♻️ Implemented FightersFormation to keep track of the fight entered state of the fighters
This commit is contained in:
@@ -2,8 +2,7 @@
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[ext_resource type="Script" uid="uid://cql8mt5jsmcdl" path="res://scripts/CSharp/Common/Fight/FightSceneSwitcher.cs" id="1_5dt1r"]
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[node name="FightSceneSwitcher" type="Node" node_paths=PackedStringArray("_sceneRoot")]
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[node name="FightSceneSwitcher" type="Node"]
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script = ExtResource("1_5dt1r")
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_sceneRoot = NodePath("")
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_fightRoomScenePath = "res://scenes/Babushka_scene_fight_world_room.tscn"
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_fightHappeningScene = "res://scenes/Babushka_scene_fight_happening.tscn"
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@@ -52,7 +52,7 @@ public class AllyAttackAction : FighterAction
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public override async Task AnimateAction(AllFightersVisual allFightersVisual)
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{
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var currentFighter = HappeningData.fighterStack.Current;
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var currentFighter = HappeningData.fighterTurn.Current;
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var targetFighter = targetSelect.GetTarget();
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var currentFighterVisual = allFightersVisual.GetVisualForFighter(currentFighter);
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@@ -23,7 +23,7 @@ public class BlobAttackAction : FighterAction
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public override async Task AnimateAction(AllFightersVisual allFightersVisual)
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{
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var currentFighter = HappeningData.fighterStack.Current;
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var currentFighter = HappeningData.fighterTurn.Current;
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var targetFighter = FightWorld.Instance.allyFighters.vesnaFighter;
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var currentFighterVisual = allFightersVisual.GetVisualForFighter(currentFighter);
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@@ -1,10 +1,11 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Babushka.scripts.CSharp.Common.Fight;
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using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
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using Babushka.scripts.CSharp.Common.Util;
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Fight;
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public partial class AllFightersVisual : Node
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{
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@@ -57,7 +58,7 @@ public partial class AllFightersVisual : Node
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if (from == FightHappening.FightState.ActionAnim)
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{
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_fighterVisuals.Values.ForEach(fv=>fv.UpdateHealthBar());
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_fighterVisuals.Values.ForEach(fv => fv.UpdateHealthBar());
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}
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}
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@@ -112,10 +113,14 @@ public partial class AllFightersVisual : Node
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private void ShowTargetSelect(TargetSelectActionDetail targetDetail)
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{
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if (targetDetail.selectEnemy)
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_fighterVisuals.Where(kv => kv.Key.isEnemy).ForEach(kv => kv.Value.SetTargetSelectionActive(true));
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_fighterVisuals
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.Where(kv => kv.Key.IsInFormation(HappeningData.enemyFighterFormation))
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.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
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if (targetDetail.selectAlly)
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_fighterVisuals.Where(kv => !kv.Key.isEnemy).ForEach(kv => kv.Value.SetTargetSelectionActive(true));
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_fighterVisuals
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.Where(kv => kv.Key.IsInFormation(HappeningData.allyFighterFormation))
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.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
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}
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private void HideTargetSelect()
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@@ -8,7 +8,6 @@ public class AllyFighters
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{
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type = FightWorld.Fighter.Type.Vesna,
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maxHealth = 20,
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isEnemy = false,
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availableActions =
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[
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new AllyAttackAction()
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@@ -18,7 +17,6 @@ public class AllyFighters
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{
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type = FightWorld.Fighter.Type.Chuha,
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maxHealth = 15,
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isEnemy = false,
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availableActions =
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[
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new FighterAction.Skip()
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@@ -61,7 +61,7 @@ public partial class FightHappening : Node
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private static FightWorld.FightHappeningData HappeningData =>
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FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
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private static FightWorld.Fighter CurrentFighter => HappeningData.fighterStack.Current;
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private static FightWorld.Fighter CurrentFighter => HappeningData.fighterTurn.Current;
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#endregion
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@@ -204,7 +204,7 @@ public partial class FightHappening : Node
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{
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ChangeState(FightState.FightersEnter);
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}
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else if (CurrentFighter.isEnemy)
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else if (CurrentFighter.IsInFormation(HappeningData.enemyFighterFormation))
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{
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ChangeState(FightState.EnemyActionSelect);
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}
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@@ -249,10 +249,15 @@ public partial class FightHappening : Node
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_ = AdvanceToStateWhenDone(FightState.StateCheck, actionTime);
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}
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break;
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case FightState.EnemyWin:
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// TODO: remove and find proper solution
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ReviveVesna();
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break;
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default: break;
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}
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}
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#endregion
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#region Game Logic
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@@ -262,19 +267,23 @@ public partial class FightHappening : Node
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// ally
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var enteringAllyFighters = new List<FightWorld.Fighter>();
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var allyFighters = FightWorld.Instance.allyFighters;
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if (!allyFighters.vesnaFighter.entered)
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if (!allyFighters.vesnaFighter.IsInFormation(HappeningData.allyFighterFormation))
