@ kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
rm -rf \"{temp_dir}\"" rm -rf \"{temp_dir}\""
dotnet/include_scripts_content=false dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=false dotnet/embed_build_outputs=true
texture_format/bptc=true texture_format/bptc=true
texture_format/s3tc=true texture_format/s3tc=true
texture_format/etc=false texture_format/etc=false
@@ -125,7 +125,7 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi
Remove-Item -Recurse -Force '{temp_dir}'" Remove-Item -Recurse -Force '{temp_dir}'"
dotnet/include_scripts_content=false dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=false dotnet/embed_build_outputs=true
texture_format/bptc=true texture_format/bptc=true
texture_format/s3tc=true texture_format/s3tc=true
texture_format/etc=false texture_format/etc=false
@@ -472,4 +472,4 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi
Remove-Item -Recurse -Force '{temp_dir}'" Remove-Item -Recurse -Force '{temp_dir}'"
dotnet/include_scripts_content=false dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=false dotnet/embed_build_outputs=true

View File

@@ -13,15 +13,10 @@ public partial class ForgeManager : Node
"class.warrior", "class.warrior",
"status.stunned", "status.stunned",
"status.burning", "status.burning",
"status.enraged",
"status.immune.fire", "status.immune.fire",
"cues.damage.fire", "cues.damage.fire",
"events.combat.damage", "events.combat.damage",
"events.combat.hit", "events.combat.hit",
"cooldown.fireball" "cooldown.empoweredAction",
]); ]);
public ForgeManager()
{
}
} }

View File

@@ -0,0 +1,78 @@
using Gamesmiths.Forge.Abilities;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Effects.Components;
using Gamesmiths.Forge.Effects.Duration;
using Gamesmiths.Forge.Effects.Magnitudes;
using Gamesmiths.Forge.Effects.Modifiers;
using Gamesmiths.Forge.Tags;
using Godot;
namespace Movementtests.forge.abilities;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_animation.png")]
public partial class REmpoweredAction(float cost, float cooldown, float manaRegenPause) : Resource
{
[Export(PropertyHint.Range, "0,100,1,or_greater")]
public float Cost { get; set; } = cost;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float Cooldown { get; set; } = cooldown;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float ManaRegenPause { get; set; } = manaRegenPause;
public REmpoweredAction() : this(20.0f, 1.0f, 3.0f)
{
}
public EffectData CostEffect()
{
return new(
"Empowered Action Mana Cost",
new DurationData(DurationType.Instant),
new[]
{
new Modifier(
"PlayerAttributeSet.Mana",
ModifierOperation.FlatBonus,
new ModifierMagnitude(
MagnitudeCalculationType.ScalableFloat,
new ScalableFloat(-Cost)
)
)
});
}
public EffectData CooldownEffect(TagsManager tagsManager)
{
return new(
"Empowered Action Cooldown",
new DurationData(
DurationType.HasDuration,
new ModifierMagnitude(
MagnitudeCalculationType.ScalableFloat,
new ScalableFloat(Cooldown))),
effectComponents: new[]
{
new ModifierTagsEffectComponent(
tagsManager.RequestTagContainer(new[] { "cooldown.empoweredAction" })
)
});
}
}
public class EmpoweredActionBehavior : IAbilityBehavior
{
public void OnStarted(AbilityBehaviorContext context)
{
// Apply costs and cooldowns
context.AbilityHandle.CommitAbility();
context.InstanceHandle.End();
}
public void OnEnded(AbilityBehaviorContext context)
{
// Do any necessary cleanups
}
}

View File

@@ -0,0 +1 @@
uid://d0l07gcx1ef18

View File

@@ -0,0 +1,46 @@
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Effects.Duration;
using Gamesmiths.Forge.Effects.Magnitudes;
using Gamesmiths.Forge.Effects.Modifiers;
using Gamesmiths.Forge.Effects.Periodic;
using Godot;
namespace Movementtests.tools.effects;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_liquid.png")]
public partial class RManaRegen(float manaRegenRate, float frequency) : Resource
{
[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
public float ManaRegenRate { get; set; } = manaRegenRate;
[Export(PropertyHint.Range, "0.01,1,0.1,or_greater")]
public float Frequency { get; set; } = frequency;
public RManaRegen() : this(1.0f, 0.1f)
{
}
public EffectData ManaRegen()
{
return new EffectData(
"Mana Regen",
durationData: new DurationData(
DurationType.Infinite
),
modifiers: [
new Modifier(
"PlayerAttributeSet.Mana",
ModifierOperation.FlatBonus,
new ModifierMagnitude(
MagnitudeCalculationType.ScalableFloat,
new ScalableFloat(ManaRegenRate * Frequency))
)
],
periodicData: new PeriodicData(
Period: new ScalableFloat(Frequency),
ExecuteOnApplication: true,
PeriodInhibitionRemovedPolicy: PeriodInhibitionRemovedPolicy.ResetPeriod
)
);
}
}

View File

@@ -0,0 +1 @@
uid://di04jvuqp0h7m

View File

@@ -1,5 +0,0 @@
{
"test": {
"runner": "Microsoft.Testing.Platform"
}
}

View File

@@ -770,3 +770,10 @@ transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, -0.5, 0, 0)
[node name="PlayerFellRespawn" parent="." index="10" unique_id=479136076] [node name="PlayerFellRespawn" parent="." index="10" unique_id=479136076]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 1.5, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 1.5, 0)
[node name="OmniLight3D" type="OmniLight3D" parent="." index="13" unique_id=702421172]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 25, 4)
[node name="OmniLight3D2" type="OmniLight3D" parent="." index="14" unique_id=2016820716]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 25, -9.5)
omni_range = 12.0

View File

@@ -7,7 +7,7 @@ using Movementtests.systems.damage;
[GlobalClass] [GlobalClass]
public partial class RDamageModifier : Resource, IDamageable public partial class RDamageModifier : Resource, IDamageable
{ {
public event Action<IDamageable, DamageRecord> DamageTaken; public event Action<IDamageable, DamageRecord> DamageTaken = null!;
[Export] [Export]
public EDamageTypes DamageType { get; set;} public EDamageTypes DamageType { get; set;}

View File

@@ -5,11 +5,11 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_heart.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_heart.png")]
public partial class CHealth : Node, IHealthable public partial class CHealth : Node, IHealthable
{ {
public event Action<IHealthable, HealthChangedRecord> HealthChanged; public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!;
public event Action<IHealthable> HealthDepleted; public event Action<IHealthable> HealthDepleted = null!;
[Export] [Export]
public RHealth RHealth { get; set; } public RHealth RHealth { get; set; } = null!;
public float CurrentHealth { get; set; } public float CurrentHealth { get; set; }

View File

@@ -3,14 +3,10 @@ using System;
using Movementtests.interfaces; using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_heart.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_heart.png")]
public partial class RHealth : Resource public partial class RHealth(float startingHealth) : Resource
{ {
[Export] [Export]
public float StartingHealth { get; set;} public float StartingHealth { get; set;} = startingHealth;
public RHealth() : this(100.0f) {} public RHealth() : this(100.0f) {}
public RHealth(float startingHealth)
{
StartingHealth = startingHealth;
}
} }

View File

@@ -5,9 +5,9 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_wind.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_wind.png")]
public partial class CKnockback : Node3D, IKnockbackable public partial class CKnockback : Node3D, IKnockbackable
{ {
[Export] public RKnockback RKnockback { get; set; } [Export] public RKnockback RKnockback { get; set;} = null!;
private KnockbackRecord _knockbackRecord; private KnockbackRecord _knockbackRecord = null!;
public void RegisterKnockback(KnockbackRecord knockbackRecord) public void RegisterKnockback(KnockbackRecord knockbackRecord)
{ {

View File

@@ -6,9 +6,9 @@ namespace Movementtests.scenes.movement;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_path_follow.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_path_follow.png")]
public partial class CGroundedMovement : Node3D, IMoveable public partial class CGroundedMovement : Node3D, IMoveable
{ {
[Export] public RMovement RMovement { get; set; } [Export] public RMovement RMovement { get; set; } = null!;
[Export] public RayCast3D WallInFrontRayCast { get; set; } [Export] public RayCast3D WallInFrontRayCast { get; set; } = null!;
public Vector3 ComputeVelocity(MovementInputs inputs) public Vector3 ComputeVelocity(MovementInputs inputs)

