96 lines
2.5 KiB
C#
96 lines
2.5 KiB
C#
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using Godot;
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using GodotUtilities;
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using SupaLidlGame.Entities;
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namespace SupaLidlGame.State.NPC.Doc;
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public partial class DocShungiteDartState : DocAttackState
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{
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protected Scenes.Map _map;
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protected Utils.World _world;
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protected double _currentDuration = 0;
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protected double _currentAttackDuration = 0;
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[Export]
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public override double Duration { get; set; }
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[Export]
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public override double AttackDuration { get; set; }
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[Export]
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public override PackedScene Projectile { get; set; }
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[Export]
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public override DocExitState ExitState { get; set; }
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private float _intensity = 1;
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public override NPCState Enter(IState<NPCState> previousState)
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{
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_map = this.GetAncestor<Scenes.Map>();
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_world = this.GetAncestor<Utils.World>();
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_currentDuration = Duration;
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_currentAttackDuration = AttackDuration;
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return null;
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}
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public override void Exit(IState<NPCState> nextState)
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{
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}
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protected virtual Projectile SpawnProjectile(
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Vector2 position,
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Vector2 direction)
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{
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var projectile = _map.SpawnEntity<Projectile>(Projectile);
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projectile.Hitbox.Faction = NPC.Faction;
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// global position is (from npc to player) * 2 = (2 * npc) - player
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//projectile.GlobalPosition = 2 * NPC.GlobalPosition - playerPos;
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projectile.GlobalPosition = position;
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projectile.Direction = direction;
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projectile.GlobalRotation = direction.Angle();
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projectile.Delay = 1 / _intensity;
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return projectile;
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}
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protected override void Attack()
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{
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var player = _world.CurrentPlayer;
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var playerPos = player.GlobalPosition;
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Vector2 position1 = 2 * NPC.GlobalPosition - playerPos;
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Vector2 position2 = 2 * playerPos - NPC.GlobalPosition;
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Vector2 direction1 = position1.DirectionTo(playerPos);
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Vector2 direction2 = -direction1;
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SpawnProjectile(position1, direction1);
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SpawnProjectile(position2, direction2);
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_currentAttackDuration = AttackDuration / _intensity;
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}
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public override NPCState Process(double delta)
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{
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if ((_currentDuration -= delta) <= 0)
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{
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return ExitState;
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}
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if (NPC.Health < 500)
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{
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_intensity = 2;
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}
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if (NPC.Health < 250)
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{
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_intensity = 3;
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}
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if ((_currentAttackDuration -= delta) <= 0)
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{
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Attack();
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}
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return null;
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}
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}
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