Merge pull request 'Made the fight world completable' (#33) from feature/night_to_day into develop

Reviewed-on: #33
This commit was merged in pull request #33.
This commit is contained in:
2025-11-26 15:11:13 +01:00
8 changed files with 61 additions and 15 deletions
@@ -4,11 +4,8 @@ using Babushka.scripts.CSharp.Common.Util;
namespace Babushka.scripts.CSharp.Common.Fight.Actions;
public class BlobAttackAction : FighterAction
public class BlobAttackAction(int damage = 3) : FighterAction
{
// settings
private const int Damage = 3;
public override Variant<float, Func<bool>> GetAnimationEnd()
{
return 1;
@@ -21,7 +18,7 @@ public class BlobAttackAction : FighterAction
public override void ExecuteAction()
{
FightWorld.Instance.allyFighters.vesnaFighter.AddHealth(-Damage);
FightWorld.Instance.allyFighters.vesnaFighter.AddHealth(-damage);
}
public override async Task AnimateAction(AllFightersVisual allFightersVisual)
@@ -34,7 +31,7 @@ public class BlobAttackAction : FighterAction
await currentFighterVisual.AnimatePosToTarget(targetFighterVisual);
_ = targetFighterVisual.AnimateHit();
targetFighterVisual.SpawnDamageIndicatorNumber(Damage);
targetFighterVisual.SpawnDamageIndicatorNumber(damage);
await currentFighterVisual.AnimatePosToBase();
}
}
+1 -1
View File
@@ -7,7 +7,7 @@ public class AllyFighters
public FightWorld.Fighter vesnaFighter = new()
{
type = FightWorld.Fighter.Type.Vesna,
maxHealth = 20,
maxHealth = 60,
availableActions =
[
new AllyAttackAction()
@@ -11,6 +11,7 @@ public partial class FightSceneSwitcher : Node
[Export] private Node _sceneRoot = null!;
[Export] private string _fightRoomScenePath = null!;
[Export] private string _fightHappeningScene = null!;
[Export] private string _nightEndScene = null!;
private void LoadNext()
{
@@ -36,6 +37,12 @@ public partial class FightSceneSwitcher : Node
if (!FightWorld.Instance.currentRoom.paths.TryGetValue(pathIndex, out var nextRoom))
throw new Exception("Trying to go down a non-existent path");
if (nextRoom.specialRoom == FightWorld.Room.Special.EndOfNight)
{
ExitFightWorld();
return;
}
FightWorld.Instance.currentRoom = nextRoom;
LoadNext();
}
@@ -60,4 +67,10 @@ public partial class FightSceneSwitcher : Node
FightWorld.Instance.fightHappeningData = null;
LoadNext();
}
public void ExitFightWorld()
{
SceneTransitionThreaded.Instance.ChangeSceneToFile(_nightEndScene);
_ = UnloadAfterDelay();
}
}
+18 -6
View File
@@ -14,8 +14,14 @@ public partial class FightWorld : Node
public class Room
{
public enum Special
{
None,
EndOfNight
}
public required Dictionary<int, Room> paths;
public required List<FighterGroup> enemyGroups;
public Special specialRoom = Special.None;
}
public class FighterGroup
@@ -66,7 +72,6 @@ public partial class FightWorld : Node
public override void _EnterTree()
{
Instance = this;
MyEnterTree();
}
#endregion
@@ -76,7 +81,7 @@ public partial class FightWorld : Node
public FightHappeningData? fightHappeningData = null;
public AllyFighters allyFighters = new();
public void MyEnterTree()
public void ResetFightWorld()
{
Generate();
currentRoom = world!.rooms[0];
@@ -108,6 +113,13 @@ public partial class FightWorld : Node
{
rooms.Add(GenerateDisconnectedRoom());
}
rooms.Add(new Room
{
paths = [],
enemyGroups = [],
specialRoom = Room.Special.EndOfNight
});
// Connect rooms linearly
for (var i = 0; i < rooms.Count - 1; i++)
@@ -133,7 +145,7 @@ public partial class FightWorld : Node
{
var enemyGroups = new List<FighterGroup>();
var enemyGroupCount = GD.RandRange(1, 3);
var enemyGroupCount = GD.RandRange(1, 2);
for (var i = 0; i < enemyGroupCount; i++)
{
@@ -150,7 +162,7 @@ public partial class FightWorld : Node
fighters = []
};
var enemyCount = GD.RandRange(1, 3);
var enemyCount = GD.RandRange(2, 3);
for (var i = 0; i < enemyCount; i++)
{
@@ -178,10 +190,10 @@ public partial class FightWorld : Node
{
type = type,
health = null,
maxHealth = 12,
maxHealth = GD.RandRange(8, 20),
availableActions =
[
new BlobAttackAction()
new BlobAttackAction(GD.RandRange(2, 5))
]
};
@@ -0,0 +1,16 @@
using Godot;
using System;
using Babushka.scripts.CSharp.Common.Fight;
public partial class NightStarter : Node
{
[Export] private int _sceneIndexToLoad;
[Signal] public delegate void LoadSceneEventHandler(int index);
public void StartNight()
{
FightWorld.Instance.ResetFightWorld();
EmitSignalLoadScene(_sceneIndexToLoad);
}
}
@@ -0,0 +1 @@
uid://puw74w6lmcvl