View File

@@ -1,7 +1,14 @@
using System; using System;
using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Events;
using Gamesmiths.Forge.Tags;
using Godot; using Godot;
using Movementtests.interfaces; using Movementtests.interfaces;
using Movementtests.scenes.enemies;
using Movementtests.scenes.player_controller.scripts;
using Movementtests.systems; using Movementtests.systems;
using Movementtests.tools;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_beetle.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_beetle.png")]
public partial class Enemy : CharacterBody3D, public partial class Enemy : CharacterBody3D,
@@ -13,40 +20,41 @@ public partial class Enemy : CharacterBody3D,
ISpawnable, ISpawnable,
IKnockbackable, IKnockbackable,
ITargetable, ITargetable,
IStunnable IStunnable,
IForgeEntity
{ {
// Signals and events // Signals and events
public event Action<IDamageable, DamageRecord> DamageTaken; public event Action<IDamageable, DamageRecord> DamageTaken = null!;
public event Action<IHealthable, HealthChangedRecord> HealthChanged; public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!;
public event Action<IHealthable> HealthDepleted; public event Action<IHealthable> HealthDepleted = null!;
// Public export components // Public export components
[Export] [Export]
public Node3D Target { get; set;} public Node3D Target { get; set; } = null!;
[Export] [Export]
public float EnemyHeight { get; set; } = 1f; public float EnemyHeight { get; set; } = 1f;
[ExportGroup("Health")] [ExportGroup("Health")]
[Export] [Export]
public RHealth RHealth { get; set; } public RHealth RHealth { get; set; } = null!;
[Export] [Export]
public RDeathEffect[] DeathEffects { get; set; } public RDeathEffect[] DeathEffects { get; set; } = null!;
public IHealthable CHealth { get; set; } public IHealthable CHealth { get; set; } = null!;
[ExportGroup("Damage")] [ExportGroup("Damage")]
[Export] [Export]
public RDamage RDamage { get; set; } public RDamage RDamage { get; set; } = null!;
public IDamageable CDamageable { get; set; } public IDamageable CDamageable { get; set; } = null!;
[Export] [Export]
public RKnockback RKnockback { get; set; } public RKnockback RKnockback { get; set; } = null!;
public IKnockbackable CKnockback { get; set; } public IKnockbackable CKnockback { get; set; } = null!;
[ExportGroup("Movement")] [ExportGroup("Movement")]
[Export] [Export]
public RMovement RMovement { get; set; } public RMovement RMovement { get; set; } = null!;
public IMoveable CMovement { get; set; } public IMoveable CMovement { get; set; } = null!;
// Public stuff // Public stuff
public float CurrentHealth public float CurrentHealth
@@ -55,10 +63,16 @@ public partial class Enemy : CharacterBody3D,
set => CHealth.CurrentHealth = value; set => CHealth.CurrentHealth = value;
} }
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!;
// Private stuff // Private stuff
private Area3D _damageBox; private Area3D _damageBox = null!;
private Node3D _target; internal Node3D _target = null!;
private Healthbar _healthbar; private Healthbar _healthbar = null!;
public override void _Ready() public override void _Ready()
{ {
@@ -71,6 +85,21 @@ public partial class Enemy : CharacterBody3D,
_damageBox = GetNode<Area3D>("DamageBox"); _damageBox = GetNode<Area3D>("DamageBox");
_target = GetNode<Node3D>("CTarget"); _target = GetNode<Node3D>("CTarget");
// Forge stuff
var forgeManager = GetTree().Root.GetNode<ForgeManager>("ForgeManager")!;
var baseTags = new TagContainer(
forgeManager.TagsManager,
[
Tag.RequestTag(forgeManager.TagsManager, "character.player"),
Tag.RequestTag(forgeManager.TagsManager, "class.warrior")
]);
Attributes = new EntityAttributes(new EnemyAttributeSet());
Tags = new EntityTags(baseTags);
EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
Abilities = new(this);
Events = new();
CDamageable = (GetNode<Node>("CDamageable") as IDamageable)!; CDamageable = (GetNode<Node>("CDamageable") as IDamageable)!;
CMovement = (GetNode<Node>("CMovement") as IMoveable)!; CMovement = (GetNode<Node>("CMovement") as IMoveable)!;
CHealth = (GetNode<Node>("CHealth") as IHealthable)!; CHealth = (GetNode<Node>("CHealth") as IHealthable)!;

View File

@@ -0,0 +1,16 @@
using Gamesmiths.Forge.Attributes;
namespace Movementtests.scenes.enemies;
public class EnemyAttributeSet : AttributeSet
{
public EntityAttribute Health { get; }
public EntityAttribute Strength { get; }
public EntityAttribute Speed { get; }
public EnemyAttributeSet()
{
Health = InitializeAttribute(nameof(Health), 100, 0, 150);
Strength = InitializeAttribute(nameof(Strength), 10, 0, 99);
Speed = InitializeAttribute(nameof(Speed), 5, 0, 10);
}
}

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@@ -0,0 +1 @@
uid://nqxdkkg3l7go

View File

@@ -5,6 +5,7 @@
[ext_resource type="Script" uid="uid://jitubgv6judn" path="res://scenes/components/damage/RDamage.cs" id="2_x835q"] [ext_resource type="Script" uid="uid://jitubgv6judn" path="res://scenes/components/damage/RDamage.cs" id="2_x835q"]
[ext_resource type="Script" uid="uid://b44cse62qru7j" path="res://scenes/components/knockback/RKnockback.cs" id="3_cb2lu"] [ext_resource type="Script" uid="uid://b44cse62qru7j" path="res://scenes/components/knockback/RKnockback.cs" id="3_cb2lu"]
[ext_resource type="Resource" uid="uid://bl5crtu1gkrtr" path="res://inputs/base_mode/base_mode.tres" id="3_cresl"] [ext_resource type="Resource" uid="uid://bl5crtu1gkrtr" path="res://inputs/base_mode/base_mode.tres" id="3_cresl"]
[ext_resource type="Resource" uid="uid://dtmhtlix2amme" path="res://scenes/player_controller/resources/player_mana_regen.tres" id="3_n24vh"]
[ext_resource type="PackedScene" uid="uid://c4ikbhojckpnc" path="res://scenes/components/health/CHealth.tscn" id="3_q7bng"] [ext_resource type="PackedScene" uid="uid://c4ikbhojckpnc" path="res://scenes/components/health/CHealth.tscn" id="3_q7bng"]
[ext_resource type="Script" uid="uid://baiapod3csndf" path="res://scenes/components/health/RHealth.cs" id="4_abfq8"] [ext_resource type="Script" uid="uid://baiapod3csndf" path="res://scenes/components/health/RHealth.cs" id="4_abfq8"]
[ext_resource type="Resource" uid="uid://bjyd801wvverk" path="res://scenes/player_controller/resources/player_health.tres" id="4_m8gvy"] [ext_resource type="Resource" uid="uid://bjyd801wvverk" path="res://scenes/player_controller/resources/player_health.tres" id="4_m8gvy"]
@@ -17,6 +18,7 @@
[ext_resource type="Resource" uid="uid://t612lts1wi1s" path="res://inputs/base_mode/move_right.tres" id="6_q7bng"] [ext_resource type="Resource" uid="uid://t612lts1wi1s" path="res://inputs/base_mode/move_right.tres" id="6_q7bng"]
[ext_resource type="Script" uid="uid://cwbvxlfvmocc1" path="res://scenes/player_controller/scripts/StairsSystem.cs" id="7_bmt5a"] [ext_resource type="Script" uid="uid://cwbvxlfvmocc1" path="res://scenes/player_controller/scripts/StairsSystem.cs" id="7_bmt5a"]
[ext_resource type="Resource" uid="uid://brswsknpgwal2" path="res://inputs/base_mode/move_front.tres" id="7_m8gvy"] [ext_resource type="Resource" uid="uid://brswsknpgwal2" path="res://inputs/base_mode/move_front.tres" id="7_m8gvy"]
[ext_resource type="Resource" uid="uid://7dpkk5rk3di5" path="res://scenes/player_controller/resources/forge_empowered_action.tres" id="7_qheee"]
[ext_resource type="PackedScene" uid="uid://bctpe34ddamg5" path="res://scenes/components/knockback/CKnockback.tscn" id="7_x835q"] [ext_resource type="PackedScene" uid="uid://bctpe34ddamg5" path="res://scenes/components/knockback/CKnockback.tscn" id="7_x835q"]
[ext_resource type="Resource" uid="uid://s1l0n1iitc6m" path="res://inputs/base_mode/move_back.tres" id="8_jb43f"] [ext_resource type="Resource" uid="uid://s1l0n1iitc6m" path="res://inputs/base_mode/move_back.tres" id="8_jb43f"]
[ext_resource type="Resource" uid="uid://j1o5ud0plk4" path="res://inputs/base_mode/aim_release.tres" id="8_lhb11"] [ext_resource type="Resource" uid="uid://j1o5ud0plk4" path="res://inputs/base_mode/aim_release.tres" id="8_lhb11"]
@@ -112,6 +114,8 @@ blend_mode = 1
[node name="Player" type="CharacterBody3D" unique_id=709076448] [node name="Player" type="CharacterBody3D" unique_id=709076448]
collision_mask = 272 collision_mask = 272
script = ExtResource("1_poq2x") script = ExtResource("1_poq2x")
EmpoweredAction = ExtResource("7_qheee")
ManaRegen = ExtResource("3_n24vh")
AimAssistStrength = 0.3 AimAssistStrength = 0.3
AimAssistReductionWhenCloseToTarget = 0.1 AimAssistReductionWhenCloseToTarget = 0.1
AimAssistReductionStartDistance = 8.0 AimAssistReductionStartDistance = 8.0

View File

@@ -5,7 +5,7 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
public partial class PlayerUi : Control public partial class PlayerUi : Control
{ {
private TextureRect[] _dashIcons = new TextureRect[3]; internal TextureRect[] _dashIcons = new TextureRect[3];
private TextureRect _enemyTarget; private TextureRect _enemyTarget;
private Healthbar _healthbar; private Healthbar _healthbar;

