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using Godot;
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using SupaLidlGame.BoundingBoxes;
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using SupaLidlGame.Characters;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.State.Weapon;
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namespace SupaLidlGame.Items.Weapons;
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public partial class Sword : Weapon, IParryable
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{
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public bool IsAttacking { get; protected set; }
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public override bool IsUsing => StateMachine.CurrentState
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is SwordAttackState;
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[Export]
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public Hitbox Hitbox { get; set; }
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[Export]
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public AnimationPlayer AnimationPlayer { get; set; }
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[Export]
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public AnimationTree AnimationTree { get; set; }
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/// <summary>
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/// The time frame in seconds for which the weapon will deal damage.
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/// </summary>
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/// <remarks>
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/// The value of <c>AttackTime</c> should be less than the
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/// value of <c>UseTime</c>
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/// </remarks>
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[Export]
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public double AttackTime { get; set; } = 0;
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[Export]
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public double AttackAnimationDuration { get; set; }
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[Export]
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public CpuParticles2D ParryParticles { get; set; }
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[Export]
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public double NPCAnticipateTime { get; set; }
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[Export]
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public WeaponStateMachine StateMachine { get; set; }
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[Export]
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public Node2D Anchor { get; set; }
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public override bool IsParryable { get; protected set; }
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public ulong ParryTimeOrigin { get; protected set; }
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private Tween _currentTween;
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private AnimationNodeStateMachinePlayback _playback;
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public override void Equip(Character character)
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{
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base.Equip(character);
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Hitbox.Faction = character.Faction; // character is null before base
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}
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public override void Unequip(Character character)
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{
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base.Unequip(character);
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}
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public override void Use()
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{
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// we can't use if we're still using the weapon
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if (RemainingUseTime > 0)
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{
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//return;
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}
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StateMachine.Use();
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/*
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// reset state of the weapon
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IsParried = false;
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IsParryable = true;
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ParryTimeOrigin = Time.GetTicksMsec();
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_playback.Travel("use");
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*/
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// play animation depending on rotation of weapon
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/*
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string anim = "use";
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if (GetNode<Node2D>("Anchor").Rotation > Mathf.DegToRad(50))
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{
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anim = "use2";
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}
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if (Character is NPC)
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{
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// NPCs have a slower attack
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anim += "-npc";
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}
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AnimationPlayer.Play(anim);
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*/
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base.Use();
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}
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public void EnableParry()
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{
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IsParried = false;
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IsParryable = true;
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ParryTimeOrigin = Time.GetTicksMsec();
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GD.Print(Character.Name);
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}
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public void DisableParry()
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{
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IsParryable = false;
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}
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public override void Deuse()
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{
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//AnimationPlayer.Stop();
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Deattack();
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base.Deuse();
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}
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public void Attack()
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{
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//RemainingAttackTime = AttackTime;
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IsAttacking = true;
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Hitbox.IsDisabled = false;
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}
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public void Deattack()
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{
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IsAttacking = false;
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DisableParry();
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Hitbox.IsDisabled = true;
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ProcessHits();
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Hitbox.ResetIgnoreList();
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AnimationPlayer.SpeedScale = 1;
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}
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public override void _Ready()
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{
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Hitbox.Damage = Damage;
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_playback = (AnimationNodeStateMachinePlayback)AnimationTree
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.Get("parameters/playback");
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}
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public override void _Process(double delta)
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{
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StateMachine.Process(delta);
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base._Process(delta);
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}
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public void ProcessHits()
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{
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if (IsParried)
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{
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return;
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}
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foreach (BoundingBox box in Hitbox.Hits)
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{
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GD.Print("processing hit");
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if (box is Hurtbox hurtbox)
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{
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hurtbox.InflictDamage(Damage, Character, Knockback);
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}
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}
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}
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public void AttemptParry(Weapon otherWeapon)
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{
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//if (IsParryable && otherWeapon.IsParryable)
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if (otherWeapon.IsParryable &&
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otherWeapon is IParryable otherParryable)
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{
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ParryParticles.Emitting = true;
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if (ParryTimeOrigin < otherParryable.ParryTimeOrigin)
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{
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// our character was parried
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}
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else
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{
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otherParryable.Stun();
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}
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}
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//this.GetAncestor<TileMap>().AddChild(instance);
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}
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public void Stun()
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{
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IsParried = true;
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AnimationPlayer.SpeedScale = 0.25f;
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Character.Stun(1.5f);
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GetNode<AudioStreamPlayer2D>("ParrySound").OnWorld().Play();
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}
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public override void _on_hitbox_hit(BoundingBox box)
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{
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if (IsParried)
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{
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return;
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}
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if (box is Hitbox hb)
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{
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Weapon w = hb.GetAncestor<Weapon>();
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if (w is not null)
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{
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AttemptParry(w);
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}
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}
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if (box is Hurtbox hurt)
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{
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if (hurt.GetParent() is Character c)
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{
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var item = c.Inventory.SelectedItem;
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if (item is Weapon w)
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{
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AttemptParry(w);
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}
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}
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}
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}
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protected void SetAnimationCondition(string condition, bool value)
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{
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AnimationTree.Set("parameters/conditions/" + condition, value);
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}
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}
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