SupaLidlGame/Items/Weapons/Sword.cs

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