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8 Commits

Author SHA1 Message Date
7bf19868e7 Setup the base for abilities and events
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Create tag and build when new code gets to main / BumpTag (push) Successful in 24s
Create tag and build when new code gets to main / Export (push) Successful in 5m6s
2026-03-22 16:28:57 +01:00
d1f83525b1 updating mana through cues 2026-03-18 16:59:52 +01:00
4bcbda9690 fix: inputs were eaten by a tutorial text because of node ordering
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Create tag and build when new code gets to main / BumpTag (push) Successful in 24s
Create tag and build when new code gets to main / Export (push) Successful in 5m12s
Create tag and build when new code gets to main / ReleaseName (push) Successful in 3s
Create tag and build when new code gets to main / Release (push) Successful in 13m52s
2026-03-18 11:10:06 +01:00
e51ef5a517 probably fixed stuttering of the camera and weapon animations 2026-03-18 11:02:08 +01:00
50de6abb5d mana bar 2026-03-15 21:26:59 +01:00
95616f61fc Implemented mana regeneration
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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
36 changed files with 855 additions and 181 deletions

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@@ -126,6 +126,7 @@
<ItemGroup>
<Folder Include="addons\" />
<Folder Include="tests\" />
<Folder Include="tools\" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="RustyOptions" Version="0.10.1" />

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@@ -0,0 +1,2 @@
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
<s:Boolean x:Key="/Default/CodeEditing/SuppressNullableWarningFix/Enabled/@EntryValue">False</s:Boolean></wpf:ResourceDictionary>

51
forge/ForgeManager.cs Normal file
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@@ -0,0 +1,51 @@
using Gamesmiths.Forge.Cues;
using Gamesmiths.Forge.Tags;
using Godot;
namespace Movementtests.tools;
public partial class ForgeManager : Node
{
public CuesManager CuesManager { get; private set; } = new CuesManager();
public TagsManager TagsManager { get; private set; } = new TagsManager(
[
// entities
"character.player",
"weapon",
// Statuses
"status.stunned",
// Abilities
"abilities.weapon.land",
// Events
"events.combat.damage",
"events.combat.hit",
"events.weapon.land",
// Cooldowns
"cooldown.empoweredAction",
"cooldown.empoweredSwordThrow",
// Cues
"cues.resources.mana",
]);
public static ForgeManager GetForgeManager(Node node)
{
return node.GetTree().Root.GetNode<ForgeManager>("ForgeManager");
}
public static TagsManager GetTagsManager(Node node)
{
return GetForgeManager(node).TagsManager;
}
public static CuesManager GetCuesManager(Node node)
{
return GetForgeManager(node).CuesManager;
}
}

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@@ -0,0 +1,41 @@
using System;
using Gamesmiths.Forge.Abilities;
using Gamesmiths.Forge.Cues;
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;
using Movementtests.interfaces;
namespace Movementtests.forge.abilities;
[GlobalClass]
public partial class RAbilityBase(float cost, float cooldown) : Resource, IAbilityBase
{
[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;
public RAbilityBase() : this(20.0f, 0.0f)
{
}
public virtual AbilityData Ability(TagsManager tagsManager, Node3D owner)
{
throw new NotImplementedException();
}
public virtual EffectData CostEffect(TagsManager tagsManager)
{
throw new NotImplementedException();
}
public virtual EffectData CooldownEffect(TagsManager tagsManager)
{
throw new NotImplementedException();
}
}

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@@ -0,0 +1 @@
uid://4eosgwb3h528

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@@ -0,0 +1,99 @@
using Gamesmiths.Forge.Abilities;
using Gamesmiths.Forge.Cues;
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 AbilityData Ability(TagsManager tagsManager)
{
return new AbilityData(
name: "Empowered Action",
costEffect: CostEffect(tagsManager),
cooldownEffects: [CooldownEffect(tagsManager)],
instancingPolicy: AbilityInstancingPolicy.PerEntity,
behaviorFactory: () => new EmpoweredActionBehavior());
}
public EffectData CostEffect(TagsManager tagsManager)
{
return new(
"Empowered Action Mana Cost",
new DurationData(DurationType.Instant),
new[]
{
new Modifier(
"PlayerAttributeSet.Mana",
ModifierOperation.FlatBonus,
new ModifierMagnitude(
MagnitudeCalculationType.ScalableFloat,
new ScalableFloat(-Cost)
)
)
},
cues: new []
{
new CueData(
CueTags: Tag.RequestTag(tagsManager, "cues.resources.mana").GetSingleTagContainer(),
MinValue: 0,
MaxValue: 100,
MagnitudeType: CueMagnitudeType.AttributeValueChange,
MagnitudeAttribute: "PlayerAttributeSet.Mana"
)
});
}
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
}
}

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

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@@ -0,0 +1,104 @@
using Gamesmiths.Forge.Abilities;
using Gamesmiths.Forge.Cues;
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_projectile.png")]
public partial class RExplodingSwordThrow(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 override AbilityData Ability(TagsManager tagsManager, Node3D owner)
{
return new AbilityData(
name: "Exploding Sword Throw",
costEffect: CostEffect(tagsManager),
cooldownEffects: [CooldownEffect(tagsManager)],
abilityTags: Tag.RequestTag(tagsManager, "abilities.weapon.land").GetSingleTagContainer(),
instancingPolicy: AbilityInstancingPolicy.PerEntity,
behaviorFactory: () => new ExplodingSwordThrowBehavior(owner, Explosion));
}
public override EffectData CostEffect(TagsManager tagsManager)
{
return new(
"Exploding Sword Throw Mana Cost",
new DurationData(DurationType.Instant),
new[]
{
new Modifier(
"PlayerAttributeSet.Mana",
ModifierOperation.FlatBonus,
new ModifierMagnitude(
MagnitudeCalculationType.ScalableFloat,
new ScalableFloat(-Cost)
)
)
},
cues: new []
{
new CueData(
CueTags: Tag.RequestTag(tagsManager, "cues.resources.mana").GetSingleTagContainer(),
MinValue: 0,
MaxValue: 100,
MagnitudeType: CueMagnitudeType.AttributeValueChange,
MagnitudeAttribute: "PlayerAttributeSet.Mana"
)
});
}
public override EffectData CooldownEffect(TagsManager tagsManager)
{
return new(
"Exploding Sword Throw Cooldown",
new DurationData(
DurationType.HasDuration,
new ModifierMagnitude(
MagnitudeCalculationType.ScalableFloat,
new ScalableFloat(Cooldown))),
effectComponents: new[]
{
new ModifierTagsEffectComponent(
tagsManager.RequestTagContainer(new[] { "cooldown.empoweredSwordThrow" })
)
});
}
}
public class ExplodingSwordThrowBehavior(Node3D owner, PackedScene? explosion) : IAbilityBehavior
{
private Node3D _owner = owner;
private PackedScene? _explosion = explosion;
public void OnStarted(AbilityBehaviorContext context)
{
if (_explosion?.Instantiate() is not Explosion explosion)
{
context.InstanceHandle.End();
return;
}
explosion.Radius = 10f;
_owner.GetTree().GetRoot().AddChild(explosion);
explosion.GlobalPosition = _owner.GlobalPosition;
context.AbilityHandle.CommitAbility();
context.InstanceHandle.End();
}
public void OnEnded(AbilityBehaviorContext context)
{
}
}

