Fight rework premature merge #22

Merged
Jonathan merged 16 commits from feature/fight_rework into develop 2025-11-04 10:25:14 +01:00
13 changed files with 127 additions and 54 deletions
Showing only changes of commit 83dc6bfd56 - Show all commits
+1 -2
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@@ -2,8 +2,7 @@
[ext_resource type="Script" uid="uid://cql8mt5jsmcdl" path="res://scripts/CSharp/Common/Fight/FightSceneSwitcher.cs" id="1_5dt1r"]
[node name="FightSceneSwitcher" type="Node" node_paths=PackedStringArray("_sceneRoot")]
[node name="FightSceneSwitcher" type="Node"]
script = ExtResource("1_5dt1r")
_sceneRoot = NodePath("")
_fightRoomScenePath = "res://scenes/Babushka_scene_fight_world_room.tscn"
_fightHappeningScene = "res://scenes/Babushka_scene_fight_happening.tscn"
@@ -52,7 +52,7 @@ public class AllyAttackAction : FighterAction
public override async Task AnimateAction(AllFightersVisual allFightersVisual)
{
var currentFighter = HappeningData.fighterStack.Current;
var currentFighter = HappeningData.fighterTurn.Current;
var targetFighter = targetSelect.GetTarget();
var currentFighterVisual = allFightersVisual.GetVisualForFighter(currentFighter);
2
@@ -23,7 +23,7 @@ public class BlobAttackAction : FighterAction
public override async Task AnimateAction(AllFightersVisual allFightersVisual)
{
var currentFighter = HappeningData.fighterStack.Current;
var currentFighter = HappeningData.fighterTurn.Current;
var targetFighter = FightWorld.Instance.allyFighters.vesnaFighter;
var currentFighterVisual = allFightersVisual.GetVisualForFighter(currentFighter);
@@ -1,10 +1,11 @@
using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
using Babushka.scripts.CSharp.Common.Fight;
using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
using Babushka.scripts.CSharp.Common.Util;
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
public partial class AllFightersVisual : Node
Jonathan marked this conversation as resolved Outdated
Outdated
Review

Diese Klasse managed das Layout der Kampfszene, oder? Das Naming hatte mich etwas verwirrt.

Diese Klasse managed das Layout der Kampfszene, oder? Das Naming hatte mich etwas verwirrt.
{
@@ -57,7 +58,7 @@ public partial class AllFightersVisual : Node
if (from == FightHappening.FightState.ActionAnim)
{
_fighterVisuals.Values.ForEach(fv=>fv.UpdateHealthBar());
_fighterVisuals.Values.ForEach(fv => fv.UpdateHealthBar());
}
}
@@ -112,10 +113,14 @@ public partial class AllFightersVisual : Node
private void ShowTargetSelect(TargetSelectActionDetail targetDetail)
{
if (targetDetail.selectEnemy)
_fighterVisuals.Where(kv => kv.Key.isEnemy).ForEach(kv => kv.Value.SetTargetSelectionActive(true));
_fighterVisuals
.Where(kv => kv.Key.IsInFormation(HappeningData.enemyFighterFormation))
.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
if (targetDetail.selectAlly)
_fighterVisuals.Where(kv => !kv.Key.isEnemy).ForEach(kv => kv.Value.SetTargetSelectionActive(true));
_fighterVisuals
.Where(kv => kv.Key.IsInFormation(HappeningData.allyFighterFormation))
.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
}
private void HideTargetSelect()
@@ -8,7 +8,6 @@ public class AllyFighters
{
type = FightWorld.Fighter.Type.Vesna,
maxHealth = 20,
isEnemy = false,
availableActions =
[
new AllyAttackAction()
@@ -18,7 +17,6 @@ public class AllyFighters
{
type = FightWorld.Fighter.Type.Chuha,
maxHealth = 15,
isEnemy = false,
availableActions =
[
new FighterAction.Skip()
+36 -17
View File
@@ -61,7 +61,7 @@ public partial class FightHappening : Node
private static FightWorld.FightHappeningData HappeningData =>
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
private static FightWorld.Fighter CurrentFighter => HappeningData.fighterStack.Current;
private static FightWorld.Fighter CurrentFighter => HappeningData.fighterTurn.Current;