View File

@@ -24,21 +24,21 @@ public partial class DashSystem: Node3D
public bool ShouldMantle { get; set; } public bool ShouldMantle { get; set; }
public Vector3 PlannedMantleLocation { get; set; } public Vector3 PlannedMantleLocation { get; set; }
public MantleSystem MantleSystem { get; set; } public MantleSystem MantleSystem { get; set; } = null!;
private HeadSystem Head; internal HeadSystem Head = null!;
public ShapeCast3D DashCast3D; public ShapeCast3D DashCast3D = null!;
private Camera3D Camera; internal Camera3D Camera = null!;
private Vector3 DashDirection = Vector3.Zero; internal Vector3 DashDirection = Vector3.Zero;
private ShapeCast3D DashCastDrop; internal ShapeCast3D DashCastDrop = null!;
private MeshInstance3D DashDropIndicator; internal MeshInstance3D DashDropIndicator = null!;
private MeshInstance3D DashDropLocationIndicator; internal MeshInstance3D DashDropLocationIndicator = null!;
private MeshInstance3D DashTarget; internal MeshInstance3D DashTarget = null!;
private CpuParticles3D DashIndicator; internal CpuParticles3D DashIndicator = null!;
private AnimationPlayer DashIndicatorAnim; internal AnimationPlayer DashIndicatorAnim = null!;
[Export] public PackedScene DashIndicatorScene { get; set; } [Export] public PackedScene DashIndicatorScene { get; set; } = null!;
[Signal] [Signal]
public delegate void DashStartedEventHandler(); public delegate void DashStartedEventHandler();
@@ -75,7 +75,7 @@ public partial class DashSystem: Node3D
DashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer"); DashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
} }
private DashLocation ComputeDashLocation() internal DashLocation ComputeDashLocation()
{ {
var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition); var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition);
var hasHit = DashCast3D.IsColliding(); var hasHit = DashCast3D.IsColliding();

View File

@@ -39,10 +39,10 @@ public partial class HeadSystem : Node3D
float BobbingMultiplier, float BobbingMultiplier,
float FovMultiplier); float FovMultiplier);
private Camera3D _camera; internal Camera3D _camera;
private Marker3D _cameraAnchor; internal Marker3D _cameraAnchor;
private AnimationPlayer _animationPlayer; internal AnimationPlayer _animationPlayer;
private AnimationTree _animationTree; internal AnimationTree _animationTree;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float LookSensitivity { get; set; } = 1f; public float LookSensitivity { get; set; } = 1f;
@@ -63,11 +63,11 @@ public partial class HeadSystem : Node3D
[Export(PropertyHint.Range, "0,1,0.01,or_greater")] [Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float SlidingJitterAmplitude { get; set; } = 0.1f; public float SlidingJitterAmplitude { get; set; } = 0.1f;
private FastNoiseLite _slidingNoise = new FastNoiseLite(); internal FastNoiseLite _slidingNoise = new FastNoiseLite();
[ExportGroup("Bobbing")] [ExportGroup("Bobbing")]
private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis internal float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
[Export(PropertyHint.Range, "0,10,0.01,or_greater")] [Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float BobbingFrequency { set; get; } = 2.4f; public float BobbingFrequency { set; get; } = 2.4f;
[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")] [Export(PropertyHint.Range, "0,0.4,0.01,or_greater")]
@@ -84,11 +84,11 @@ public partial class HeadSystem : Node3D
public float FovMaxedOutSpeed { get; set; } = 20f; public float FovMaxedOutSpeed { get; set; } = 20f;
[ExportGroup("First Person rig")] [ExportGroup("First Person rig")]
private Node3D _fpRig; internal Node3D _fpRig;
private Node3D _rightHandedWeapon; internal Node3D _rightHandedWeapon;
private Node3D _leftHandedWeapon; internal Node3D _leftHandedWeapon;
private Node3D _fpDisplacedRig; internal Node3D _fpDisplacedRig;
private Vector3 _fpDisplacedRigInitialRotation; internal Vector3 _fpDisplacedRigInitialRotation;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WeaponSway { get; set; } = 5f; public float WeaponSway { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,10,0.1,or_greater")]
@@ -190,8 +190,8 @@ public partial class HeadSystem : Node3D
EmitSignalHitboxDeactivated(); EmitSignalHitboxDeactivated();
} }
private bool _footstepEmitted; internal bool _footstepEmitted;
private bool _isPlayingForcingAnim; internal bool _isPlayingForcingAnim;
public void ResetHeadBobbing() public void ResetHeadBobbing()
{ {

View File

@@ -22,11 +22,11 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")] [Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
public float StraightThrowDuration { get; set; } = 0.1f; public float StraightThrowDuration { get; set; } = 0.1f;
private StateChart _weaponState; private StateChart _weaponState = null!;
public StateChartState InHandState; public StateChartState InHandState = null!;
public StateChartState FlyingState; public StateChartState FlyingState = null!;
public StateChartState PlantedState; public StateChartState PlantedState = null!;
private ShapeCast3D _dashCast3D; private ShapeCast3D _dashCast3D = null!;
private Transform3D _startTransform; private Transform3D _startTransform;
private Vector3 _startMeshRotation; private Vector3 _startMeshRotation;
@@ -36,9 +36,9 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
public Vector3 PlantNormal { get; set; } public Vector3 PlantNormal { get; set; }
public Node? PlantObject { get; set; } public Node? PlantObject { get; set; }
public MeshInstance3D WeaponLocationIndicator { get; set; } public MeshInstance3D WeaponLocationIndicator { get; set; } = null!;
public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; } public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; } = null!;
public MeshInstance3D WeaponMesh { get; set; } public MeshInstance3D WeaponMesh { get; set; } = null!;
public void Init() public void Init()
{ {

View File

@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="REmpoweredAction" format=3 uid="uid://7dpkk5rk3di5"]
[ext_resource type="Script" uid="uid://d0l07gcx1ef18" path="res://forge/abilities/REmpoweredAction.cs" id="1_1rxoq"]
[resource]
script = ExtResource("1_1rxoq")
Cost = 50.0
Cooldown = 1.0
ManaRegenPause = 3.0
metadata/_custom_type_script = "uid://d0l07gcx1ef18"

View File

@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="RManaRegen" format=3 uid="uid://dtmhtlix2amme"]
[ext_resource type="Script" uid="uid://di04jvuqp0h7m" path="res://forge/effects/RManaRegen.cs" id="1_ecb1p"]
[resource]
script = ExtResource("1_ecb1p")
ManaRegenRate = 20.0
Frequency = 0.1
metadata/_custom_type_script = "uid://di04jvuqp0h7m"

View File

@@ -11,7 +11,6 @@ public class PlayerAttributeSet : AttributeSet
public PlayerAttributeSet() public PlayerAttributeSet()
{ {
// Initialize the attributes with the current, min and max values.
Health = InitializeAttribute(nameof(Health), 100, 0, 150); Health = InitializeAttribute(nameof(Health), 100, 0, 150);
Mana = InitializeAttribute(nameof(Mana), 100, 0, 100); Mana = InitializeAttribute(nameof(Mana), 100, 0, 100);
Strength = InitializeAttribute(nameof(Strength), 10, 0, 99); Strength = InitializeAttribute(nameof(Strength), 10, 0, 99);