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@@ -0,0 +1 @@
uid://rux15j7q78e8

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@@ -0,0 +1,58 @@
using Gamesmiths.Forge.Cues;
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 Gamesmiths.Forge.Tags;
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, "0.01,1,0.01,or_greater")]
public float Frequency { get; set; } = frequency;
public RManaRegen() : this(1.0f, 0.1f)
{
}
public EffectData ManaRegen(TagsManager tagsManager)
{
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))
)
],
cues: new []
{
new CueData(
CueTags: Tag.RequestTag(tagsManager, "cues.resources.mana").GetSingleTagContainer(),
MinValue: 0,
MaxValue: 100,
MagnitudeType: CueMagnitudeType.AttributeValueChange,
MagnitudeAttribute: "PlayerAttributeSet.Mana"
)
},
periodicData: new PeriodicData(
Period: new ScalableFloat(Frequency),
ExecuteOnApplication: true,
PeriodInhibitionRemovedPolicy: PeriodInhibitionRemovedPolicy.ResetPeriod
)
);
}
}

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

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@@ -0,0 +1,13 @@
using Gamesmiths.Forge.Abilities;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Tags;
using Godot;
namespace Movementtests.interfaces;
public interface IAbilityBase
{
AbilityData Ability(TagsManager tagsManager, Node3D owner);
EffectData CostEffect(TagsManager tagsManager);
EffectData CooldownEffect(TagsManager tagsManager);
}

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@@ -0,0 +1 @@
uid://de881c2xsbutk

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@@ -15,8 +15,8 @@
[ext_resource type="PackedScene" uid="uid://qup00a7x2sji" path="res://scenes/fixed_dash_target/fixed_dashthrough_target.tscn" id="13_iq67o"]
[ext_resource type="PackedScene" uid="uid://b8aet6m4m2i83" path="res://scenes/tuto_trigger/TutoTrigger.tscn" id="14_lthgu"]
[sub_resource type="BoxShape3D" id="BoxShape3D_jk7w8"]
size = Vector3(6.75, 8.25, 7.25)
[sub_resource type="BoxShape3D" id="BoxShape3D_lthgu"]
size = Vector3(7.5, 3.75, 10.25)
[node name="Main" unique_id=955321579 instance=ExtResource("1_k7f42")]
@@ -105,13 +105,12 @@ transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 27, 13.5, -9)
[node name="FixedDashthroughTarget3" parent="Targets" index="9" unique_id=1106453232 instance=ExtResource("13_iq67o")]
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 43, 6, -8.5)
[node name="Player" parent="." index="14" unique_id=1309399929]
transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, 3, 0, 0)
[node name="TutoTrigger10" parent="." index="18" unique_id=840713937 instance=ExtResource("14_lthgu")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.75, 0, 3)
[node name="TutoTrigger5" parent="." index="14" unique_id=840713937 instance=ExtResource("14_lthgu")]
tuto_text = "Try to survive!"
[node name="CollisionShape3D" type="CollisionShape3D" parent="TutoTrigger10" index="1" unique_id=2145030859]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.875, 1.125, -4.625)
shape = SubResource("BoxShape3D_jk7w8")
[node name="CollisionShape3D" type="CollisionShape3D" parent="TutoTrigger5" index="1" unique_id=1820790391]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 0.625, -1.875)
shape = SubResource("BoxShape3D_lthgu")
[node name="Player" parent="." index="15" unique_id=1309399929]
transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, 3, 0, 0)

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

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@@ -1,7 +1,14 @@
using System;
using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Events;
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;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_beetle.png")]
public partial class Enemy : CharacterBody3D,
@@ -13,7 +20,8 @@ public partial class Enemy : CharacterBody3D,
ISpawnable,
IKnockbackable,
ITargetable,
IStunnable
IStunnable,
IForgeEntity
{
// Signals and events
public event Action<IDamageable, DamageRecord> DamageTaken = null!;
@@ -55,6 +63,12 @@ public partial class Enemy : CharacterBody3D,
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 Area3D _damageBox = null!;
internal Node3D _target = null!;
@@ -71,6 +85,21 @@ public partial class Enemy : CharacterBody3D,
_damageBox = GetNode<Area3D>("DamageBox");
_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)!;
CMovement = (GetNode<Node>("CMovement") as IMoveable)!;
CHealth = (GetNode<Node>("CHealth") as IHealthable)!;

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@@ -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

