Merge pull request 'Connect farming and fighting by making them codependent' (#44) from feature/farm_fight_loop into develop

Reviewed-on: #44
This commit was merged in pull request #44.
This commit is contained in:
2025-12-16 20:44:26 +01:00
28 changed files with 343 additions and 97 deletions
@@ -11,11 +11,11 @@ public partial class ActionAnimationController : Node
#endregion
[Export] private AllFightersVisual _allFightersVisual = null!;
[Export] private FightHappeningAnimationContext _animationContext = null!;
public void StateEnter()
{
_ = HappeningData.actionStaging!.AnimateAction(_allFightersVisual);
_ = HappeningData.actionStaging!.AnimateAction(_allFightersVisual,_animationContext);
}
public void StateExit()
@@ -48,10 +48,11 @@ public class AllyAttackAction : FighterAction
public override void ExecuteAction()
{
var totalDamage = minigameDetail.damageHits!.Sum(dh => dh);
targetSelect.GetTarget().AddHealth(-totalDamage);
targetSelect.GetTarget().ChangeHealth(-totalDamage);
}
public override async Task AnimateAction(AllFightersVisual allFightersVisual)
public override async Task AnimateAction(AllFightersVisual allFightersVisual,
FightHappeningAnimationContext animationContext)
{
var currentFighter = HappeningData.fighterTurn.Current;
var targetFighter = targetSelect.GetTarget();
@@ -64,7 +65,7 @@ public class AllyAttackAction : FighterAction
foreach (var hit in minigameDetail.damageHits!)
{
targetFighterVisual.SpawnDamageIndicatorNumber(hit);
targetFighterVisual.SpawnDamageIndicatorNumber($"-{hit}");
}
await currentFighterVisual.AnimatePosToBase();
@@ -18,10 +18,11 @@ public class BlobAttackAction(int damage = 3) : FighterAction
public override void ExecuteAction()
{
FightWorld.Instance.allyFighters.vesnaFighter.AddHealth(-damage);
FightWorld.Instance.allyFighters.vesnaFighter.ChangeHealth(-damage);
}
public override async Task AnimateAction(AllFightersVisual allFightersVisual)
public override async Task AnimateAction(AllFightersVisual allFightersVisual,
FightHappeningAnimationContext animationContext)
{
var currentFighter = HappeningData.fighterTurn.Current;
var targetFighter = FightWorld.Instance.allyFighters.vesnaFighter;
@@ -31,7 +32,7 @@ public class BlobAttackAction(int damage = 3) : FighterAction
await currentFighterVisual.AnimatePosToTarget(targetFighterVisual);
_ = targetFighterVisual.AnimateHit();
targetFighterVisual.SpawnDamageIndicatorNumber(damage);
targetFighterVisual.SpawnDamageIndicatorNumber($"-{damage}");
await currentFighterVisual.AnimatePosToBase();
}
}
@@ -0,0 +1,48 @@
using System;
using System.Diagnostics;
using System.Threading.Tasks;
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.Common.Util;
namespace Babushka.scripts.CSharp.Common.Fight.Actions;
public class EatBeetrootAction : FighterAction
{
public override Variant<float, Func<bool>> GetAnimationEnd() => 1;
public override bool NextDetail() => false;
private const int HealAmount = 20;
public override bool ShouldAbort()
{
Debug.Assert(FightWorld.Instance.itemBeetrootToEatForHealth != null,
"Item to eat for health has not been set in the FightWorld autoload");
return !InventoryManager.Instance.playerInventory!.HasItems(new ItemInstance
{ blueprint = FightWorld.Instance.itemBeetrootToEatForHealth });
}
public override async Task AnimateAction(AllFightersVisual allFightersVisual,
FightHappeningAnimationContext animationContext)
{
var fighter = HappeningData.fighterTurn.Current;
var fighterVisual = allFightersVisual.GetVisualForFighter(fighter);
fighterVisual.SpawnDamageIndicatorNumber($"+{HealAmount}");
animationContext.useHealItemIndicator.SpawnIndicator();
await fighterVisual.AnimateHeal();
}
public override void ExecuteAction()
{
var fighter = HappeningData.fighterTurn.Current;
var result = InventoryManager.Instance.playerInventory!.TryRemoveAllItems(
new ItemInstance { blueprint = FightWorld.Instance.itemBeetrootToEatForHealth! });
if (result != InventoryActionResult.Success)
throw new Exception("No Beetroot in inventory. This case should have been handled earlier");