View File

@@ -1,17 +1,22 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Gamesmiths.Forge.Abilities;
using Gamesmiths.Forge.Core; using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Effects; using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Events; using Gamesmiths.Forge.Events;
using Gamesmiths.Forge.Tags; using Gamesmiths.Forge.Tags;
using Godot; using Godot;
using GodotStateCharts; using GodotStateCharts;
using Movementtests.addons.godot_state_charts.csharp; using Movementtests.addons.godot_state_charts.csharp;
using Movementtests.interfaces; using Movementtests.interfaces;
using Movementtests.systems; using Movementtests.systems;
using Movementtests.player_controller.Scripts; using Movementtests.player_controller.Scripts;
using Movementtests.scenes.player_controller.scripts; using Movementtests.scenes.player_controller.scripts;
using Movementtests.tools; using Movementtests.tools;
using Movementtests.forge.abilities;
using Movementtests.tools.effects;
using RustyOptions; using RustyOptions;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")]
@@ -49,49 +54,55 @@ public partial class PlayerController : CharacterBody3D,
[Signal] [Signal]
public delegate void PlayerDiedEventHandler(); public delegate void PlayerDiedEventHandler();
public event Action<IDamageable, DamageRecord> DamageTaken; public event Action<IDamageable, DamageRecord> DamageTaken = null!;
public event Action<IHealthable, HealthChangedRecord> HealthChanged; public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!;
public event Action<IHealthable> HealthDepleted; public event Action<IHealthable> HealthDepleted = null!;
/////////////////////////// ///////////////////////////
// Public stuff // // Public stuff //
/////////////////////////// ///////////////////////////
public HeadSystem HeadSystem; public HeadSystem HeadSystem = null!;
public StairsSystem StairsSystem; public StairsSystem StairsSystem = null!;
public MantleSystem MantleSystem; public MantleSystem MantleSystem = null!;
public DashSystem DashSystem; public DashSystem DashSystem = null!;
public CollisionShape3D StandingCollider; public CollisionShape3D StandingCollider = null!;
public CollisionShape3D SlideCollider; public CollisionShape3D SlideCollider = null!;
public WeaponSystem WeaponSystem; public WeaponSystem WeaponSystem = null!;
public WallHugSystem WallHugSystem; public WallHugSystem WallHugSystem = null!;
public PlayerUi PlayerUi; public PlayerUi PlayerUi = null!;
public TextureRect DashIndicator; public TextureRect DashIndicator = null!;
public ColorRect PowerCooldownIndicator; public ColorRect PowerCooldownIndicator = null!;
public Node3D DashIndicatorNode; public Node3D DashIndicatorNode = null!;
public MeshInstance3D DashIndicatorMesh; public MeshInstance3D DashIndicatorMesh = null!;
public CylinderMesh DashIndicatorMeshCylinder; public CylinderMesh DashIndicatorMeshCylinder = null!;
public RayCast3D WallRunSnapper; public RayCast3D WallRunSnapper = null!;
public ShapeCast3D GroundDetector; public ShapeCast3D GroundDetector = null!;
public ShapeCast3D CeilingDetector; public ShapeCast3D CeilingDetector = null!;
public RayCast3D DirectGroundDetector; public RayCast3D DirectGroundDetector = null!;
public Area3D WeaponHitbox; public Area3D WeaponHitbox = null!;
public AudioStreamPlayer3D SfxPlayer; public AudioStreamPlayer3D SfxPlayer = null!;
public ShapeCast3D DashDamageDetector; public ShapeCast3D DashDamageDetector = null!;
public Area3D SlidingEnemyDetector; public Area3D SlidingEnemyDetector = null!;
public EntityAttributes Attributes { get; set; } public EntityAttributes Attributes { get; set; } = null!;
public EntityTags Tags { get; set; } public EntityTags Tags { get; set; } = null!;
public EffectsManager EffectsManager { get; set; } public EffectsManager EffectsManager { get; set; } = null!;
public EntityAbilities Abilities { get; set; } public EntityAbilities Abilities { get; set; } = null!;
public EventManager Events { get; set; } public EventManager Events { get; set; } = null!;
// Inspector stuff // Inspector stuff
[Export] public Marker3D TutorialWeaponTarget; [Export] public Marker3D TutorialWeaponTarget = null!;
[Export] public bool TutorialDone { get; set; } [Export] public bool TutorialDone { get; set; }
[Export] public bool HasSword { get; set; } = true; [Export] public bool HasSword { get; set; } = true;
[Export] public bool HasParry { get; set; } = true; [Export] public bool HasParry { get; set; } = true;
// Forge stuff
[ExportCategory("Forge")]
[ExportGroup("General")]
[Export] public REmpoweredAction EmpoweredAction = null!;
[Export] public RManaRegen ManaRegen = null!;
// Combat stuff // Combat stuff
[ExportCategory("Combat")] [ExportCategory("Combat")]
[ExportGroup("General")] [ExportGroup("General")]
@@ -102,9 +113,9 @@ public partial class PlayerController : CharacterBody3D,
[Export(PropertyHint.Range, "0,10f,0.1,or_greater")] [Export(PropertyHint.Range, "0,10f,0.1,or_greater")]
public float AimAssistReductionStartDistance { get; set; } = 10f; public float AimAssistReductionStartDistance { get; set; } = 10f;
[ExportGroup("Damage")] [Export] public RDamage RDamage { get; set; } [ExportGroup("Damage")] [Export] public RDamage RDamage { get; set; } = null!;
[Export] public RKnockback? RKnockback { get; set; } [Export] public RKnockback? RKnockback { get; set; } = null!;
[Export] public RHealth? RHealth { get; set; } [Export] public RHealth? RHealth { get; set; } = null!;
[ExportGroup("Targeting")] [ExportGroup("Targeting")]
[Export(PropertyHint.Range, "0,20,0.1,or_greater")] [Export(PropertyHint.Range, "0,20,0.1,or_greater")]
@@ -114,7 +125,7 @@ public partial class PlayerController : CharacterBody3D,
[ExportGroup("Instantiation")] [ExportGroup("Instantiation")]
[Export] [Export]
public PackedScene Explosion { get; set; } public PackedScene Explosion { get; set; } = null!;
// Movement stuff // Movement stuff
[ExportCategory("Movement")] [ExportCategory("Movement")]
@@ -141,7 +152,7 @@ public partial class PlayerController : CharacterBody3D,
[Export(PropertyHint.Range, "0,1,0.01,or_greater")] [Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float MantleTime { get; set; } = 0.1f; public float MantleTime { get; set; } = 0.1f;
[Export] [Export]
public PackedScene MantlePath { get; set; } public PackedScene MantlePath { get; set; } = null!;
[Export(PropertyHint.Range, "0,50,0.1")] [Export(PropertyHint.Range, "0,50,0.1")]
public float MantleDashStrength { get; set; } = 15f; public float MantleDashStrength { get; set; } = 15f;
@@ -266,8 +277,8 @@ public partial class PlayerController : CharacterBody3D,
// Stairs and shit // Stairs and shit
private float _lastFrameWasOnFloor = -Mathf.Inf; private float _lastFrameWasOnFloor = -Mathf.Inf;
private const int NumOfHeadCollisionDetectors = 4; private const int NumOfHeadCollisionDetectors = 4;
private RayCast3D[] _headCollisionDetectors; private RayCast3D[] _headCollisionDetectors = null!;
private AudioStreamPlaybackInteractive _audioStream; private AudioStreamPlaybackInteractive _audioStream = null!;
// Basic movement // Basic movement
private bool _movementEnabled = true; private bool _movementEnabled = true;
@@ -277,8 +288,8 @@ public partial class PlayerController : CharacterBody3D,
private float _inputRotateFloorplane; private float _inputRotateFloorplane;
// Basic falling // Basic falling
private float TargetSpeed; internal float TargetSpeed;
private float Gravity; internal float Gravity;
// Jump stuff // Jump stuff
private int _currentInputBufferFrames; private int _currentInputBufferFrames;
@@ -291,7 +302,7 @@ public partial class PlayerController : CharacterBody3D,
private Path? _mantlePath; private Path? _mantlePath;
private bool _customMantle; private bool _customMantle;
private Transform3D _customMantleStartTransform; private Transform3D _customMantleStartTransform;
private Curve3D _customMantleCurve; private Curve3D _customMantleCurve = null!;
private Vector3 _mantleStartPosition; private Vector3 _mantleStartPosition;
private Vector3 _velocityOnMantleStarted = Vector3.Zero; private Vector3 _velocityOnMantleStarted = Vector3.Zero;
@@ -302,7 +313,7 @@ public partial class PlayerController : CharacterBody3D,
private Vector3 _currentWallContactPoint = Vector3.Zero; private Vector3 _currentWallContactPoint = Vector3.Zero;
// Dash stuff // Dash stuff
private bool CanDash = true; internal bool CanDash = true;
private bool _canDashAirborne = true; private bool _canDashAirborne = true;
private float _playerHeight; private float _playerHeight;
private float _playerRadius; private float _playerRadius;
@@ -328,56 +339,56 @@ public partial class PlayerController : CharacterBody3D,
private float _aimAssistMultiplier = 1.0f; private float _aimAssistMultiplier = 1.0f;
// Timers // Timers
private Timer _timeScaleAimInAirTimer; private Timer _timeScaleAimInAirTimer = null!;
private Timer _weaponThrowUncatchableTimer; private Timer _weaponThrowUncatchableTimer = null!;
private Timer _simpleDashCooldownTimer; private Timer _simpleDashCooldownTimer = null!;
private Timer _airborneDashCooldownTimer; private Timer _airborneDashCooldownTimer = null!;
private Timer _powerCooldownTimer; private Timer _powerCooldownTimer = null!;
private Timer _invincibilityTimer; private Timer _invincibilityTimer = null!;
private Timer _attackCooldown; private Timer _attackCooldown = null!;
// State chart // State chart
private StateChart _playerState; private StateChart _playerState = null!;
private StateChartState _aiming; private StateChartState _aiming = null!;
private StateChartState _powerExpired; private StateChartState _powerExpired = null!;
private StateChartState _powerRecharging; private StateChartState _powerRecharging = null!;
private StateChartState _powerFull; private StateChartState _powerFull = null!;
private StateChartState _grounded; private StateChartState _grounded = null!;
private StateChartState _airborne; private StateChartState _airborne = null!;
private StateChartState _coyoteEnabled; private StateChartState _coyoteEnabled = null!;
private StateChartState _jumping; private StateChartState _jumping = null!;
private StateChartState _simpleJump; private StateChartState _simpleJump = null!;
private StateChartState _doubleJump; private StateChartState _doubleJump = null!;
private StateChartState _mantling; private StateChartState _mantling = null!;
private StateChartState _simpleDash; private StateChartState _simpleDash = null!;
private StateChartState _aimedDash; private StateChartState _aimedDash = null!;
private StateChartState _weaponDash; private StateChartState _weaponDash = null!;
private StateChartState _sliding; private StateChartState _sliding = null!;
private StateChartState _groundSliding; private StateChartState _groundSliding = null!;
private StateChartState _airGliding; private StateChartState _airGliding = null!;
private StateChartState _airGlidingDoubleJump; private StateChartState _airGlidingDoubleJump = null!;
private StateChartState _slideCanceled; private StateChartState _slideCanceled = null!;
private StateChartState _slamming; private StateChartState _slamming = null!;
private StateChartState _onWall; private StateChartState _onWall = null!;
private StateChartState _onWallHugging; private StateChartState _onWallHugging = null!;
private StateChartState _onWallHanging; private StateChartState _onWallHanging = null!;
private StateChartState _onWallRunning; private StateChartState _onWallRunning = null!;
private StateChartState _attackStandard; private StateChartState _attackStandard = null!;
private StateChartState _attackDash; private StateChartState _attackDash = null!;
private StateChartState _parryStandard; private StateChartState _parryStandard = null!;
private StateChartState _parryDash; private StateChartState _parryDash = null!;
private Transition _onJumpFromWall; private Transition _onJumpFromWall = null!;
private Transition _onJumpFromWallFalling; private Transition _onJumpFromWallFalling = null!;
private Transition _onJumpFromWallRunning; private Transition _onJumpFromWallRunning = null!;
private Transition _onLeaveWallFromRun; private Transition _onLeaveWallFromRun = null!;
private Transition _onAirborneToGrounded; private Transition _onAirborneToGrounded = null!;
private Transition _onGroundSlideJump; private Transition _onGroundSlideJump = null!;
private Transition _onAirGlideDoubleJump; private Transition _onAirGlideDoubleJump = null!;
// Damage // Damage
public CDamageable? CDamageable { get; set; } public CDamageable? CDamageable { get; set; }
@@ -395,9 +406,12 @@ public partial class PlayerController : CharacterBody3D,
private readonly List<IDamageable> _hitEnemies = new List<IDamageable>(); private readonly List<IDamageable> _hitEnemies = new List<IDamageable>();
private ShapeCast3D _closeEnemyDetector; private ShapeCast3D _closeEnemyDetector = null!;
private RayCast3D _aimAssisRayCast; private RayCast3D _aimAssisRayCast = null!;
private Camera3D _camera; private Camera3D _camera = null!;
private AbilityHandle? _empoweredActionHandle;
private ActiveEffectHandle? _manaRegenEffectHandle;
public override void _Ready() public override void _Ready()
{ {
@@ -429,11 +443,27 @@ public partial class PlayerController : CharacterBody3D,
Abilities = new(this); Abilities = new(this);
Events = new(); Events = new();
var empoweredActionData = new AbilityData(
name: "Empowered Action",
costEffect: EmpoweredAction.CostEffect(),
cooldownEffects: [EmpoweredAction.CooldownEffect(forgeManager.TagsManager)],
instancingPolicy: AbilityInstancingPolicy.PerEntity,
behaviorFactory: () => new EmpoweredActionBehavior());
// Grant permanently
_empoweredActionHandle = Abilities.GrantAbilityPermanently(
empoweredActionData,
abilityLevel: 1,
levelOverridePolicy: LevelComparison.None,
sourceEntity: this);
var manaRegenEffect = new Effect(ManaRegen.ManaRegen(), new EffectOwnership(this, this));
_manaRegenEffectHandle = EffectsManager.ApplyEffect(manaRegenEffect);
var health = Attributes["PlayerAttributeSet.Health"].CurrentValue; // 100 var health = Attributes["PlayerAttributeSet.Health"].CurrentValue; // 100
var mana = Attributes["PlayerAttributeSet.Mana"].CurrentValue; // 100 var mana = Attributes["PlayerAttributeSet.Mana"].CurrentValue; // 100
var strength = Attributes["PlayerAttributeSet.Strength"].CurrentValue; // 10 var strength = Attributes["PlayerAttributeSet.Strength"].CurrentValue; // 10
var speed = Attributes["PlayerAttributeSet.Speed"].CurrentValue; // 5 var speed = Attributes["PlayerAttributeSet.Speed"].CurrentValue; // 5
GD.Print(health, mana, strength, speed);
// DashIndicator = GetNode<TextureRect>("%DashIndicator"); // DashIndicator = GetNode<TextureRect>("%DashIndicator");
PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator"); PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
@@ -1913,10 +1943,53 @@ public partial class PlayerController : CharacterBody3D,
public bool CanPerformEmpoweredAction() public bool CanPerformEmpoweredAction()
{ {
if(_empoweredActionHandle == null) return false;
var cooldowns = _empoweredActionHandle.GetCooldownData();
foreach (var cd in cooldowns)
{
//GD.Print($"Cooldown remaining: {cd.RemainingTime}");
}
var costs = _empoweredActionHandle.GetCostData();
foreach (var cost in costs)
{
// Assuming you want to check Mana costs
if (cost.Attribute == "PlayerAttributeSet.Mana")
{
//GD.Print($"Mana Cost: {cost.Cost}");
}
}
var canActivate = _empoweredActionHandle.CanActivate(out var failures);
if (!canActivate)
{
GD.PrintErr($"Cannot activate empowered action: {failures}");
if (failures.HasFlag(AbilityActivationFailures.Cooldown)) GD.PrintErr("In Cooldown");
if (failures.HasFlag(AbilityActivationFailures.InsufficientResources)) GD.PrintErr("Not Enough Mana");
}
return canActivate;
return EmpoweredActionsLeft > 0 && TutorialDone; return EmpoweredActionsLeft > 0 && TutorialDone;
} }
public void PerformEmpoweredAction() public void PerformEmpoweredAction()
{ {
if(_empoweredActionHandle == null) return;
var canActivate = _empoweredActionHandle.Activate(out var failures);
if (!canActivate)
{
GD.PrintErr($"Cannot activate empowered action: {failures}");
if (failures.HasFlag(AbilityActivationFailures.Cooldown)) GD.PrintErr("In Cooldown");
if (failures.HasFlag(AbilityActivationFailures.InsufficientResources)) GD.PrintErr("Not Enough Mana");
}
else
{
GD.Print($"Remaining mana: {Attributes["PlayerAttributeSet.Mana"].CurrentValue}");
}
// Inhibit Mana Regeneration for a while after using an empowered action
// TODO: Use Forge events instead of relying on direct referencing
_manaRegenEffectHandle!.SetInhibit(true);
GetTree().CreateTimer(EmpoweredAction.ManaRegenPause).Timeout += () => {_manaRegenEffectHandle!.SetInhibit(false);};
_isWallJumpAvailable = true; _isWallJumpAvailable = true;
_canDashAirborne = true; _canDashAirborne = true;
EmpoweredActionsLeft--; EmpoweredActionsLeft--;
@@ -2223,14 +2296,10 @@ public partial class PlayerController : CharacterBody3D,
_spaceState = GetWorld3D().DirectSpaceState; _spaceState = GetWorld3D().DirectSpaceState;
if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1; if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
// Limit maximum speed // Limit maximum speed
if (Velocity.Length() > AbsoluteMaxSpeed) if (Velocity.Length() > AbsoluteMaxSpeed)
Velocity = Velocity.Normalized() * AbsoluteMaxSpeed; Velocity = Velocity.Normalized() * AbsoluteMaxSpeed;
// Manage head and camera movement
LookAround(delta);
// Manage general movement // Manage general movement
Velocity += ComputeKnockback(); Velocity += ComputeKnockback();
MoveSlideAndHandleStairs((float) delta); MoveSlideAndHandleStairs((float) delta);
@@ -2238,19 +2307,15 @@ public partial class PlayerController : CharacterBody3D,
// Manage gameplay systems // Manage gameplay systems
MantleSystem.ProcessMantle(_grounded.Active); MantleSystem.ProcessMantle(_grounded.Active);
HandleEnemyTargeting(); HandleEnemyTargeting();
}
// Manage dash target and tutorial specific stuff public override void _Process(double delta)
// if (WeaponSystem.InHandState.Active && !_aiming.Active && TutorialDone) {
// { // Manage head and camera movement
// DashIndicatorMesh.Visible = false; LookAround(delta);
// }
// if (!WeaponSystem.InHandState.Active && TutorialDone) EffectsManager.UpdateEffects(delta);
// { GD.Print(Attributes["PlayerAttributeSet.Mana"].CurrentValue);
// DashIndicatorMesh.Visible = true;
//
// DashIndicatorMeshCylinder.Height = WeaponSystem.GlobalPosition.DistanceTo(GlobalPosition) * 2;
// DashIndicatorNode.LookAt(WeaponSystem.GlobalPosition);
// }
} }
/////////////////////////// ///////////////////////////
@@ -2348,7 +2413,7 @@ public partial class PlayerController : CharacterBody3D,
_audioStream.SwitchToClipByName("parry"); _audioStream.SwitchToClipByName("parry");
} }
private PhysicsDirectSpaceState3D _spaceState; private PhysicsDirectSpaceState3D _spaceState = null!;
public void StartDashAction(bool isParry) public void StartDashAction(bool isParry)
{ {
if (isParry) HeadSystem.OnParry(); if (isParry) HeadSystem.OnParry();