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@@ -5,7 +5,9 @@
[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="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="Script" uid="uid://rux15j7q78e8" path="res://forge/abilities/RExplodingSwordThrow.cs" id="4_11013"]
[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://cpdaw41ah5gic" path="res://inputs/base_mode/rotate_y.tres" id="4_rxwoh"]
@@ -17,6 +19,7 @@
[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="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="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"]
@@ -53,6 +56,12 @@
[ext_resource type="Texture2D" uid="uid://c40orhfdgsim" path="res://assets/ui/IconGodotNode/white/icon_circle.png" id="45_u8rdp"]
[ext_resource type="PackedScene" uid="uid://cyw8p0p6a78tl" path="res://scenes/ui/healthbar/healthbar.tscn" id="47_76kmc"]
[sub_resource type="Resource" id="Resource_5b7hb"]
script = ExtResource("4_11013")
Explosion = ExtResource("5_ue7xq")
Cost = 10.0
metadata/_custom_type_script = "uid://rux15j7q78e8"
[sub_resource type="Resource" id="Resource_cb2lu"]
script = ExtResource("2_x835q")
DamageDealt = 10.0
@@ -109,9 +118,15 @@ radius = 1.5
[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_2q0ik"]
blend_mode = 1
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_n24vh"]
bg_color = Color(0.15869555, 0.64034444, 0.906125, 1)
[node name="Player" type="CharacterBody3D" unique_id=709076448]
collision_mask = 272
script = ExtResource("1_poq2x")
EmpoweredAction = ExtResource("7_qheee")
ManaRegen = ExtResource("3_n24vh")
AbilityLoadout = [SubResource("Resource_5b7hb")]
AimAssistStrength = 0.3
AimAssistReductionWhenCloseToTarget = 0.1
AimAssistReductionStartDistance = 8.0
@@ -223,12 +238,10 @@ debug_color = Color(0, 0.6, 0.701961, 0.341176)
[node name="HeadSystem" parent="." unique_id=1203743757 instance=ExtResource("11_rxwoh")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
LookSensitivity = 0.16
CameraInclineAcceleration = 20.0
GroundedCameraIncline = 3.0
SlidingJitterAmplitude = 0.2
WeaponSway = 8.0
WeaponLookRotation = 10.0
WeaponAdjustmentSpeed = 1.0
[node name="MantleSystem" parent="HeadSystem" unique_id=98905505 instance=ExtResource("8_qu4wy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.6, 0)
@@ -551,6 +564,22 @@ offset_bottom = -71.99939
grow_horizontal = 2
grow_vertical = 0
[node name="Manabar" parent="UI" unique_id=1713862004 instance=ExtResource("47_76kmc")]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -859.0
offset_top = -84.0
offset_right = -347.0
offset_bottom = -72.0
grow_horizontal = 2
grow_vertical = 0
BarStyle = SubResource("StyleBoxFlat_n24vh")
[node name="StateChart" type="Node" parent="." unique_id=1675830632]
script = ExtResource("25_wv70j")
metadata/_custom_type_script = "uid://couw105c3bde4"

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@@ -1,13 +1,18 @@
using Godot;
using System;
using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Cues;
using Gamesmiths.Forge.Tags;
using Movementtests.interfaces;
using Movementtests.tools;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
public partial class PlayerUi : Control
public partial class PlayerUi : Control, ICueHandler
{
internal TextureRect[] _dashIcons = new TextureRect[3];
private TextureRect _enemyTarget;
private Healthbar _healthbar;
internal TextureRect[] DashIcons = new TextureRect[3];
private TextureRect _enemyTarget = null!;
private Healthbar _healthbar = null!;
private Healthbar _manabar = null!;
public enum TargetState
{
@@ -25,17 +30,24 @@ public partial class PlayerUi : Control
public override void _Ready()
{
_dashIcons[0] = GetNode<TextureRect>("%Dash1");
_dashIcons[1] = GetNode<TextureRect>("%Dash2");
_dashIcons[2] = GetNode<TextureRect>("%Dash3");
DashIcons[0] = GetNode<TextureRect>("%Dash1");
DashIcons[1] = GetNode<TextureRect>("%Dash2");
DashIcons[2] = GetNode<TextureRect>("%Dash3");
_enemyTarget = GetNode<TextureRect>("%EnemyTarget");
_healthbar = GetNode<Healthbar>("%Healthbar");
_manabar = GetNode<Healthbar>("%Manabar");
var forgeManager = GetTree().Root.GetNode<ForgeManager>("ForgeManager")!;
var tagsManager = forgeManager.TagsManager;
var cuesManager = forgeManager.CuesManager;
cuesManager.RegisterCue(Tag.RequestTag(tagsManager, "cues.resources.mana"), this);
}
public void Initialize(float initialHealth)
public void Initialize(float initialHealth, float initialMana)
{
_healthbar.Initialize(initialHealth);
_manabar.Initialize(initialMana);
}
public void SetEnemyTargetProperties(TargetProperties targetProperties)
@@ -59,7 +71,7 @@ public partial class PlayerUi : Control
public void SetNumberOfDashesLeft(int numberOfDashes)
{
int index = 1;
foreach (var dashIcon in _dashIcons)
foreach (var dashIcon in DashIcons)
{
dashIcon.SetVisible(index <= numberOfDashes);
index++;
@@ -70,4 +82,36 @@ public partial class PlayerUi : Control
{
_healthbar.CurrentHealth = healthChanged.CurrentHealth;
}
public void OnManaChanged(float newValue)
{
_manabar.CurrentHealth = newValue;
}
public void OnExecute(IForgeEntity? target, CueParameters? parameters)
{
// One-shot effect (like impact)
// Called when an instant effect with this cue is applied
// Also called when a periodic effect with this cue executes its period
if (target == null || !parameters.HasValue) return;
// Extract parameters
float magnitude = parameters.Value.Magnitude;
// Play effects scaled by magnitude
// PlayFireImpactSound(normalizedMagnitude);
// SpawnFireImpactParticles(target, magnitude);
_manabar.CurrentHealth += magnitude;
}
public void OnApply(IForgeEntity? target, CueParameters? parameters)
{
}
public void OnRemove(IForgeEntity? target, bool interrupted)
{
}
public void OnUpdate(IForgeEntity? target, CueParameters? parameters)
{
}
}

