SupaLidlGame/Characters/Character.cs

460 lines
12 KiB
C#

using Godot;
using GodotUtilities;
using SupaLidlGame.Extensions;
using SupaLidlGame.Items;
using SupaLidlGame.Utils;
using SupaLidlGame.State.Character;
namespace SupaLidlGame.Characters;
public partial class Character : CharacterBody2D, IFaction
{
[Export]
public float Speed { get; protected set; } = 32.0f;
[Export]
public float Friction { get; protected set; } = 4.0f;
[Export]
public float Mass
{
get => _mass;
set
{
if (value > 0)
_mass = value;
}
}
[Export]
public CharacterStats Stats { get; protected set; }
[Signal]
public delegate void HealthChangedEventHandler(Events.HealthChangedArgs args);
[Signal]
public delegate void HurtEventHandler(Events.HurtArgs args);
[Signal]
public delegate void DeathEventHandler(Events.HurtArgs args);
protected float _mass = 1.0f;
public Vector2 NetImpulse { get; set; } = Vector2.Zero;
public Vector2 Direction { get; set; } = Vector2.Zero;
public Vector2 Target { get; set; } = Vector2.Zero;
[Export]
public Texture2D HandTexture { get; set; }
[Export]
public virtual float Health
{
get => _health;
set
{
if (!IsAlive && value < 0)
{
return;
}
var args = new Events.HealthChangedArgs
{
OldHealth = _health,
NewHealth = value,
};
EmitSignal(SignalName.HealthChanged, args);
_health = value;
if (_health <= 0)
{
Die();
}
}
}
public bool IsAlive => Health > 0;
protected float _health = 100f;
public double StunTime { get; set; }
[Export]
public Sprite2D Sprite { get; set; }
[Export]
public Inventory Inventory { get; set; }
[Export]
public CharacterStateMachine StateMachine { get; set; }
[Export]
public BoundingBoxes.Hurtbox Hurtbox { get; set; }
[Export]
public ushort Faction { get; set; }
public AnimationPlayer MovementAnimation { get; set; }
public AnimationPlayer HurtAnimation { get; set; }
public AnimationPlayer StunAnimation { get; set; }
public AnimationPlayer AttackAnimation { get; set; }
private UI.DamageText _curDamageText;
public override void _Ready()
{
MovementAnimation = GetNode<AnimationPlayer>("Animations/Movement");
HurtAnimation = GetNode<AnimationPlayer>("Animations/Hurt");
StunAnimation = GetNode<AnimationPlayer>("Animations/Stun");
AttackAnimation = GetNode<AnimationPlayer>("Animations/Attack");
if (Stats is not null)
{
Stats.Stagger += (double time, float staggerDamage) =>
{
Stun(time);
};
}
Hurtbox.ReceivedDamage += OnReceivedDamage;
}
public override void _Process(double delta)
{
if (StunTime > 0)
{
StunTime -= delta;
}
if (StateMachine != null)
{
StateMachine.Process(delta);
}
if (StunTime > 0 && !StunAnimation.IsPlaying())
{
StunAnimation.TryPlayAny("stun", "npc_stun/stun");
}
else if (StunTime < 0 && StunAnimation.IsPlaying())
{
StunAnimation.Stop();
}
if (Target.X < 0)
{
Sprite.FlipH = true;
}
else if (Target.X > 0)
{
Sprite.FlipH = false;
}
DrawTarget();
}
public override void _PhysicsProcess(double delta)
{
if (StateMachine != null)
{
StateMachine.PhysicsProcess(delta);
}
}
/// <summary>
/// Modify the <c>Character</c>'s velocity
/// </summary>
public virtual void ModifyVelocity()
{
if (StunTime > 0)
{
//Velocity *= 0.25f;
Velocity = Vector2.Zero;
}
var state = StateMachine.CurrentState;
if (state is State.Character.CharacterDashState dashState)
{
Velocity *= dashState.VelocityModifier;
}
// TODO: make PlayerRollState a CharacterRollState instead
else if (state is State.Character.PlayerRollState rollState)
{
Velocity *= rollState.VelocityModifier;
//Velocity *= rollState.VelocityModifier;
}
}
/// <summary>
/// Handles the <c>Character</c>'s death.
/// </summary>
public virtual void Die()
{
if (HurtAnimation.TryPlayAny(out var name, "death", "npc_hurt/death"))
{
HurtAnimation.Play(name);
HurtAnimation.AnimationFinished += (StringName name) =>
QueueFree();
}
else
{
QueueFree();
}
}
public void ApplyImpulse(Vector2 impulse, bool resetVelocity = false)
{
// delta p = F delta t
if (resetVelocity)
Velocity = Vector2.Zero;
NetImpulse += impulse / Mass;
}
/// <summary>
/// Stuns the <c>Chararacter</c> for an amount of time. If
/// <paramref name="time"/> is less than the <c>Character</c>'s current
/// stun time left, it will have no effect.
/// </summary>
public virtual void Stun(double time)
{
StunTime = Mathf.Max(time, StunTime);
}
/// <summary>
/// Draws the character so that its sprite and inventory items face the
/// character's direction.
/// </summary>
protected virtual void DrawTarget()
{
Vector2 target = Target;
float angle = Mathf.Atan2(target.Y, Mathf.Abs(target.X));
Vector2 scale = Inventory.Scale;
if (target.X < 0)
{
scale.Y = -1;
angle = Mathf.Pi - angle;
}
else if (target.X > 0)
{
scale.Y = 1;
}
Inventory.Scale = scale;
Inventory.Rotation = angle;
}
/// <summary>
/// Use the current item the character is using. Prefer to call this over
/// <c>Item.Use</c> as it will check if the character is stunned or alive.