#endregion
@@ -88,7 +88,7 @@ public partial class FightHappening : Node
}
#endregion
public override void _Ready()
{
SetupInstance();
@@ -110,7 +110,7 @@ public partial class FightHappening : Node
action.Reset();
ChangeState(FightState.ActionCheckDetails);
}
public void DetailFilled()
{
RequireState(FightState.InputActionDetail);
@@ -204,7 +204,7 @@ public partial class FightHappening : Node
{
ChangeState(FightState.FightersEnter);
}
else if (CurrentFighter.isEnemy)
else if (CurrentFighter.IsInFormation(HappeningData.enemyFighterFormation))
{
ChangeState(FightState.EnemyActionSelect);
}
@@ -219,7 +219,7 @@ public partial class FightHappening : Node
break;
case FightState.ActionCheckDetails:
RequireNotNull(HappeningData.actionStaging);
if (ActionAbort())
ChangeState(FightState.InputActionSelect);
else if (ActionNeededDetail())
@@ -249,10 +249,15 @@ public partial class FightHappening : Node
_ = AdvanceToStateWhenDone(FightState.StateCheck, actionTime);
}
break;
case FightState.EnemyWin:
// TODO: remove and find proper solution
ReviveVesna();
break;
default: break;
}
}
#endregion
#region Game Logic
@@ -262,19 +267,23 @@ public partial class FightHappening : Node
// ally
var enteringAllyFighters = new List<FightWorld.Fighter>();
var allyFighters = FightWorld.Instance.allyFighters;
if (!allyFighters.vesnaFighter.entered)
if (!allyFighters.vesnaFighter.IsInFormation(HappeningData.allyFighterFormation))
{
enteringAllyFighters.Add(allyFighters.vesnaFighter);
}
// enemy
const int totalEnemySpace = 3;
var enemySpaceLeft = totalEnemySpace - HappeningData.enemyGroup.GetEnteredAmount();
var enemySpaceLeft = HappeningData.enemyFighterFormation.GetEmptySlotCount();
return new FightersEnterStaging
{
enteringAllyFighters = enteringAllyFighters,
enteringEnemyFighters = HappeningData.enemyGroup.GetUptoUnenteredFighters(enemySpaceLeft).ToList()
enteringEnemyFighters = HappeningData.enemyGroup.fighters
.WhereIsAlive()
.WhereIsNotInFormation(HappeningData.enemyFighterFormation)
.Take(enemySpaceLeft)
.ToList()
};
}
@@ -283,21 +292,25 @@ public partial class FightHappening : Node
Debug.Assert(HappeningData.fightersEnterStaging != null);
foreach (var fighter in HappeningData.fightersEnterStaging.enteringAllyFighters)
{
fighter.entered = true;
HappeningData.fighterStack.AddAsLast(fighter);
var emptySlotIndex = HappeningData.allyFighterFormation.GetFirstEmptySlot();
if (emptySlotIndex < 0) throw new Exception("No empty slot for ally fighter to enter");
HappeningData.allyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
HappeningData.fighterTurn.AddAsLast(fighter);
}
foreach (var fighter in HappeningData.fightersEnterStaging.enteringEnemyFighters)
{
fighter.entered = true;
HappeningData.fighterStack.AddAsLast(fighter);
var emptySlotIndex = HappeningData.enemyFighterFormation.GetFirstEmptySlot();
if (emptySlotIndex < 0) throw new Exception("No empty slot for enemy fighter to enter");
HappeningData.enemyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
HappeningData.fighterTurn.AddAsLast(fighter);
}
}
private void ExecuteNextFighter()
{
HappeningData.fighterStack.Next();
CurrentFighter.actionPointsLeft = CurrentFighter.maxActionPoints;
HappeningData.fighterTurn.Next();
CurrentFighter.actionPointsLeft = FightWorld.Fighter.MaxActionPoints;
}
private void ExecuteAction()
@@ -325,6 +338,14 @@ public partial class FightHappening : Node
return HappeningData.actionStaging.NextDetail();
}
// TODO: remove
private void ReviveVesna()
{
var vesnaFighter = FightWorld.Instance.allyFighters.vesnaFighter;
vesnaFighter.health = vesnaFighter.maxHealth;
GD.Print("Vesna has been revived. This is for the current prototype only");
}
#endregion // Game Logic
#region Utility
@@ -337,7 +358,7 @@ public partial class FightHappening : Node