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@@ -0,0 +1,101 @@
using Godot;
using GdUnit4;
using static GdUnit4.Assertions;
using Movementtests.interfaces;
using Movementtests.systems.damage;
namespace Movementtests.tests;
[TestSuite, RequireGodotRuntime]
public class DamageComponentUnitTest
{
[TestCase]
public void DamageModifierAppliesWhenTypeMatches()
{
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
var modifier = new RDamageModifier(EDamageTypes.Normal, 2.0f);
var signalTriggered = false;
modifier.DamageTaken += (_, _) => signalTriggered = true;
var result = modifier.TakeDamage(input);
AssertFloat(result.Damage.DamageDealt).IsEqual(20.0f);
AssertBool(signalTriggered).IsTrue();
}
[TestCase]
public void DamageModifierIgnoresWhenTypeDifferent()
{
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
var modifier = new RDamageModifier(EDamageTypes.Fire, 3.0f);
var signalTriggered = false;
modifier.DamageTaken += (_, _) => signalTriggered = true;
var result = modifier.TakeDamage(input);
AssertFloat(result.Damage.DamageDealt).IsEqual(0.0f);
AssertBool(signalTriggered).IsFalse(); // No damage actually taken
}
[TestCase]
public void DamageableSumsAllModifiers()
{
var mod1 = new RDamageModifier(EDamageTypes.Normal, 1.0f);
var mod2 = new RDamageModifier(EDamageTypes.Normal, 0.5f);
var damageable = new CDamageable();
damageable.DamageModifiers = new[] { mod1, mod2 };
var signalTriggered = false;
damageable.DamageTaken += (_, _) => signalTriggered = true;
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
var result = damageable.TakeDamage(input);
AssertFloat(result.Damage.DamageDealt).IsEqual(15.0f);
AssertBool(signalTriggered).IsTrue();
}
[TestCase]
public void ComputeDamageModifierAppliesWhenTypeMatches()
{
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
var modifier = new RDamageModifier(EDamageTypes.Normal, 2.0f);
var signalTriggered = false;
modifier.DamageTaken += (_, _) => signalTriggered = true;
var result = modifier.ComputeDamage(input);
AssertFloat(result.Damage.DamageDealt).IsEqual(20.0f);
AssertBool(signalTriggered).IsFalse();
}
[TestCase]
public void ComputeDamageModifierIgnoresWhenTypeDifferent()
{
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
var modifier = new RDamageModifier(EDamageTypes.Fire, 3.0f);
var signalTriggered = false;
modifier.DamageTaken += (_, _) => signalTriggered = true;
var result = modifier.ComputeDamage(input);
AssertFloat(result.Damage.DamageDealt).IsEqual(0.0f);
AssertBool(signalTriggered).IsFalse();
}
[TestCase]
public void ComputeDamageableSumsAllModifiers()
{
var mod1 = new RDamageModifier(EDamageTypes.Normal, 1.0f);
var mod2 = new RDamageModifier(EDamageTypes.Normal, 0.5f);
var cDamageable = new CDamageable();
cDamageable.DamageModifiers = new[] { mod1, mod2 };
var signalTriggered = false;
cDamageable.DamageTaken += (_, _) => signalTriggered = true;
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
var result = cDamageable.ComputeDamage(input);
AssertFloat(result.Damage.DamageDealt).IsEqual(15.0f);
AssertBool(signalTriggered).IsFalse();
}
}