View File

@@ -39,12 +39,12 @@ public partial class HeadSystem : Node3D
float BobbingMultiplier,
float FovMultiplier);
internal Camera3D _camera;
internal Marker3D _cameraAnchor;
internal AnimationPlayer _animationPlayer;
internal AnimationTree _animationTree;
internal Camera3D Camera = null!;
internal Node3D CameraAnchor = null!;
internal AnimationPlayer AnimationPlayer = null!;
internal AnimationTree AnimationTree = null!;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float LookSensitivity { get; set; } = 1f;
[ExportGroup("Camera incline")]
@@ -84,78 +84,75 @@ public partial class HeadSystem : Node3D
public float FovMaxedOutSpeed { get; set; } = 20f;
[ExportGroup("First Person rig")]
internal Node3D _fpRig;
internal Node3D _rightHandedWeapon;
internal Node3D _leftHandedWeapon;
internal Node3D _fpDisplacedRig;
internal Vector3 _fpDisplacedRigInitialRotation;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WeaponSway { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WeaponLookRotation { get; set; } = 1f;
internal Node3D FpRig = null!;
internal Node3D RightHandedWeapon = null!;
internal Vector3 RightHandedWeaponInitialRotation = Vector3.Zero;
internal Node3D LeftHandedWeapon = null!;
internal Vector3 LeftHandedWeaponInitialRotation = Vector3.Zero;
[Export(PropertyHint.Range, "0,20,1,or_greater")]
public float WeaponSway { get; set; } = 15f;
[Export(PropertyHint.Range, "0,200,1,or_greater")]
public float WeaponMoveRotation { get; set; } = 80f;
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
public float WeaponAdjustmentSpeed { get; set; } = 10f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float DisplacedWeaponSway { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float DisplacedWeaponLookRotation { get; set; } = 1f;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
[Export(PropertyHint.Range, "0,20,1,or_greater")]
public float WeaponAdjustmentSpeed { get; set; } = 1f;
[Export(PropertyHint.Range, "0,2,0.01,or_greater")]
public float DisplacedWeaponSway { get; set; } = 0.8f;
[Export(PropertyHint.Range, "0,0.5,0.01,or_greater")]
public float DisplacedWeaponMoveRotation { get; set; } = 0.1f;
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
public float DisplacedWeaponAdjustmentSpeed { get; set; } = 10f;
[Export(PropertyHint.Range, "0,20,1,or_greater")]
public float DisplacedWeaponAdjustmentSpeed { get; set; } = 12f;
public void Init()
{
_isPlayingForcingAnim = false;
IsPlayingForcingAnim = false;
Input.SetMouseMode(Input.MouseModeEnum.Captured);
_camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
_cameraAnchor = GetNode<Marker3D>("CameraAnchor");
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
_animationTree = GetNode<AnimationTree>("AnimationTree");
_fpRig = GetNode<Node3D>("FPRig");
_rightHandedWeapon = GetNode<Node3D>("FPRig/Sword");
_leftHandedWeapon = GetNode<Node3D>("FPRig/Parry");
_fpDisplacedRig = GetNode<Node3D>("FPRig/Sword");
_fpDisplacedRigInitialRotation = _fpDisplacedRig.Rotation;
Camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
CameraAnchor = GetNode<Node3D>("CameraSmooth/CameraAnchor");
//_cameraAnchor = GetNode<Camera3D>("CameraSmooth/Camera3D");
AnimationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
AnimationTree = GetNode<AnimationTree>("AnimationTree");
FpRig = GetNode<Node3D>("FPRig");
RightHandedWeapon = GetNode<Node3D>("FPRig/Sword/SwordMesh");
RightHandedWeaponInitialRotation = RightHandedWeapon.Rotation;
LeftHandedWeapon = GetNode<Node3D>("FPRig/Parry/ParryMesh");
LeftHandedWeaponInitialRotation = LeftHandedWeapon.Rotation;
_slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
_slidingNoise.SetFrequency(SlidingJitterFrequency);
}
public void SetWeaponsVisible(bool swordVisible, bool parryVisible)
{
_rightHandedWeapon.Visible = swordVisible;
_leftHandedWeapon.Visible = parryVisible;
RightHandedWeapon.Visible = swordVisible;
LeftHandedWeapon.Visible = parryVisible;
}
public void OnMantle()
{
_animationTree.Set("parameters/OnMantle/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
AnimationTree.Set("parameters/OnMantle/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnJumpStarted()
{
_animationTree.Set("parameters/OnJumpStart/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
AnimationTree.Set("parameters/OnJumpStart/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnJumpEnded()
{
_animationTree.Set("parameters/OnJumpEnd/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
AnimationTree.Set("parameters/OnJumpEnd/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnHit()
{
_animationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
AnimationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnParry()
{
_animationTree.Set("parameters/OnParry/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
AnimationTree.Set("parameters/OnParry/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnStartDeathAnimation()
{
_isPlayingForcingAnim = true;
_animationTree.Set("parameters/OnDie/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
IsPlayingForcingAnim = true;
AnimationTree.Set("parameters/OnDie/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnDeathAnimationFinished()
@@ -190,8 +187,8 @@ public partial class HeadSystem : Node3D
EmitSignalHitboxDeactivated();
}
internal bool _footstepEmitted;
internal bool _isPlayingForcingAnim;
internal bool FootstepEmitted;
internal bool IsPlayingForcingAnim;
public void ResetHeadBobbing()
{
@@ -200,10 +197,10 @@ public partial class HeadSystem : Node3D
public void LookAround(CameraParameters inputs)
{
if (_isPlayingForcingAnim)
if (IsPlayingForcingAnim)
{
_camera.Position = Vector3.Zero;
_camera.Rotation = Vector3.Zero;
Camera.Position = Vector3.Zero;
Camera.Rotation = Vector3.Zero;
return;
}
@@ -223,7 +220,7 @@ public partial class HeadSystem : Node3D
RotateY(angleForHorizontalRotation);
// Vertical movement of head
Vector3 currentCameraRotation = _cameraAnchor.Rotation;
Vector3 currentCameraRotation = CameraAnchor.Rotation;
currentCameraRotation.X += Convert.ToSingle(lookDir.Y * LookSensitivity * sensitivitMultiplier);
currentCameraRotation.X = Mathf.Clamp(currentCameraRotation.X, Mathf.DegToRad(-90f), Mathf.DegToRad(90f));
@@ -242,18 +239,18 @@ public partial class HeadSystem : Node3D
cameraIncline = Mathf.DegToRad(GroundedCameraIncline * cameraInclineFactor * -1.0f);