fighter.ChangeHealth(HealAmount);
}
public override AllyActionButton BindToActionButton() => AllyActionButton.Talk; // Temporarily bound to talk button
}
@@ -0,0 +1 @@
uid://b2463q1waqvdu
+2 -1
View File
@@ -10,7 +10,8 @@ public class AllyFighters
maxHealth = 60,
availableActions =
[
new AllyAttackAction()
new AllyAttackAction(),
new EatBeetrootAction()
]
};
public FightWorld.Fighter chuhaFighter = new()
@@ -222,9 +222,9 @@ public partial class FightHappening : Node
case FightState.ActionCheckDetails:
RequireNotNull(HappeningData.actionStaging);
if (ActionAbort())
if (ShouldActionAbort())
ChangeState(FightState.InputActionSelect);
else if (ActionNeededDetail())
else if (DoesActionNeededDetail())
ChangeState(FightState.InputActionDetail);
else
ChangeState(FightState.ActionExecute);
@@ -333,13 +333,13 @@ public partial class FightHappening : Node
return HappeningData.actionStaging.GetAnimationEnd();
}
private bool ActionAbort()
private bool ShouldActionAbort()
{
Debug.Assert(HappeningData.actionStaging != null);
return HappeningData.actionStaging.MarkedForAbort();
return HappeningData.actionStaging.ShouldAbort();
}
private bool ActionNeededDetail()
private bool DoesActionNeededDetail()
{
Debug.Assert(HappeningData.actionStaging != null);
return HappeningData.actionStaging.NextDetail();
@@ -349,7 +349,7 @@ public partial class FightHappening : Node
private void ReviveVesna()
{
var vesnaFighter = FightWorld.Instance.allyFighters.vesnaFighter;
vesnaFighter.health = vesnaFighter.maxHealth;
vesnaFighter.Health = vesnaFighter.maxHealth;
GD.Print("Vesna has been revived. This is for the current prototype only");
}
@@ -0,0 +1,8 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
public partial class FightHappeningAnimationContext : Node
{
[Export] public UsedItemIndicatorVisual useHealItemIndicator = null!;
}
@@ -0,0 +1 @@
uid://cdrjvgm82pxoj
@@ -1,15 +1,16 @@
using System.Collections.Generic;
using System.Linq;
using Babushka.scripts.CSharp.Common.Util;
using Babushka.scripts.CSharp.Common.Inventory;
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
public partial class FightRoomSceneSetup : Node
{
[Export(PropertyHint.ArrayType)] private Node2D[] _enemyGroupSpawns;
[Export] private PackedScene _roamingEnemyGroupPrefab;
[Export] private FightSceneSwitcher _fightSceneSwitcher;
[Export(PropertyHint.ArrayType)] private Node2D[] _enemyGroupSpawns = null!;
[Export] private PackedScene _roamingEnemyGroupPrefab = null!;
[Export] private PackedScene _itemOnGroundPrefab = null!;
[Export] private FightSceneSwitcher _fightSceneSwitcher = null!;
public override void _Ready()
@@ -19,11 +20,30 @@ public partial class FightRoomSceneSetup : Node
foreach (var (parent, group) in _enemyGroupSpawns.Zip(room.enemyGroups))
{
if (group.AreAllDead())
continue;
var roamingEnemyGroup = _roamingEnemyGroupPrefab.Instantiate<RoamingEnemyGroup>();
roamingEnemyGroup.Initialize(group, _fightSceneSwitcher);
parent.AddChild(roamingEnemyGroup);
{
SpawnLoot(group, parent);
}
else
{
SpawnEnemies(group, parent);
}
}
}
private void SpawnEnemies(FightWorld.FighterGroup group, Node2D parent)
{
var roamingEnemyGroup = _roamingEnemyGroupPrefab.Instantiate<RoamingEnemyGroup>();
roamingEnemyGroup.Initialize(group, _fightSceneSwitcher);
parent.AddChild(roamingEnemyGroup);
}
private void SpawnLoot(FightWorld.FighterGroup group, Node2D parent)
{
if (group.lootToDrop == null)
return;
var onGroundInstance = _itemOnGroundPrefab.Instantiate<ItemOnGround2D>();
onGroundInstance.itemInstance = group.lootToDrop;
parent.AddChild(onGroundInstance);
}
}
+11 -10
View File
@@ -10,15 +10,16 @@ public static class FightUtils
{
return self.Where(e => e.IsAlive());
}
public static IEnumerable<FightWorld.Fighter> WhereIsNotInFormation(this IEnumerable<FightWorld.Fighter> self, FighterFormation formation)
public static IEnumerable<FightWorld.Fighter> WhereIsNotInFormation(this IEnumerable<FightWorld.Fighter> self,
FighterFormation formation)
{
return self.Where(e => !e.IsInFormation(formation));
}
public static bool IsAlive(this FightWorld.Fighter self)
{