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@@ -0,0 +1 @@
uid://db6rva7uccppc

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@@ -0,0 +1,55 @@
using Godot;
using GdUnit4;
using static GdUnit4.Assertions;
using Movementtests.interfaces;
using Movementtests.systems.damage;
namespace Movementtests.tests;
[TestSuite, RequireGodotRuntime]
public class HealthComponentUnitTest
{
[TestCase]
public void ReadyInitializesCurrentHealth()
{
var cHealth = new CHealth();
cHealth.RHealth = new RHealth(150.0f);
cHealth._Ready();
AssertFloat(cHealth.CurrentHealth).IsEqual(150.0f);
}
[TestCase]
public void ReduceHealthDecreasesAndDoesNotDeplete()
{
var cHealth = new CHealth();
cHealth.RHealth = new RHealth(100.0f);
cHealth.CurrentHealth = 100.0f;
var damage = new DamageRecord(Vector3.Zero, new RDamage(25.0f, EDamageTypes.Normal));
var record = cHealth.ReduceHealth(source: null!, damageRecord: damage);
AssertFloat(cHealth.CurrentHealth).IsEqual(75.0f);
AssertFloat(record.CurrentHealth).IsEqual(75.0f);
AssertFloat(record.PreviousHealth).IsEqual(100.0f);
AssertFloat(record.MaxHealth).IsEqual(100.0f);
}
[TestCase]
public void ReduceHealthTriggersDepletionToZero()
{
var cHealth = new CHealth();
cHealth.RHealth = new RHealth(50.0f);
cHealth.CurrentHealth = 50.0f;
bool depleted = false;
cHealth.HealthDepleted += _ => depleted = true;
var damage = new DamageRecord(Vector3.Zero, new RDamage(100.0f, EDamageTypes.Normal));
var record = cHealth.ReduceHealth(source: null!, damageRecord: damage);
AssertBool(depleted).IsTrue();
AssertFloat(cHealth.CurrentHealth).IsEqual(0.0f);
AssertFloat(record.CurrentHealth).IsEqual(-50.0f);
AssertFloat(record.MaxHealth).IsEqual(50.0f);
}
}

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@@ -0,0 +1 @@
uid://bd52i51hncgmf

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@@ -0,0 +1,32 @@
using Godot;
using GdUnit4;
using static GdUnit4.Assertions;
using Movementtests.interfaces;
using Movementtests.systems.damage;
namespace Movementtests.tests;
[TestSuite, RequireGodotRuntime]
public class KnockbackComponentUnitTest
{
[TestCase]
public void RegisterAndComputeKnockback()
{
var cKnock = new CKnockback();
cKnock.RKnockback = new RKnockback(2.0f);
cKnock.GlobalPosition = Vector3.Zero;
var damage = new DamageRecord(new Vector3(10, 0, 0), new RDamage(0, EDamageTypes.Normal));
var record = new KnockbackRecord(damage, 1.5f);
cKnock.RegisterKnockback(record);
var force = cKnock.ComputeKnockback();
// Direction from source(10,0,0) to target(0,0,0) is (-1,0,0), scaled by modifier(2) and multiplier(1.5) => (-3,0,0)
AssertVector(force).IsEqual(new Vector3(-3, 0, 0));
// Second call returns zero since internal state resets
var second = cKnock.ComputeKnockback();
AssertVector(second).IsEqual(Vector3.Zero);
}
}

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@@ -0,0 +1 @@
uid://bv0eionbgbig5

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@@ -0,0 +1,32 @@
using Godot;
using GdUnit4;
using static GdUnit4.Assertions;
using Movementtests.interfaces;
using Movementtests.scenes.movement;
namespace Movementtests.tests;
[TestSuite, RequireGodotRuntime]
public class MovementSystemUnitTest
{
[TestCase]
public void GroundedMovementAcceleratesAndAppliesGravity()
{
var move = new CGroundedMovement();
move.RMovement = new RMovement(speed: 10.0f, acceleration: 1.0f, gravityModifier: 0.5f, targetHeight: 0.0f);
move.WallInFrontRayCast = new RayCast3D();
//move.GlobalPosition = Vector3.Zero;
var inputs = new MovementInputs(
Velocity: Vector3.Zero,
TargetLocation: new Vector3(10, 0, 0),
isOnFloor: false,
gravity: Vector3.Down * 9.8f,
delta: 1.0
);
var v = move.ComputeVelocity(inputs);
AssertVector(v).IsEqualApprox(new Vector3(10, -4.9f, 0), new Vector3(0.001f, 0.001f, 0.001f));
}
}

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@@ -0,0 +1 @@
uid://cofj5s4x74ay

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@@ -0,0 +1,30 @@
using Godot;
using GdUnit4;
using static GdUnit4.Assertions;
using Movementtests.interfaces;
using Movementtests.systems.damage;
namespace Movementtests.tests;
[TestSuite, RequireGodotRuntime]
public class EnemyUnitTest
{
[TestCase]
public void ComputeDamageNoComponent()
{
var enemy = new Enemy();
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
var result = enemy.ComputeDamage(input);
AssertFloat(result.Damage.DamageDealt).IsEqual(0.0f);
}
[TestCase]
public void Unstun()
{
var enemy = new Enemy();
enemy.IsStunned = true;
enemy.Unstun();
AssertBool(enemy.IsStunned).IsFalse();
}
}

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@@ -0,0 +1 @@
uid://cojxgcs6xqqoq

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@@ -0,0 +1,55 @@
using Godot;
using GdUnit4;
using static GdUnit4.Assertions;
using Movementtests.systems;
namespace Movementtests.tests;
[TestSuite, RequireGodotRuntime]
public class DashSystemUnitTest
{
private DashSystem _dashSystem;
[BeforeTest]
public void SetupTest()
{
_dashSystem = new DashSystem();
_dashSystem.DashCast3D = new ShapeCast3D();
_dashSystem.AddChild(_dashSystem.DashCast3D);
_dashSystem.DashCastDrop = new ShapeCast3D();
_dashSystem.AddChild(_dashSystem.DashCastDrop);
_dashSystem.DashTarget = new MeshInstance3D();
_dashSystem.AddChild(_dashSystem.DashTarget);
_dashSystem.DashDropIndicator = new MeshInstance3D();
_dashSystem.AddChild(_dashSystem.DashDropIndicator);
_dashSystem.DashDropLocationIndicator = new MeshInstance3D();
_dashSystem.AddChild(_dashSystem.DashDropLocationIndicator);
}
[AfterTest]
public void CleanupTest()
{
_dashSystem?.Free();
}
[TestCase]
public void TestStopPreparingDash()
{
_dashSystem.CanDashThroughTarget = 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();
}
}