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{
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enteringAllyFighters.Add(allyFighters.vesnaFighter);
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}
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// enemy
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const int totalEnemySpace = 3;
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var enemySpaceLeft = totalEnemySpace - HappeningData.enemyGroup.GetEnteredAmount();
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var enemySpaceLeft = HappeningData.enemyFighterFormation.GetEmptySlotCount();
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return new FightersEnterStaging
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{
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enteringAllyFighters = enteringAllyFighters,
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enteringEnemyFighters = HappeningData.enemyGroup.GetUptoUnenteredFighters(enemySpaceLeft).ToList()
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enteringEnemyFighters = HappeningData.enemyGroup.fighters
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.WhereIsAlive()
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.WhereIsNotInFormation(HappeningData.enemyFighterFormation)
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.Take(enemySpaceLeft)
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.ToList()
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};
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}
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@@ -283,21 +292,25 @@ public partial class FightHappening : Node
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Debug.Assert(HappeningData.fightersEnterStaging != null);
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foreach (var fighter in HappeningData.fightersEnterStaging.enteringAllyFighters)
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{
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fighter.entered = true;
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HappeningData.fighterStack.AddAsLast(fighter);
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var emptySlotIndex = HappeningData.allyFighterFormation.GetFirstEmptySlot();
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if (emptySlotIndex < 0) throw new Exception("No empty slot for ally fighter to enter");
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HappeningData.allyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
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HappeningData.fighterTurn.AddAsLast(fighter);
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}
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foreach (var fighter in HappeningData.fightersEnterStaging.enteringEnemyFighters)
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{
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fighter.entered = true;
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HappeningData.fighterStack.AddAsLast(fighter);
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var emptySlotIndex = HappeningData.enemyFighterFormation.GetFirstEmptySlot();
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if (emptySlotIndex < 0) throw new Exception("No empty slot for enemy fighter to enter");
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HappeningData.enemyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
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HappeningData.fighterTurn.AddAsLast(fighter);
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}
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}
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private void ExecuteNextFighter()
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{
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HappeningData.fighterStack.Next();
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CurrentFighter.actionPointsLeft = CurrentFighter.maxActionPoints;
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HappeningData.fighterTurn.Next();
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CurrentFighter.actionPointsLeft = FightWorld.Fighter.MaxActionPoints;
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}
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private void ExecuteAction()
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@@ -325,6 +338,14 @@ public partial class FightHappening : Node
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return HappeningData.actionStaging.NextDetail();
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}
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// TODO: remove
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private void ReviveVesna()
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{
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var vesnaFighter = FightWorld.Instance.allyFighters.vesnaFighter;
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vesnaFighter.health = vesnaFighter.maxHealth;
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GD.Print("Vesna has been revived. This is for the current prototype only");
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}
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#endregion // Game Logic
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#region Utility
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@@ -362,6 +383,4 @@ public partial class FightHappening : Node
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}
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#endregion
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}
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@@ -6,22 +6,14 @@ namespace Babushka.scripts.CSharp.Common.Fight;
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public static class FightUtils
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{
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public static int GetEnteredAmount(this FightWorld.FighterGroup self)
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public static IEnumerable<FightWorld.Fighter> WhereIsAlive(this IEnumerable<FightWorld.Fighter> self)
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{
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return self.enemies.Count(e => e.IsAlive() && e.entered);
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return self.Where(e => e.IsAlive());
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}
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public static IEnumerable<FightWorld.Fighter> GetUptoUnenteredFighters(
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this FightWorld.FighterGroup self,
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int maxFighters)
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public static IEnumerable<FightWorld.Fighter> WhereIsNotInFormation(this IEnumerable<FightWorld.Fighter> self, FighterFormation formation)
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{
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if (maxFighters <= self.enemies.Count)
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return self.enemies
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.Where(e => !e.entered && e.IsAlive());
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return self.enemies
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.Where(e => !e.entered && e.IsAlive())
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.Take(maxFighters);
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return self.Where(e => !e.IsInFormation(formation));
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}
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public static bool IsAlive(this FightWorld.Fighter self)
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@@ -44,8 +36,13 @@ public static class FightUtils
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self.health = self.GetHealth() + addHealth;
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}
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public static bool IsInFormation(this FightWorld.Fighter self, FighterFormation formation)
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{
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return formation.ContainsFighter(self);
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}
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public static bool AreAllDead(this FightWorld.FighterGroup self)
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{
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return self.enemies.All(e => e.IsDead());
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return self.fighters.All(e => e.IsDead());
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}
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}
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@@ -20,14 +20,16 @@ public partial class FightWorld : Node
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public class FighterGroup
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{
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public required List<Fighter> enemies;
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public required List<Fighter> fighters;
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}
