using Godot; using GodotUtilities; using SupaLidlGame.BoundingBoxes; using SupaLidlGame.Characters; using SupaLidlGame.Extensions; using SupaLidlGame.State.Weapon; namespace SupaLidlGame.Items.Weapons; /// /// A basic melee weapon. /// public partial class Sword : Weapon, IParryable { public bool IsAttacking { get; protected set; } public override bool IsUsing => IsUsingPrimary || IsUsingAlt; public override bool IsUsingPrimary => StateMachine.CurrentState is SwordAttackState; public override bool IsUsingAlt => StateMachine.CurrentState is SwordBlockState; [Export] public Hitbox Hitbox { get; set; } [Export] public AnimationPlayer AnimationPlayer { get; set; } /// /// The time frame in seconds for which the weapon will deal damage. /// /// /// The value of AttackTime should be less than the /// value of UseTime /// [Export] public double AttackTime { get; set; } = 0; [Export] public double AttackAltTime { get; set; } = 0; [Export] public double AttackAnimationDuration { get; set; } [Export] public GpuParticles2D ParryParticles { get; set; } [Export] public double NPCAnticipateTime { get; set; } [Export] public WeaponStateMachine StateMachine { get; set; } [Export] public Node2D Anchor { get; set; } public bool HasParried { get; protected set; } public override bool IsParryable { get; protected set; } public ulong ParryTimeOrigin { get; protected set; } private Tween _currentTween; private AnimationNodeStateMachinePlayback _playback; public override void Equip(Character character) { base.Equip(character); Hitbox.Faction = character.Faction; // character is null before base } public override void Unequip(Character character) { base.Unequip(character); } public void EnableParry() { EnableParry(Time.GetTicksMsec()); } /// /// Makes this melee weapon be able to parry and be parried. /// public void EnableParry(ulong parryTimeOrigin) { HasParried = false; IsParried = false; IsParryable = true; ParryTimeOrigin = parryTimeOrigin; } /// /// Makes this melee weapon be able to parry and be parried. /// public void DisableParry() { HasParried = false; IsParried = false; IsParryable = false; } public override void Use() { StateMachine.Use(); base.Use(); } public override void Deuse() { StateMachine.Deuse(); base.Deuse(); } public override void UseAlt() { StateMachine.UseAlt(); base.UseAlt(); } public override void DeuseAlt() { StateMachine.DeuseAlt(); base.DeuseAlt(); } /// /// Enables the weapon's hitbox. Prefer to call this from a state machine /// rather than managing state through the weapon script. /// public void Attack() { //RemainingAttackTime = AttackTime; IsAttacking = true; Hitbox.IsDisabled = false; } /// /// Disables the weapon's hitbox and processes all hurtboxes it hit. /// public void Deattack() { IsAttacking = false; Hitbox.IsDisabled = true; ProcessHits(); DisableParry(); Hitbox.ResetIgnoreList(); AnimationPlayer.SpeedScale = 1; } public override void _Ready() { Hitbox.Damage = Damage; Hitbox.Hit += OnHitboxHit; StateMachine.StateChanged += OnStateChanged; } public void OnStateChanged(Node state) { if (StateMachine.UsedItemStates is null) { return; } foreach (var nodePath in StateMachine.UsedItemStates) { if (StateMachine.GetNode(nodePath) == state) { Character.Inventory.EmitSignal( Inventory.SignalName.UsedItem, this); //EmitSignal(SignalName.UsedItem, this); } } } public override void _Process(double delta) { StateMachine.Process(delta); base._Process(delta); } /// /// Processes all hits and applies damages to hurtboxes. /// public void ProcessHits() { if (IsParried || HasParried) { return; } foreach (BoundingBox box in Hitbox.Hits) { if (box is Hurtbox hurtbox) { hurtbox.InflictDamage( Damage, Character, Knockback, this); } } } public void AttemptParry(Weapon otherWeapon) { if (otherWeapon.IsParryable && otherWeapon is IParryable otherParryable) { if (ParryTimeOrigin < otherParryable.ParryTimeOrigin) { // our character was parried ParryParticles.CloneOnWorld().EmitOneShot(); Stun(); if (otherParryable is Sword sword) { if (sword.StateMachine.CurrentState is SwordBlockState b) { b.HasBlocked = true; } } } else { HasParried = true; } } } /// /// Stuns the wepaon holder. This is unique to swords and melee weapons /// if they can parry. /// public void Stun() { IsParried = true; AnimationPlayer.SpeedScale = 0.25f; Character.Stun(2); GetNode("ParrySound") .OnWorld() .WithPitchDeviation(0.125f) .PlayOneShot(); } public override void OnHitboxHit(BoundingBox box) { if (IsParried) { return; } if (box is Hitbox hb) { Weapon w = hb.GetAncestor(); if (w is not null) { AttemptParry(w); } } if (box is Hurtbox hurt) { if (hurt.GetParent() is Character c) { var item = c.Inventory.SelectedItem; if (item is Weapon w) { AttemptParry(w); } } } } }