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@@ -0,0 +1 @@
uid://pv570go4cxws

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@@ -0,0 +1,91 @@
using Godot;
using GdUnit4;
using static GdUnit4.Assertions;
using Movementtests.systems;
namespace Movementtests.tests;
[TestSuite, RequireGodotRuntime]
public class HeadSystemUnitTest
{
private HeadSystem _head;
[BeforeTest]
public void SetupTest()
{
_head = new HeadSystem();
_head._camera = new Camera3D();
_head.AddChild(_head._camera);
_head._cameraAnchor = new Marker3D();
_head.AddChild(_head._cameraAnchor);
_head._fpRig = new Node3D();
_head.AddChild(_head._fpRig);
_head._fpDisplacedRig = new Node3D();
_head.AddChild(_head._fpDisplacedRig);
}
[AfterTest]
public void CleanupTest()
{
_head?.Free();
}
[TestCase]
public void TestResetHeadBobbing()
{
_head._bobbingAccumulator = 10.0f;
_head.ResetHeadBobbing();
AssertFloat(_head._bobbingAccumulator).IsEqual(0.0f);
}
[TestCase]
public void TestComputeHowMuchInputForward()
{
Vector3 forwardInput = new Vector3(0, 0, -1);
AssertFloat(_head.ComputeHowMuchInputForward(forwardInput)).IsEqual(1.0f);
Vector3 backwardInput = new Vector3(0, 0, 1);
AssertFloat(_head.ComputeHowMuchInputForward(backwardInput)).IsEqual(-1.0f);
}
[TestCase]
public void TestComputeHowMuchInputSideways()
{
Vector3 rightInput = new Vector3(1, 0, 0);
AssertFloat(_head.ComputeHowMuchInputSideways(rightInput)).IsEqual(1.0f);
Vector3 leftInput = new Vector3(-1, 0, 0);
AssertFloat(_head.ComputeHowMuchInputSideways(leftInput)).IsEqual(-1.0f);
}
[TestCase]
public void TestGetForwardHorizontalVector()
{
Vector3 forward = _head.GetForwardHorizontalVector();
AssertVector(forward).IsEqualApprox(Vector3.Back, new Vector3(0.001f, 0.001f, 0.001f));
}
[TestCase]
public void TestLookAroundRotation()
{
var inputs = new HeadSystem.CameraParameters(
Delta: 0.016,
LookDir: new Vector2(1, 0),
PlayerInput: Vector3.Zero,
PlayerVelocity: Vector3.Zero,
WallContactPoint: Vector3.Zero,
SensitivitMultiplier: 1.0f,
WithCameraJitter: false,
WithCameraBobbing: false,
BobbingMultiplier: 1.0f,
FovMultiplier: 1.0f
);
float initialY = _head.Rotation.Y;
_head.LookAround(inputs);
AssertFloat(_head.Rotation.Y).IsEqual(initialY + 1.0f);
}
}

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@@ -0,0 +1 @@
uid://bp0xn8k3dmfkg

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@@ -0,0 +1,149 @@
using Godot;
using GdUnit4;
using static GdUnit4.Assertions;
using Movementtests.interfaces;
using Movementtests.systems.damage;
namespace Movementtests.tests;
[TestSuite, RequireGodotRuntime]
public class PlayerControllerUnitTest
{
private PlayerController _player;
[BeforeTest]
public void SetupTest()
{
_player = new PlayerController();
_player.TargetSpeed = 7.0f;
_player.Gravity = 9.8f;
var rHealth = new RHealth(100.0f);
_player.RHealth = rHealth;
_player.CHealth = new CHealth { RHealth = rHealth, CurrentHealth = 100.0f };
}
[AfterTest]
public void CleanupTest()
{
_player?.Free();
}
[TestCase]
public void TestCalculateGravityForce()
{
_player.Weight = 3.0f;
// gravity is 9.8f
AssertFloat(_player.CalculateGravityForce()).IsEqualApprox(29.4f, 0.001f);
}
[TestCase]
public void TestIsPlayerInputtingForward()
{
// Test Keyboard Input
_player.InputDeviceChanged(false);
_player.OnInputMoveKeyboard(Vector3.Forward);
AssertBool(_player.IsPlayerInputtingForward()).IsTrue();
_player.OnInputMoveKeyboard(Vector3.Back);
AssertBool(_player.IsPlayerInputtingForward()).IsFalse();
// Test Gamepad Input
_player.InputDeviceChanged(true);
_player.OnInputMove(new Vector3(0, 0, -1));
AssertBool(_player.IsPlayerInputtingForward()).IsTrue();
}
[TestCase]
public void TestSetVerticalVelocity()
{
_player.Velocity = new Vector3(1, 0, 2);
_player.SetVerticalVelocity(5.0f);
AssertVector(_player.Velocity).IsEqual(new Vector3(1, 5, 2));
}
[TestCase]
public void TestComputeHVelocityGround()
{
_player.Velocity = Vector3.Zero;
_player.AccelerationFloor = 10.0f;
float delta = 0.1f;
Vector3 newVelocity = _player.ComputeHVelocity(delta, _player.AccelerationFloor, _player.DecelerationFloor, Vector3.Forward);
AssertVector(newVelocity).IsEqual(new Vector3(0, 0, -7.0f));
}
[TestCase]
public void TestComputeHVelocityAir()
{
_player.Velocity = new Vector3(5, 0, 0);
_player.AccelerationAir = 2.0f;
_player.DecelerationAir = 2.0f;
float delta = 0.5f;
Vector3 newVelocity = _player.ComputeHVelocity(delta, _player.AccelerationAir, _player.DecelerationAir, Vector3.Zero);
AssertVector(newVelocity).IsEqual(Vector3.Zero);
}
[TestCase]
public void TestReduceHealth()
{
var damageRecord = new DamageRecord(Vector3.Zero, new RDamage(25.0f, EDamageTypes.Normal));
_player.ReduceHealth(_player, damageRecord);
AssertFloat(_player.CHealth.CurrentHealth).IsEqual(75.0f);
}
[TestCase]
public void TestEmpoweredActionsLeft()
{
var mockUi = new PlayerUi();
var dashIcons = new TextureRect[3] { new TextureRect(), new TextureRect(), new TextureRect() };
mockUi._dashIcons = dashIcons;
_player.PlayerUi = mockUi;
_player.EmpoweredActionsLeft = 2;
AssertInt(_player.EmpoweredActionsLeft).IsEqual(2);
AssertBool(dashIcons[0].Visible).IsTrue();
AssertBool(dashIcons[1].Visible).IsTrue();
AssertBool(dashIcons[2].Visible).IsFalse();
}
[TestCase]
public void TestDashCooldownTimeout()
{
_player.CanDash = false;
_player.DashCooldownTimeout();
AssertBool(_player.CanDash).IsTrue();
}
[TestCase]
public void TestGetInputLocalHDirection()
{
_player.InputDeviceChanged(false);
_player.OnInputMoveKeyboard(new Vector3(1, 0, 1));
Vector3 expected = new Vector3(1, 0, 1).Normalized();
AssertVector(_player.GetInputLocalHDirection()).IsEqualApprox(expected, new Vector3(0.001f, 0.001f, 0.001f));
}
[TestCase]
public void TestComputeKnockback()
{
var cKnockback = new CKnockback();
cKnockback.RKnockback = new RKnockback(10.0f);
_player.CKnockback = cKnockback;
var damageRecord = new DamageRecord(new Vector3(10, 0, 0), new RDamage(0, EDamageTypes.Normal));
var knockbackRecord = new KnockbackRecord(damageRecord, 1.0f);
_player.GlobalPosition = Vector3.Zero;
cKnockback.GlobalPosition = Vector3.Zero;
_player.RegisterKnockback(knockbackRecord);
Vector3 knockback = cKnockback.ComputeKnockback();
AssertVector(knockback).IsEqual(new Vector3(-10, 0, 0));
}
}

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@@ -0,0 +1 @@
uid://kmphtu0ovixi

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@@ -0,0 +1,51 @@
using Godot;
using GdUnit4;
using static GdUnit4.Assertions;
using Movementtests.systems;
using Movementtests.systems.damage;
namespace Movementtests.tests;
[TestSuite, RequireGodotRuntime]
public class WeaponSystemUnitTest
{
private WeaponSystem _weapon;
[BeforeTest]
public void SetupTest()
{
_weapon = new WeaponSystem();
_weapon.RDamage = new RDamage(5.0f, EDamageTypes.Normal);
_weapon.WeaponMesh = new MeshInstance3D();
_weapon.AddChild(_weapon.WeaponMesh);
_weapon.WeaponLocationIndicator = new MeshInstance3D();
_weapon.AddChild(_weapon.WeaponLocationIndicator);
}
[AfterTest]
public void CleanupTest()
{
_weapon?.Free();
}
[TestCase]
public void TestWeaponLeftAndBackVisibility()
{
_weapon.Visible = false;
_weapon.WeaponLeft();
AssertBool(_weapon.Visible).IsTrue();
_weapon.WeaponBack();
AssertBool(_weapon.Visible).IsFalse();
}
[TestCase]
public void TestThrowWeaponOnCurveSetsUnfrozen()
{
_weapon.Freeze = true;
_weapon.ThrowWeaponOnCurve();
AssertBool(_weapon.Freeze).IsFalse();
}
}