}
currentCameraRotation.Z = (float) Mathf.Lerp(currentCameraRotation.Z, cameraIncline, delta * CameraInclineAcceleration);
_cameraAnchor.Rotation = currentCameraRotation;
CameraAnchor.Rotation = currentCameraRotation;
if (withCameraJitter)
{
_cameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
CameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
float noise1D = _slidingNoise.GetNoise1D(Time.GetTicksMsec());
float noiseAmplitude = SlidingJitterAmplitude*Mathf.Clamp(playerVelocity.Length(), 0f, 1f);
_cameraAnchor.Position += Vector3.Up*noise1D*noiseAmplitude;
CameraAnchor.Position += Vector3.Up*noise1D*noiseAmplitude;
}
else
{
_cameraAnchor.Position = Vector3.Zero;
CameraAnchor.Position = Vector3.Zero;
}
Vector3 newPositionForCamera = Vector3.Zero;
@@ -268,76 +265,79 @@ public partial class HeadSystem : Node3D
newPositionForCamera.Y = Mathf.Sin(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier;
newPositionForCamera.X = Mathf.Cos(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier;
if (newPositionForCamera.Y < -0.07 && !_footstepEmitted) Footstep();
if (newPositionForCamera.Y > 0) _footstepEmitted = false;
if (newPositionForCamera.Y < -0.07 * bobbingMultiplier && !FootstepEmitted) Footstep();
if (newPositionForCamera.Y > 0) FootstepEmitted = false;
// Offset bobbing for weapon rig
newPositionForRig.Y = Mathf.Cos(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier * 0.2f;
newPositionForRig.X = Mathf.Sin(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier * 0.2f;
}
_cameraAnchor.Position += newPositionForCamera;
_camera.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
CameraAnchor.Position += newPositionForCamera;
Camera.GlobalTransform = CameraAnchor.GetGlobalTransformInterpolated();
// First person rig adjustments
_fpRig.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
FpRig.GlobalTransform = Camera.GlobalTransform;
// Apply bobbing
_fpRig.Position += newPositionForRig;
FpRig.Position += newPositionForRig;
// Rotate the whole rig based on movement input
var newRigRotation = _fpRig.Rotation;
var camTilt = Mathf.Lerp(_fpRig.Rotation.Z, cameraIncline*WeaponMoveRotation, delta*WeaponAdjustmentSpeed);
var newRigRotation = FpRig.Rotation;
var camTilt = Mathf.Lerp(FpRig.Rotation.Z, CameraAnchor.Rotation.Z*WeaponMoveRotation, delta * WeaponAdjustmentSpeed);
newRigRotation.Z = (float) camTilt;
// Rotate the whole rig based on camera rotation input
newRigRotation.X = Mathf.Lerp(newRigRotation.X, -lookDir.Y*WeaponSway, (float) delta*WeaponAdjustmentSpeed);
newRigRotation.Y = Mathf.Lerp(newRigRotation.Y, -lookDir.X*WeaponSway, (float) delta*WeaponAdjustmentSpeed);
newRigRotation.X = Mathf.Lerp(newRigRotation.X, -lookDir.Y*WeaponSway, (float) delta * WeaponAdjustmentSpeed);
newRigRotation.Y = Mathf.Lerp(newRigRotation.Y, -lookDir.X*WeaponSway, (float) delta * WeaponAdjustmentSpeed);
// Apply
_fpRig.Rotation = newRigRotation;
FpRig.Rotation = newRigRotation;
// Compute displaced rig adjustments, starting with movement input
var newDisplacedRigRotation = _fpDisplacedRig.Rotation;
var howMuchForward = ComputeHowMuchInputForward(playerInput);
var howMuchSideways = ComputeHowMuchInputSideways(playerInput);
var displacedCamTiltForward = Mathf.Lerp(newDisplacedRigRotation.Z,
_fpDisplacedRigInitialRotation.Z + howMuchForward*DisplacedWeaponMoveRotation,
delta*DisplacedWeaponAdjustmentSpeed);
var displacedCamTiltSide = Mathf.Lerp(newDisplacedRigRotation.X,
_fpDisplacedRigInitialRotation.X - howMuchSideways*DisplacedWeaponMoveRotation,
delta*DisplacedWeaponAdjustmentSpeed);
newDisplacedRigRotation.X = (float) displacedCamTiltSide;
newDisplacedRigRotation.Z = (float) displacedCamTiltForward;
var displacedSwayY = Mathf.Lerp(newDisplacedRigRotation.Y,
_fpDisplacedRigInitialRotation.Y - lookDir.X*DisplacedWeaponSway,
delta*DisplacedWeaponAdjustmentSpeed);
newDisplacedRigRotation.Y = (float) displacedSwayY;
// Apply
_fpDisplacedRig.Rotation = newDisplacedRigRotation;
// Compute sword meshes procedural adjustments
RightHandedWeapon.Rotation = ComputeRotationForFpMesh(RightHandedWeapon, RightHandedWeaponInitialRotation, playerInput, lookDir, (float) delta);
LeftHandedWeapon.Rotation = ComputeRotationForFpMesh(LeftHandedWeapon, LeftHandedWeaponInitialRotation, playerInput, lookDir, (float) delta);
// Camera adjustments
float velocityClamped = Mathf.Clamp(playerVelocity.Length(), 0.5f, FovMaxedOutSpeed);
float targetFov = BaseFov + FovChangeFactor * velocityClamped * fovMultiplier;
_camera.Fov = Mathf.Lerp(_camera.Fov, targetFov, (float) delta * FovChangeSpeed);
Camera.Fov = Mathf.Lerp(Camera.Fov, targetFov, (float) delta * FovChangeSpeed);
}
public Vector3 ComputeRotationForFpMesh(Node3D mesh, Vector3 initialRotation, Vector3 playerInput, Vector2 lookDir, float delta)
{
var newMeshRotation = mesh.Rotation;
var howMuchForward = ComputeHowMuchInputForward(playerInput);
var howMuchSideways = ComputeHowMuchInputSideways(playerInput);
var displacedCamTiltForward = Mathf.Lerp(newMeshRotation.Z,
initialRotation.Z + howMuchForward*DisplacedWeaponMoveRotation,
delta * DisplacedWeaponAdjustmentSpeed);
var displacedCamTiltSide = Mathf.Lerp(newMeshRotation.X,
initialRotation.X - howMuchSideways*DisplacedWeaponMoveRotation,
delta * DisplacedWeaponAdjustmentSpeed);
newMeshRotation.X = displacedCamTiltSide;
newMeshRotation.Z = displacedCamTiltForward;
var displacedSwayY = Mathf.Lerp(newMeshRotation.Y,
initialRotation.Y - lookDir.X*DisplacedWeaponSway,
delta * DisplacedWeaponAdjustmentSpeed);
newMeshRotation.Y = displacedSwayY;
return newMeshRotation;
}
public void Footstep()
{
_footstepEmitted = true;
FootstepEmitted = true;
EmitSignalStepFoot();
}
public void HideWeapon()
{
_rightHandedWeapon.Visible = false;
RightHandedWeapon.Visible = false;
}
public void ShowWeapon()
{
_rightHandedWeapon.Visible = true;
RightHandedWeapon.Visible = true;
}
public float ComputeCameraInclineFactor(Vector3 direction)
@@ -368,15 +368,15 @@ public partial class HeadSystem : Node3D
public Vector3 GetGlobalForwardVector()
{
return _camera.GlobalBasis.Z;
return Camera.GlobalBasis.Z;
}
public Vector3 GetGlobalLookRotation()
{
return new Vector3(
_camera.Rotation.X,
Camera.Rotation.X,
Rotation.Y,
_camera.Rotation.Z);
Camera.Rotation.Z);
}
public void SetHeight(float height)

