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; }
[Export]
public float BlockForce { get; set; } = 1;
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(otherParryable.BlockForce);
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(float blockForce)
{
IsParried = true;
Character.Stats.AddStaggerDamage(Damage * blockForce);
// optionally play parry sound
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);
}
}
}
}
}