return self.GetHealth() > 0;
return self.Health > 0;
}
public static bool IsDead(this FightWorld.Fighter self)
@@ -26,16 +27,16 @@ public static class FightUtils
return !self.IsAlive();
}
public static int GetHealth(this FightWorld.Fighter self)
/// <summary>
/// Changes the health of a fighter
/// </summary>
/// <param name="self">The fighter itself</param>
/// <param name="amount">The amount of health to add. Make negative to remove health</param>
public static void ChangeHealth(this FightWorld.Fighter self, int amount)
{
return Math.Max(self.health ?? self.maxHealth, 0);
self.Health += amount;
}
public static void AddHealth(this FightWorld.Fighter self, int addHealth)
{
self.health = self.GetHealth() + addHealth;
}
public static bool IsInFormation(this FightWorld.Fighter self, FighterFormation formation)
{
return formation.ContainsFighter(self);
+25 -5
View File
@@ -1,5 +1,7 @@
using System;
using System.Collections.Generic;
using Babushka.scripts.CSharp.Common.Fight.Actions;
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.Common.Util;
using Godot;
@@ -19,6 +21,7 @@ public partial class FightWorld : Node
None,
EndOfNight
}
public required Dictionary<int, Room> paths;
public required List<FighterGroup> enemyGroups;
public Special specialRoom = Special.None;
@@ -27,6 +30,7 @@ public partial class FightWorld : Node
public class FighterGroup
{
public required List<Fighter> fighters;
public ItemInstance? lootToDrop = null;
}
public class FightHappeningData
@@ -56,9 +60,17 @@ public partial class FightWorld : Node
public required int maxHealth;
public required List<FighterAction> availableActions;
public const int MaxActionPoints = 1;
public int? health = null; // null => initialize to full health on spawn
public int actionPointsLeft;
private int? _healthBacking = null;
public int Health
{
get => _healthBacking ?? maxHealth;
set => _healthBacking = Math.Clamp(value, 0, maxHealth);
}
public FighterAction AutoSelectAction()
{
return availableActions.Random() ?? new FighterAction.Skip();
@@ -81,6 +93,10 @@ public partial class FightWorld : Node
public FightHappeningData? fightHappeningData = null;
public AllyFighters allyFighters = new();
// settings
[Export] private ItemResource? _itemToDropByEnemyGroup;
[Export] public ItemResource? itemBeetrootToEatForHealth;
public void ResetFightWorld()
{
Generate();
@@ -89,10 +105,10 @@ public partial class FightWorld : Node
public void Generate()
{
world = new Generator().GenerateWorld();
world = new Generator(this).GenerateWorld();
}
private class Generator
private class Generator(FightWorld fightWorld)
{
public World GenerateWorld()
{
@@ -113,7 +129,7 @@ public partial class FightWorld : Node
{
rooms.Add(GenerateDisconnectedRoom());
}
rooms.Add(new Room
{
paths = [],
@@ -162,6 +178,11 @@ public partial class FightWorld : Node
fighters = []
};
if (fightWorld._itemToDropByEnemyGroup != null)
{
enemyGroup.lootToDrop = new ItemInstance { blueprint = fightWorld._itemToDropByEnemyGroup };
}
var enemyCount = GD.RandRange(2, 3);
for (var i = 0; i < enemyCount; i++)
@@ -189,7 +210,6 @@ public partial class FightWorld : Node
var enemy = new Fighter
{
type = type,
health = null,
maxHealth = GD.RandRange(8, 20),
availableActions =
[
+4 -12
View File
@@ -30,8 +30,6 @@ public abstract class FighterAction
public abstract bool DetailComplete();
}
private bool _abort = false;
#region Shortcuts
protected static FightWorld.FightHappeningData HappeningData =>
@@ -61,19 +59,13 @@ public abstract class FighterAction
/// Animates the action.
/// </summary>
/// <param name="allFightersVisual"></param>
public virtual async Task AnimateAction(AllFightersVisual allFightersVisual)
/// <param name="animationContext"></param>
public virtual async Task AnimateAction(AllFightersVisual allFightersVisual,
FightHappeningAnimationContext animationContext)
{
}
public void MarkAbort()
{
_abort = true;
}
public bool MarkedForAbort()
{
return _abort;
}
public virtual bool ShouldAbort() => false;
/// <summary>
/// Returns the FighterActionDetail, that is currently handled.