View File

@@ -654,9 +654,6 @@ _data = {
[node name="HeadSystem" type="Node3D" unique_id=2067407038]
script = ExtResource("1_8abgy")
WeaponMoveRotation = 20.0
DisplacedWeaponSway = 1.0
DisplacedWeaponAdjustmentSpeed = 8.0
[node name="FPRig" type="Node3D" parent="." unique_id=922968399]
transform = Transform3D(0.9999998, 0, 0, 0, 1.0000002, 0, 0, 0, 1.0000002, 0, 0, 0)
@@ -678,6 +675,9 @@ mesh = ExtResource("3_1ay6d")
[node name="CameraSmooth" type="Node3D" parent="." unique_id=2072010960]
transform = Transform3D(0.9999998, -0.00011616429, 0, 0.00011616431, 0.99999964, 0, 0, 0, 0.99999976, 0, 0, 0)
[node name="CameraAnchor" type="Marker3D" parent="CameraSmooth" unique_id=1554357312]
transform = Transform3D(1.0000002, 0.00011616435, 0, -0.000116164374, 1.0000004, 0, 0, 0, 1.0000002, 0, 0, 0)
[node name="Camera3D" type="Camera3D" parent="CameraSmooth" unique_id=544372058]
transform = Transform3D(1, 0, 0, 0, 1.0000002, 0, 0, 0, 1.0000001, 0, 0, 0)
current = true
@@ -702,8 +702,6 @@ fade_out = 0.5547845
shakerPreset = SubResource("Resource_se3kf")
metadata/_custom_type_script = "uid://dnlxsrumw6ygp"
[node name="CameraAnchor" type="Marker3D" parent="." unique_id=1554357312]
[node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=1831491746]
root_node = NodePath("../CameraSmooth/Camera3D")
libraries/ = SubResource("AnimationLibrary_0hyrq")

View File

@@ -0,0 +1,13 @@
using Gamesmiths.Forge.Attributes;
namespace Movementtests.scenes.player_controller.components.weapon;
public class WeaponAttributeSet : AttributeSet
{
public EntityAttribute Level { get; }
public WeaponAttributeSet()
{
Level = InitializeAttribute(nameof(Level), 1, 1, 10);
}
}

View File

@@ -0,0 +1 @@
uid://mvc3bv0p021

View File

@@ -1,13 +1,21 @@
using System;
using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Events;
using Gamesmiths.Forge.Tags;
using Godot;
using GodotStateCharts;
using Movementtests.interfaces;
using Movementtests.scenes.player_controller.components.weapon;
using Movementtests.systems.damage;
using Movementtests.tools;
namespace Movementtests.systems;
public record struct WeaponLandPayload(int Damage, bool IsCritical);
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_sword.png")]
public partial class WeaponSystem : RigidBody3D, IDamageDealer
public partial class WeaponSystem : RigidBody3D, IDamageDealer, IForgeEntity
{
[Signal]
public delegate void WeaponThrownEventHandler();
@@ -22,6 +30,12 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
public float StraightThrowDuration { get; set; } = 0.1f;
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 StateChart _weaponState = null!;
public StateChartState InHandState = null!;
public StateChartState FlyingState = null!;
@@ -40,6 +54,8 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; } = null!;
public MeshInstance3D WeaponMesh { get; set; } = null!;
public Tag WeaponLandTag;
public void Init()
{
_weaponState = StateChart.Of(GetNode("StateChart"));
@@ -57,6 +73,22 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
_startTransform = Transform;
Freeze = true;
Visible = false;
var tagsManager = ForgeManager.GetTagsManager(this);
var cuesManager = ForgeManager.GetCuesManager(this);
var baseTags = new TagContainer(
tagsManager,
[
Tag.RequestTag(tagsManager, "weapon")
]);
Attributes = new EntityAttributes(new WeaponAttributeSet());
Tags = new EntityTags(baseTags);
EffectsManager = new EffectsManager(this, cuesManager);
Abilities = new(this);
Events = new();
WeaponLandTag = Tag.RequestTag(tagsManager, "events.weapon.land");
BodyEntered += OnThrownWeaponReachesGround;
@@ -109,11 +141,26 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
tween.Finished += ThrowWeaponOnCurve;
}
public void RaiseWeaponLandEvent(IForgeEntity? victim = null)
{
Events.Raise(new EventData<WeaponLandPayload>
{
EventTags = WeaponLandTag.GetSingleTagContainer(),
Source = this,
Target = victim,
EventMagnitude = 25f,
Payload = new WeaponLandPayload(Damage: 25, IsCritical: true)
});
}
public void PlantInEnemy(Node3D enemy)
{
GetTree().GetRoot().CallDeferred(Node.MethodName.RemoveChild, this);
enemy.CallDeferred(Node.MethodName.AddChild, this);
if (enemy is IForgeEntity victim) RaiseWeaponLandEvent(victim);
else RaiseWeaponLandEvent();
if (enemy is IDamageable damageable)
{
damageable.TakeDamage(new DamageRecord(GlobalPosition, RDamage));
@@ -145,6 +192,8 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
{
PlantInEnemy(node);
}
else RaiseWeaponLandEvent();
CallDeferred(Node3D.MethodName.SetGlobalPosition, PlantLocation);
CallDeferred(Node3D.MethodName.LookAt, GlobalTransform.Origin + PlantNormal, Vector3.Up, true);
}