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@@ -0,0 +1 @@
uid://vkv8aderakcb

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@@ -0,0 +1,50 @@
using System.Threading.Tasks;
using Godot;
using GodotStateCharts;
namespace Movementtests.tests;
using GdUnit4;
using static GdUnit4.Assertions;
[TestSuite, RequireGodotRuntime]
public class PlayerInteractionsTest
{
private ISceneRunner _runner;
private Node _scene;
private PlayerController _player;
private readonly float _tolerance = 0.01f;
private readonly Vector3 _vectorTolerance = new Vector3(0.01f, 0.01f, 0.01f);
[BeforeTest]
public void SetupTest()
{
_runner = ISceneRunner.Load("res://tests/player/interactions/player_interactions_scene.tscn");
_scene = _runner.Scene()!;
var player = _scene.FindChild("Player") as PlayerController;
_player = player!;
}
[AfterTest]
public void CleanupTest() {}
[TestCase("BaseLocation")]
public async Task PlayerMoveForward(string markerName)
{
var marker = _scene.FindChild(markerName) as Marker3D;
AssertObject(marker).IsNotNull();
_player.GlobalPosition = marker!.GlobalPosition;
await _runner.AwaitIdleFrame();
var startPos = _player.GlobalPosition;
_runner.SimulateKeyPress(Key.W);
await _runner.AwaitMillis(300);
_runner.SimulateKeyRelease(Key.W);
var endPos = _player.GlobalPosition;
var direction = startPos.DirectionTo(endPos);
AssertVector(direction).IsEqualApprox(Vector3.Forward, _vectorTolerance);
}
}

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uid://denedm5b8rmhh

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@@ -0,0 +1,35 @@
[gd_scene format=3 uid="uid://l0lflvsjbyvs"]
[ext_resource type="Material" uid="uid://31aulub2nqov" path="res://assets/materials/greybox/m_greybox.tres" id="1_dv0re"]
[ext_resource type="PackedScene" uid="uid://bei4nhkf8lwdo" path="res://scenes/player_controller/PlayerController.tscn" id="2_52d52"]
[node name="PlayerMovementScene" type="Node3D" unique_id=231040688]
[node name="CSGCombiner3D" type="CSGCombiner3D" parent="." unique_id=241909240]
use_collision = true
collision_layer = 256
collision_mask = 65553
[node name="Ground" type="CSGBox3D" parent="CSGCombiner3D" unique_id=432200143]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, -0.5, -3.25)
use_collision = true
collision_layer = 256
collision_mask = 65553
size = Vector3(1000, 1, 1000)
material = ExtResource("1_dv0re")
[node name="Ground2" type="CSGBox3D" parent="CSGCombiner3D" unique_id=854660236]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.75, 0.5, -1.75)
use_collision = true
collision_layer = 256
collision_mask = 65553
size = Vector3(1.5, 1, 1.5)
material = ExtResource("1_dv0re")
[node name="Player" parent="." unique_id=709076448 instance=ExtResource("2_52d52")]
TutorialDone = true
[node name="BaseLocation" type="Marker3D" parent="." unique_id=1793710692]
[node name="MantleLocation1" type="Marker3D" parent="." unique_id=550080845]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.75, 0, 0)

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using System.Threading.Tasks;
using Godot;
using GodotStateCharts;
namespace Movementtests.tests;
using GdUnit4;
using static GdUnit4.Assertions;
[TestSuite, RequireGodotRuntime]
public class PlayerMovementTest
{
private ISceneRunner _runner;
private Node _scene;
private PlayerController _player;
private readonly float _tolerance = 0.01f;
private readonly Vector3 _vectorTolerance = new Vector3(0.01f, 0.01f, 0.01f);
[Before]
public void Setup() {}
[After]
public void Cleanup() {}
[BeforeTest]
public void SetupTest()
{
_runner = ISceneRunner.Load("res://tests/player/movement/player_movement_scene.tscn");
_scene = _runner.Scene()!;
var player = _scene.FindChild("Player") as PlayerController;
_player = player!;
}
[AfterTest]
public void CleanupTest() {}
[TestCase("BaseLocation")]
public async Task PlayerMoveForward(string markerName)
{
var marker = _scene.FindChild(markerName) as Marker3D;
AssertObject(marker).IsNotNull();
_player.GlobalPosition = marker!.GlobalPosition;
await _runner.AwaitIdleFrame();
var startPos = _player.GlobalPosition;
_runner.SimulateKeyPress(Key.W);
await _runner.AwaitMillis(100);
_runner.SimulateKeyRelease(Key.W);
var endPos = _player.GlobalPosition;
var direction = startPos.DirectionTo(endPos);
AssertVector(direction).IsEqualApprox(Vector3.Forward, _vectorTolerance);
}
[TestCase("BaseLocation")]
public async Task PlayerJump(string markerName)
{
var marker = _scene.FindChild(markerName) as Marker3D;
AssertObject(marker).IsNotNull();
_player.GlobalPosition = marker!.GlobalPosition;
await _runner.AwaitIdleFrame();
var startPos = _player.GlobalPosition;
_runner.SimulateKeyPress(Key.Space);
await _runner.AwaitIdleFrame();
var jumping = StateChartState.Of(_player.GetNode("StateChart/Root/Movement/Jump"));
AssertBool(jumping.Active).IsTrue();
_runner.SimulateKeyRelease(Key.Space);
await _runner.AwaitIdleFrame();
var endPos = _player.GlobalPosition;
var direction = startPos.DirectionTo(endPos);
AssertVector(direction).IsEqualApprox(Vector3.Up, _vectorTolerance);
AssertVector(_player.Velocity.Normalized()).IsEqualApprox(Vector3.Up, _vectorTolerance);
await _runner.AwaitMillis(600);
endPos = _player.GlobalPosition;
AssertVector(endPos - startPos).IsEqualApprox(Vector3.Zero, _vectorTolerance);
var grounded = StateChartState.Of(_player.GetNode("StateChart/Root/Movement/Grounded"));
AssertBool(grounded.Active).IsTrue();
}
[TestCase("MantleLocation1")]
public async Task PlayerMantle(string markerName)
{
var marker = _scene.FindChild(markerName) as Marker3D;
AssertObject(marker).IsNotNull();
_player.GlobalPosition = marker!.GlobalPosition;
await _runner.AwaitMillis(100);
var startPos = _player.GlobalPosition;
_runner.SimulateKeyPress(Key.Space);
await _runner.AwaitMillis(100);
var mantling = StateChartState.Of(_player.GetNode("StateChart/Root/Movement/Mantling"));
AssertBool(mantling.Active).IsTrue();
_runner.SimulateKeyRelease(Key.Space);
await _runner.AwaitMillis(500);
var endPos = _player.GlobalPosition;
AssertFloat((endPos - startPos).Length()).IsGreater(_tolerance);
AssertFloat(endPos.Y).IsEqualApprox(1.0f, _tolerance);
}
}

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uid://x5pj2ymam2gg

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@@ -0,0 +1,35 @@
[gd_scene format=3 uid="uid://i8kb38q7bdfk"]
[ext_resource type="Material" uid="uid://31aulub2nqov" path="res://assets/materials/greybox/m_greybox.tres" id="1_bdfhg"]
[ext_resource type="PackedScene" uid="uid://bei4nhkf8lwdo" path="res://scenes/player_controller/PlayerController.tscn" id="1_hg1sy"]
[node name="PlayerMovementScene" type="Node3D" unique_id=231040688]
[node name="CSGCombiner3D" type="CSGCombiner3D" parent="." unique_id=241909240]
use_collision = true
collision_layer = 256
collision_mask = 65553
[node name="Ground" type="CSGBox3D" parent="CSGCombiner3D" unique_id=432200143]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, -0.5, -3.25)
use_collision = true
collision_layer = 256
collision_mask = 65553
size = Vector3(1000, 1, 1000)
material = ExtResource("1_bdfhg")
[node name="Ground2" type="CSGBox3D" parent="CSGCombiner3D" unique_id=854660236]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.75, 0.5, -1.75)
use_collision = true
collision_layer = 256
collision_mask = 65553
size = Vector3(1.5, 1, 1.5)
material = ExtResource("1_bdfhg")
[node name="Player" parent="." unique_id=709076448 instance=ExtResource("1_hg1sy")]
TutorialDone = true
[node name="BaseLocation" type="Marker3D" parent="." unique_id=1793710692]
[node name="MantleLocation1" type="Marker3D" parent="." unique_id=550080845]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.75, 0, 0)

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@@ -1,3 +0,0 @@
{
"$schema": "https://xunit.net/schema/current/xunit.runner.schema.json"
}