@@ -4,13 +4,13 @@ namespace Babushka.scripts.CSharp.Common.Fight;
public partial class FighterDamageIndicatorVisual : Node2D
{
[Export] private PackedScene _flyingNumberPrefab;
[Export] private PackedScene _flyingNumberPrefab = null!;
public void SpawnFlyingNumber(int number)
public void SpawnFlyingNumber(string text)
{
var flyingNumberInstance = _flyingNumberPrefab.Instantiate<FighterDamageIndicatorFlyingNumber>();
var flyingNumberInstance = _flyingNumberPrefab.Instantiate<FlyingIndicator>();
AddChild(flyingNumberInstance);
flyingNumberInstance.Initialize(number);
flyingNumberInstance.Initialize(text);
}
}
+20 -13
View File
@@ -42,7 +42,12 @@ public partial class FighterVisual : Node2D
_boundFighter.IsInFormation(HappeningData.enemyFighterFormation) ? -1 : 1,
_boundFighter.IsDead() ? .3f : 1);
healthBarVisual.UpdateHealth(_boundFighter.GetHealth(), _boundFighter.maxHealth);
UpdateHealthBarVisuals();
}
private void UpdateHealthBarVisuals()
{
healthBarVisual.UpdateHealth(_boundFighter.Health, _boundFighter.maxHealth);
}
public void SetTargetSelectionActive(bool value)
@@ -78,24 +83,26 @@ public partial class FighterVisual : Node2D
public async Task AnimateHit()
{
UpdateHealthBarVisuals();
var tween = GetTree().CreateTween();
tween.TweenProperty(_squashParent, "scale", new Vector2(1.4f, 0.6f), 0.15);
tween.TweenProperty(_squashParent, "scale", new Vector2(1, 1), 0.4)
.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
await ToSignal(tween, "finished");
}
// Keep for reference for new Heal animation
//public void HealAnimation()
//{
// EmitSignalHealed();
// var tween = GetTree().CreateTween();
// tween.TweenProperty(this, "scale", new Vector2(0.6f, 1.4f), 0.15);
// tween.TweenProperty(this, "scale", new Vector2(1, 1), 0.4)
// .SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
//}
public void SpawnDamageIndicatorNumber(int number)
public async Task AnimateHeal()
{
_fighterDamageIndicatorVisual.SpawnFlyingNumber(number);
UpdateHealthBarVisuals();
var tween = GetTree().CreateTween();
tween.TweenProperty(_squashParent, "scale", new Vector2(0.6f, 1.4f), 0.15);
tween.TweenProperty(_squashParent, "scale", new Vector2(1, 1), 0.4)
.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
await ToSignal(tween, "finished");
}
public void SpawnDamageIndicatorNumber(string text)
{
_fighterDamageIndicatorVisual.SpawnFlyingNumber(text);
}
}
@@ -3,13 +3,19 @@ using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
public partial class FighterDamageIndicatorFlyingNumber : Node2D
public partial class FlyingIndicator : Node2D
{
[Export] private Label _label;
public void Initialize(int number)
[Export] private Label _label = null!;
[Export] private TextureRect _sprite = null!;
public void Initialize(string? text = null, Texture2D? icon = null)
{
_label.Text = number.ToString();
_label.Visible = text != null;
_sprite.Visible = icon != null;
if (text != null) _label.Text = text;
if (icon != null) _sprite.Texture = icon;
var tween = CreateTween();
var xMovement = GD.RandRange(-150, 150);
@@ -0,0 +1,15 @@
using Babushka.scripts.CSharp.Common.Inventory;
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight.UI;
public partial class HealButtonVisual : Button
{
[Export] private ItemResource _healItemBlueprint = null!;
public void UpdateText()
{
var healItemsLeft = InventoryManager.Instance.playerInventory!.TotalItemsOfBlueprint(_healItemBlueprint);
Text = $"x{healItemsLeft} - Heal";
}
}
@@ -0,0 +1 @@
uid://71mdwp2m4rta
@@ -0,0 +1,17 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
public partial class UsedItemIndicatorVisual : Node2D
{
[Export] private PackedScene _flyingIndicatorPrefab = null!;
[Export] private Texture2D _itemTexture = null!;
public void SpawnIndicator()
{
var flyingNumberInstance = _flyingIndicatorPrefab.Instantiate<FlyingIndicator>();
AddChild(flyingNumberInstance);
flyingNumberInstance.Initialize(icon: _itemTexture);
}
}
@@ -0,0 +1 @@
uid://6nniwfxye8ss
@@ -17,7 +17,7 @@ public partial class InventoryInstance : Node, ISaveable
[Signal]
public delegate void InventoryContentsChangedEventHandler();
public static string ID = "inventoryInstance";
/// <summary>
@@ -52,7 +52,7 @@ public partial class InventoryInstance : Node, ISaveable
SlotAmountChanged += UpdateSaveData;
SavegameService.OnSaveGameReset += SaveGameReset;
}
public override void _ExitTree()
{
InventoryContentsChanged -= UpdateSaveData;
@@ -101,7 +101,8 @@ public partial class InventoryInstance : Node, ISaveable
return InventoryActionResult.DestinationFull;
}
var itemInstance = _slots[slotIndex].itemInstance ?? new ItemInstance { blueprint = newItem.blueprint, amount = 0 };
var itemInstance = _slots[slotIndex].itemInstance ??