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 = 30.0
Cooldown = 0.5
ManaRegenPause = 2.0
metadata/_custom_type_script = "uid://d0l07gcx1ef18"

View File

@@ -0,0 +1,8 @@
[gd_resource type="Resource" script_class="RExplodingSwordThrow" format=3 uid="uid://cdxbwirfiaipi"]
[ext_resource type="Script" uid="uid://rux15j7q78e8" path="res://forge/abilities/RExplodingSwordThrow.cs" id="1_5iq8v"]
[resource]
script = ExtResource("1_5iq8v")
Cost = 20.0
metadata/_custom_type_script = "uid://rux15j7q78e8"

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 = 0.05
metadata/_custom_type_script = "uid://di04jvuqp0h7m"

View File

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

View File

@@ -1,17 +1,25 @@
using System;
using System.Collections.Generic;
using Gamesmiths.Forge.Abilities;
using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Effects.Components;
using Gamesmiths.Forge.Effects.Duration;
using Gamesmiths.Forge.Effects.Magnitudes;
using Gamesmiths.Forge.Events;
using Gamesmiths.Forge.Tags;
using Godot;
using GodotStateCharts;
using Movementtests.addons.godot_state_charts.csharp;
using Movementtests.interfaces;
using Movementtests.systems;
using Movementtests.player_controller.Scripts;
using Movementtests.scenes.player_controller.scripts;
using Movementtests.tools;
using Movementtests.forge.abilities;
using Movementtests.tools.effects;
using RustyOptions;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")]
@@ -92,6 +100,16 @@ public partial class PlayerController : CharacterBody3D,
[Export] public bool HasSword { 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!;
[ExportGroup("Abilities")]
[ExportSubgroup("WeaponThrow")]
[Export] public RAbilityBase[] AbilityLoadout = [];
// Combat stuff
[ExportCategory("Combat")]
[ExportGroup("General")]
@@ -398,6 +416,9 @@ public partial class PlayerController : CharacterBody3D,
private ShapeCast3D _closeEnemyDetector = null!;
private RayCast3D _aimAssisRayCast = null!;
private Camera3D _camera = null!;
private AbilityHandle? _empoweredActionHandle;
private ActiveEffectHandle? _manaRegenEffectHandle;
public override void _Ready()
{
@@ -415,25 +436,35 @@ public partial class PlayerController : CharacterBody3D,
_aimAssisRayCast.TargetPosition = _aimAssisRayCast.TargetPosition.Normalized() * (TargetingDistance*1.5f);
// Forge stuff
var forgeManager = GetTree().Root.GetNode<ForgeManager>("ForgeManager")!;
var tagsManager = ForgeManager.GetTagsManager(this);
var cuesManager = ForgeManager.GetCuesManager(this);
var baseTags = new TagContainer(
forgeManager.TagsManager,
tagsManager,
[
Tag.RequestTag(forgeManager.TagsManager, "character.player"),
Tag.RequestTag(forgeManager.TagsManager, "class.warrior")
Tag.RequestTag(tagsManager, "character.player")
]);
Attributes = new EntityAttributes(new PlayerAttributeSet());
Tags = new EntityTags(baseTags);
EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
EffectsManager = new EffectsManager(this, cuesManager);
Abilities = new(this);
Events = new();
var empoweredActionData = EmpoweredAction.Ability(tagsManager);
// Grant permanently
_empoweredActionHandle = Abilities.GrantAbilityPermanently(
empoweredActionData,
abilityLevel: 1,
levelOverridePolicy: LevelComparison.None,
sourceEntity: this);
var manaRegenEffect = new Effect(ManaRegen.ManaRegen(tagsManager), new EffectOwnership(this, this));
_manaRegenEffectHandle = EffectsManager.ApplyEffect(manaRegenEffect);
var health = Attributes["PlayerAttributeSet.Health"].CurrentValue; // 100
var mana = Attributes["PlayerAttributeSet.Mana"].CurrentValue; // 100
var strength = Attributes["PlayerAttributeSet.Strength"].CurrentValue; // 10
var speed = Attributes["PlayerAttributeSet.Speed"].CurrentValue; // 5
GD.Print(health, mana, strength, speed);
// DashIndicator = GetNode<TextureRect>("%DashIndicator");
PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
@@ -499,7 +530,7 @@ public partial class PlayerController : CharacterBody3D,
}
if (RKnockback != null) CKnockback!.RKnockback = RKnockback;
PlayerUi.Initialize(CHealth.CurrentHealth);
PlayerUi.Initialize(CHealth.CurrentHealth, Attributes["PlayerAttributeSet.Mana"].BaseValue);
CDamageable.DamageTaken += (damageable, record) => ReduceHealth(damageable, record);
CDamageable.DamageTaken += (_, record) => RegisterKnockback(new KnockbackRecord(record));
CHealth.HealthChanged += PlayerUi.OnHealthChanged;
@@ -673,9 +704,47 @@ public partial class PlayerController : CharacterBody3D,
_attackDash.StateEntered += OnDashAttackStarted;
_parryStandard.StateEntered += OnStandardParryStarted;
_parryDash.StateEntered += OnDashParryStarted;
foreach (var weaponLandAbility in AbilityLoadout)
{
var grantAbilityConfig = new GrantAbilityConfig(
weaponLandAbility.Ability(tagsManager, WeaponSystem),
ScalableLevel: new ScalableInt(1),
RemovalPolicy: AbilityDeactivationPolicy.CancelImmediately,
InhibitionPolicy: AbilityDeactivationPolicy.CancelImmediately,
TryActivateOnGrant: false,
TryActivateOnEnable: false,
LevelOverridePolicy: LevelComparison.Higher);
var grantComponent = new GrantAbilityEffectComponent([grantAbilityConfig]);
var grantEffect = new EffectData(
"Grant Weapon Land Ability",
new DurationData(DurationType.Infinite),
effectComponents: [grantComponent]);
EffectsManager.ApplyEffect(new Effect(grantEffect, new EffectOwnership(this, this)));
}
// Testing out kill
// GetTree().CreateTimer(2).Timeout += () => Kill(this);
// Forge events
EventSubscriptionToken token = WeaponSystem.Events.Subscribe<WeaponLandPayload>(WeaponSystem.WeaponLandTag, OnWeaponLanded);
}
public void OnWeaponLanded(EventData<WeaponLandPayload> data)
{
var source = data.Source;
var target = data.Target;
var magnitude = data.EventMagnitude;
var weaponLandPayload = data.Payload;
var tagsManager = ForgeManager.GetTagsManager(this);
var weaponLandTag = Tag.RequestTag(tagsManager, "abilities.weapon.land").GetSingleTagContainer();
if (weaponLandTag == null) return;
var anyActivated = Abilities.TryActivateAbilitiesByTag(
weaponLandTag,
target,
out var failures);
if (anyActivated)
{
}
}
///////////////////////////
@@ -735,7 +804,7 @@ public partial class PlayerController : CharacterBody3D,
{
RHealth.StartingHealth = newHealthValue;
CHealth!.CurrentHealth = newHealthValue;
PlayerUi.Initialize(CHealth.CurrentHealth);
PlayerUi.Initialize(CHealth.CurrentHealth, Attributes["PlayerAttributeSet.Mana"].BaseValue);
}
public void SetPlayerDamageOverride(float newDamageValue)
{
@@ -1913,10 +1982,53 @@ public partial class PlayerController : CharacterBody3D,
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($"Cannot activate empowered action: {failures}");
if (failures.HasFlag(AbilityActivationFailures.Cooldown)) GD.PrintErr("In Cooldown");
if (failures.HasFlag(AbilityActivationFailures.InsufficientResources)) GD.PrintErr("Not Enough Mana");
}
return canActivate;
return EmpoweredActionsLeft > 0 && TutorialDone;
}
public void PerformEmpoweredAction()
{
if(_empoweredActionHandle == null) return;
var canActivate = _empoweredActionHandle.Activate(out var failures);
if (!canActivate)
{
GD.PrintErr($"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;
_canDashAirborne = true;
EmpoweredActionsLeft--;
@@ -2236,12 +2348,18 @@ public partial class PlayerController : CharacterBody3D,
HandleEnemyTargeting();
}
// private float _oldMana = 100;
public override void _Process(double delta)
{
// Manage head and camera movement
LookAround(delta);
EffectsManager.UpdateEffects(delta);
// TODO: change for actual Cue
// var currentMana = Attributes["PlayerAttributeSet.Mana"].CurrentValue;
// if (Mathf.Abs(currentMana - _oldMana) > Mathf.Epsilon)
// PlayerUi.OnManaChanged(currentMana);
// _oldMana = currentMana;
}
///////////////////////////