/// </summary>
public void UseCurrentItem()
{
if (StunTime > 0 || !IsAlive)
{
return;
}
if (Inventory.SelectedItem is Weapon weapon)
{
weapon.Use();
}
}
public void DeuseCurrentItem()
{
if (Inventory.SelectedItem is Weapon weapon)
{
weapon.Deuse();
// TODO: DeusedItem signal, implement when needed
}
}
public virtual void UseCurrentItemAlt()
{
if (StunTime > 0 || !IsAlive)
{
return;
}
if (Inventory.SelectedItem is Weapon weapon)
{
weapon.UseAlt();
}
}
public void DeuseCurrentItemAlt()
{
if (Inventory.SelectedItem is Weapon weapon)
{
weapon.DeuseAlt();
}
}
public void LookTowardsDirection()
{
if (!Direction.IsZeroApprox())
{
Target = Direction;
}
}
/// <summary>
/// Override this method to modify the damage the character takes.
/// </summary>
protected virtual float ReceiveDamage(
float damage,
Character inflictor,
float knockback,
Vector2 knockbackDir = default) => damage;
protected void CreateDamageText(float damage)
{
// create damage text
var textScene = GD.Load<PackedScene>("res://UI/DamageText.tscn");
if (_curDamageText is null || !IsInstanceValid(_curDamageText))
{
_curDamageText = textScene.Instantiate<UI.DamageText>();
this.GetWorld().CurrentMap.AddChild(_curDamageText);
}
_curDamageText.Damage += damage;
_curDamageText.Timer.Start();
_curDamageText.GlobalPosition = GlobalPosition;
_curDamageText.ShowText();
}
/// <summary>
/// Handles the character taking damage.
/// </summary>
protected virtual void OnReceivedDamage(
float damage,
Character inflictor,
float knockback,
Weapon weapon = null,
Vector2 knockbackDir = default)
{
if (Health <= 0)
{
return;
}
// update stats
float oldHealth = Health;
damage = ReceiveDamage(damage, inflictor, knockback, knockbackDir);
Health -= damage;
if (Stats is not null)
{
Stats.AddStaggerDamage(damage);
}
// effects
var hurtParticles = GetNode<GpuParticles2D>("Effects/HurtParticles");
if (hurtParticles is not null)
{
hurtParticles.SetDirection(knockbackDir);
}
CreateDamageText(damage);
// apply knockback
ApplyImpulse(knockbackDir.Normalized() * knockback);
// play damage animation
if (HurtAnimation is not null && Health > 0)
{
HurtAnimation.Stop();
HurtAnimation.TryPlayAny("hurt", "npc_hurt/hurt");
HurtAnimation.TryQueue("hurt_flash");
}
if (this.GetNode("Effects/HurtSound") is AudioStreamPlayer2D sound)
{
// very small pitch deviation
sound.At(GlobalPosition).WithPitchDeviation(0.125f).PlayOneShot();
}
Events.HurtArgs args = new Events.HurtArgs
{
Attacker = inflictor,
OldHealth = oldHealth,
NewHealth = Health,
Weapon = weapon,
Damage = damage,
};
EmitSignal(SignalName.Hurt, args);
if (inflictor is Player)
{
EmitPlayerHitSignal(args);
}
if (Health <= 0)
{
EmitSignal(SignalName.Death, args);
GetNode<GpuParticles2D>("DeathParticles")?
.CloneOnWorld<GpuParticles2D>()
.EmitOneShot();
}
}
/// <summary>
/// Converts a HurtArgs to HitArgs if the attacker was a player and emits
/// the <c>EventBus.PlayerHit</c> signal.
/// </summary>
private void EmitPlayerHitSignal(Events.HurtArgs args)
{
var newArgs = new Events.HitArgs
{
OldHealth = args.OldHealth,
NewHealth = args.NewHealth,
Damage = args.Damage,
Weapon = args.Weapon,
Victim = this,
};
var bus = Events.EventBus.Instance;
bus.EmitSignal(Events.EventBus.SignalName.PlayerHit, newArgs);
}
/// <summary>
/// Plays a footstep sound. This should be called through an
/// <c>AnimationPlayer</c> to sync sounds with animations.
/// </summary>
public virtual void Footstep()
{
if (GetNode("Effects/Footstep") is AudioStreamPlayer2D player)
{
player.Play();
}
}
/// <summary>
/// Returns whether the <c>Character</c> has line of sight with
/// <paramref name="character"/>.
/// </summary>
/// <param name="character">The character to check for LOS</param>
/// <param name="excludeClip">
/// Determines whether the raycast should pass through world clips (physics
/// layer 5)
/// </param>
public bool HasLineOfSight(Character character, bool excludeClip = false)
{
var exclude = new Godot.Collections.Array<Godot.Rid>();
exclude.Add(GetRid());
var rayParams = new PhysicsRayQueryParameters2D
{
Exclude = exclude,
From = GlobalPosition,
To = character.GlobalPosition,
//CollisionMask = 1 + (uint)(excludeClip ? 0 : 16),
CollisionMask = 1,
};
var spaceState = GetWorld2D().DirectSpaceState;
var result = spaceState.IntersectRay(rayParams);
return result.Count == 0;
}
}