new ItemInstance { blueprint = newItem.blueprint, amount = 0 };
var maxStack = itemInstance!.blueprint.maxStack;
var freeOnStack = maxStack - itemInstance.amount;
var moveAmount = Math.Min(freeOnStack, newItem.amount);
@@ -130,12 +131,12 @@ public partial class InventoryInstance : Node, ISaveable
itemInstance = _slots[inventorySlot].itemInstance;
if (itemInstance == null)
return InventoryActionResult.SourceDoesNotExist;
itemInstance.amount -= 1;
if(itemInstance.amount == 0)
if (itemInstance.amount == 0)
_slots[inventorySlot].itemInstance = null;
EmitSignal(SignalName.InventoryContentsChanged);
return InventoryActionResult.Success;
}
@@ -145,6 +146,38 @@ public partial class InventoryInstance : Node, ISaveable
return RemoveItem(inventorySlot, out _);
}
public InventoryActionResult TryRemoveAllItems(ItemInstance items)
{
var hasItemsCount = TotalItemsOfBlueprint(items.blueprint);
if (hasItemsCount < items.amount)
return InventoryActionResult.SourceDoesNotExist;
var amountToRemove = items.amount;
foreach (var s in _slots)
{
if (s.IsEmpty() || s.itemInstance!.blueprint != items.blueprint)
continue;
var slotItem = s.itemInstance!;
if (slotItem.amount <= amountToRemove)
{
amountToRemove -= slotItem.amount;
s.itemInstance = null;
}
else
{
slotItem.amount -= amountToRemove;
amountToRemove = 0;
}
if (amountToRemove == 0)
break;
}
EmitSignal(SignalName.InventoryContentsChanged);
return InventoryActionResult.Success;
}
public InventoryActionResult AddItemToSlot(ItemInstance itemInstance, int destinationSlot)
{
if (destinationSlot < 0 || destinationSlot >= _slots.Count)
@@ -174,8 +207,8 @@ public partial class InventoryInstance : Node, ISaveable
{
return items.All(HasItems);
}
#region SAVE AND LOAD
#region SAVE AND LOAD
public void UpdateSaveData()
{
@@ -189,17 +222,17 @@ public partial class InventoryInstance : Node, ISaveable
string[] value = new string[2];
value[0] = _slots[i].itemInstance.blueprint.ResourcePath;
value[1] = _slots[i].itemInstance.amount.ToString();
payloadData.Add(key,value);
payloadData.Add(key, value);
}
}
SavegameService.AppendDataToSave(ID, payloadData);
}
public void LoadFromSaveData()
{
var id = ID;
Godot.Collections.Dictionary<string, Variant> save = SavegameService.GetSaveData(id);
if (save.Count > 0)
@@ -210,15 +243,15 @@ public partial class InventoryInstance : Node, ISaveable
{
string[] savePayload = inventoryItemData.AsStringArray();
ItemResource resource = ResourceLoader.Load<ItemResource>(savePayload[0]);
int _amount = int.Parse(savePayload[1]);
int _amount = int.Parse(savePayload[1]);
ItemInstance instance = new ItemInstance { blueprint = resource, amount = _amount };
AddItem(instance);
}
}
}
}
/// <summary>
/// Called when a new save is created.
/// Needs to do a runtime check because the InventoryInstance is already in existence at the beginning of the first scene.
@@ -230,5 +263,6 @@ public partial class InventoryInstance : Node, ISaveable
slot.itemInstance = null;
}
}
#endregion
}
}
@@ -6,7 +6,7 @@ namespace Babushka.scripts.CSharp.Common.Inventory;
[GlobalClass]
public partial class ItemInstance: Resource
{
[Export] public ItemResource blueprint;
[Export] public required ItemResource blueprint;
[Export] public int amount = 1;
public ItemInstance Clone()