View File

@@ -4,8 +4,10 @@ using System;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_heart.png")]
public partial class Healthbar : ProgressBar
{
private Timer _damageCatchUpTimer;
private ProgressBar _damagedHealth;
private Timer _damageCatchUpTimer = null!;
private ProgressBar _damagedHealth = null!;
[Export] public StyleBox? BarStyle;
private float _currentHealth;
public float CurrentHealth
@@ -21,6 +23,9 @@ public partial class Healthbar : ProgressBar
_damageCatchUpTimer.Timeout += OnDamageCatchUp;
Visible = false;
if (BarStyle != null)
AddThemeStyleboxOverride("fill", BarStyle);
}
public void Initialize(float initialHealth)

View File

@@ -5,7 +5,7 @@
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_0sgot"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0k5hr"]
bg_color = Color(0.698864, 0.047356047, 0, 1)
bg_color = Color(0.69803923, 0.047058824, 0, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0sgot"]
bg_color = Color(0.14767182, 0.14767182, 0.14767176, 1)

View File

@@ -14,17 +14,20 @@ public class HeadSystemUnitTest
public void SetupTest()
{
_head = new HeadSystem();
_head._camera = new Camera3D();
_head.AddChild(_head._camera);
_head.Camera = new Camera3D();
_head.AddChild(_head.Camera);
_head._cameraAnchor = new Marker3D();
_head.AddChild(_head._cameraAnchor);
// _head._cameraAnchor = new Marker3D();
_head.AddChild(_head.CameraAnchor);
_head._fpRig = new Node3D();
_head.AddChild(_head._fpRig);
_head._fpDisplacedRig = new Node3D();
_head.AddChild(_head._fpDisplacedRig);
_head.FpRig = new Node3D();
_head.AddChild(_head.FpRig);
_head.CameraAnchor = new Node3D();
_head.AddChild(_head.CameraAnchor);
_head.RightHandedWeapon = new Node3D();
_head.AddChild(_head.RightHandedWeapon);
_head.LeftHandedWeapon = new Node3D();
_head.AddChild(_head.LeftHandedWeapon);
}
[AfterTest]

View File

@@ -99,7 +99,7 @@ public class PlayerControllerUnitTest
{
var mockUi = new PlayerUi();
var dashIcons = new TextureRect[3] { new TextureRect(), new TextureRect(), new TextureRect() };
mockUi._dashIcons = dashIcons;
mockUi.DashIcons = dashIcons;
_player.PlayerUi = mockUi;

View File

@@ -1,27 +0,0 @@
using Gamesmiths.Forge.Cues;
using Gamesmiths.Forge.Tags;
using Godot;
namespace Movementtests.tools;
public partial class ForgeManager : Node
{
public CuesManager CuesManager { get; private set; } = new CuesManager();
public TagsManager TagsManager { get; private set; } = new TagsManager(
[
"character.player",
"class.warrior",
"status.stunned",
"status.burning",
"status.enraged",
"status.immune.fire",
"cues.damage.fire",
"events.combat.damage",
"events.combat.hit",
"cooldown.fireball"
]);
public ForgeManager()
{
}
}