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public class FightHappeningData
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{
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public FightHappening.FightState fightState = FightHappening.FightState.None;
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public FighterStack fighterStack = new();
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public required FighterGroup enemyGroup;
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public FightHappening.FightState fightState = FightHappening.FightState.None;
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public readonly FighterTurn fighterTurn = new();
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public readonly FighterFormation allyFighterFormation = new();
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public readonly FighterFormation enemyFighterFormation = new();
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public FightHappening.FightersEnterStaging? fightersEnterStaging;
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public FighterAction? actionStaging;
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}
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@@ -46,11 +48,9 @@ public partial class FightWorld : Node
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public required Type type;
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public required int maxHealth;
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public required bool isEnemy;
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public required List<FighterAction> availableActions;
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public int maxActionPoints = 1;
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public const int MaxActionPoints = 1;
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public int? health = null; // null => initialize to full health on spawn
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public bool entered = false;
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public int actionPointsLeft;
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public FighterAction AutoSelectAction()
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@@ -147,14 +147,14 @@ public partial class FightWorld : Node
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{
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var enemyGroup = new FighterGroup
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{
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enemies = []
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fighters = []
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};
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var enemyCount = GD.RandRange(1, 3);
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for (var i = 0; i < enemyCount; i++)
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{
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enemyGroup.enemies.Add(GenerateSingleEnemy());
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enemyGroup.fighters.Add(GenerateSingleEnemy());
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}
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return enemyGroup;
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@@ -177,7 +177,6 @@ public partial class FightWorld : Node
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{
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type = type,
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health = null,
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isEnemy = true,
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maxHealth = 12,
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availableActions =
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[
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@@ -0,0 +1,56 @@
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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namespace Babushka.scripts.CSharp.Common.Fight;
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public class FighterFormation
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{
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private readonly List<FightWorld.Fighter?> _fighters;
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public FighterFormation(int slots = 3)
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{
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_fighters = [];
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for (var i = 0; i < slots; i++)
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{
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_fighters.Add(null);
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}
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}
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public FightWorld.Fighter? GetFighterAtPosition(int position)
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{
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Debug.Assert(position >= 0, "position>=0");
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Debug.Assert(position < _fighters.Count, "position does not exist");
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return _fighters[position];
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}
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public void SetFighterAtPosition(int position, FightWorld.Fighter value)
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{
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Debug.Assert(position >= 0, "position>=0");
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Debug.Assert(position < _fighters.Count, "position does not exist");
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_fighters[position] = value;
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}
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public bool ContainsFighter(FightWorld.Fighter fighter)
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{
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return _fighters.Contains(fighter);
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}
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public int GetFirstEmptySlot()
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{
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for (var i = 0; i < _fighters.Count; i++)
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{
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if (_fighters[i] == null)
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return i;
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}
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return -1;
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}
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public int GetEmptySlotCount()
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{
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return _fighters.Count(fighter => fighter == null);
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}
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}
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+1
-1
@@ -3,7 +3,7 @@ using System.Diagnostics;
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namespace Babushka.scripts.CSharp.Common.Fight;
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public class FighterStack
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public class FighterTurn
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{
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private class Node
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{
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@@ -38,7 +38,7 @@ public partial class FighterVisual : Node2D
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/// </summary>
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private void UpdateMirrorState()
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{
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_visualParent.Scale = new Vector2(_boundFighter.isEnemy ? -1 : 1, 1);
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_visualParent.Scale = new Vector2(_boundFighter.IsInFormation(HappeningData.enemyFighterFormation) ? -1 : 1, 1);
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}
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public void UpdateHealthBar()
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@@ -8,7 +8,7 @@ public partial class ActionSelectUiSetup : CanvasLayer
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// shortcuts
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private FightWorld.FightHappeningData HappeningData =>
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FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
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private FightWorld.Fighter CurrentFighter => HappeningData.fighterStack.Current;
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private FightWorld.Fighter CurrentFighter => HappeningData.fighterTurn.Current;
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// references
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[Export] private Button _attackActionButton = null!;
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Block a user