throw new Exception(
$"Can not call this Method while in state {HappeningData.fightState}. Only available in {string.Join(" ,", states)}");
}
private void RequireNotNull(Object? o)
{
if (o != null)
@@ -362,6 +383,4 @@ public partial class FightHappening : Node
}
#endregion
}
+11 -14
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@@ -6,22 +6,14 @@ namespace Babushka.scripts.CSharp.Common.Fight;
public static class FightUtils
{
public static int GetEnteredAmount(this FightWorld.FighterGroup self)
public static IEnumerable<FightWorld.Fighter> WhereIsAlive(this IEnumerable<FightWorld.Fighter> self)
{
return self.enemies.Count(e => e.IsAlive() && e.entered);
return self.Where(e => e.IsAlive());
}
public static IEnumerable<FightWorld.Fighter> GetUptoUnenteredFighters(
this FightWorld.FighterGroup self,
int maxFighters)
public static IEnumerable<FightWorld.Fighter> WhereIsNotInFormation(this IEnumerable<FightWorld.Fighter> self, FighterFormation formation)
{
if (maxFighters <= self.enemies.Count)
return self.enemies
.Where(e => !e.entered && e.IsAlive());
return self.enemies
.Where(e => !e.entered && e.IsAlive())
.Take(maxFighters);
return self.Where(e => !e.IsInFormation(formation));
}
public static bool IsAlive(this FightWorld.Fighter self)
@@ -43,9 +35,14 @@ public static class FightUtils
{
self.health = self.GetHealth() + addHealth;
}
public static bool IsInFormation(this FightWorld.Fighter self, FighterFormation formation)
{
return formation.ContainsFighter(self);
}
public static bool AreAllDead(this FightWorld.FighterGroup self)
{
return self.enemies.All(e => e.IsDead());
return self.fighters.All(e => e.IsDead());
}
}
+8 -9
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@@ -20,14 +20,16 @@ public partial class FightWorld : Node
public class FighterGroup
{
public required List<Fighter> enemies;
public required List<Fighter> fighters;
}
public class FightHappeningData
{
public FightHappening.FightState fightState = FightHappening.FightState.None;
public FighterStack fighterStack = new();
public required FighterGroup enemyGroup;
public FightHappening.FightState fightState = FightHappening.FightState.None;
public readonly FighterTurn fighterTurn = new();
public readonly FighterFormation allyFighterFormation = new();
public readonly FighterFormation enemyFighterFormation = new();
public FightHappening.FightersEnterStaging? fightersEnterStaging;
public FighterAction? actionStaging;
}
@@ -46,11 +48,9 @@ public partial class FightWorld : Node
public required Type type;
public required int maxHealth;
public required bool isEnemy;
public required List<FighterAction> availableActions;
public int maxActionPoints = 1;
public const int MaxActionPoints = 1;
public int? health = null; // null => initialize to full health on spawn
public bool entered = false;
public int actionPointsLeft;
public FighterAction AutoSelectAction()
@@ -147,14 +147,14 @@ public partial class FightWorld : Node
{
var enemyGroup = new FighterGroup
{
enemies = []
fighters = []
};
var enemyCount = GD.RandRange(1, 3);
for (var i = 0; i < enemyCount; i++)
{
enemyGroup.enemies.Add(GenerateSingleEnemy());
enemyGroup.fighters.Add(GenerateSingleEnemy());
}
return enemyGroup;
@@ -177,7 +177,6 @@ public partial class FightWorld : Node
{
type = type,
health = null,
isEnemy = true,
maxHealth = 12,
availableActions =
[
@@ -0,0 +1,56 @@
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace Babushka.scripts.CSharp.Common.Fight;
public class FighterFormation
{
private readonly List<FightWorld.Fighter?> _fighters;
public FighterFormation(int slots = 3)
{
_fighters = [];
for (var i = 0; i < slots; i++)
{
_fighters.Add(null);
}
}
public FightWorld.Fighter? GetFighterAtPosition(int position)
{
Debug.Assert(position >= 0, "position>=0");
Debug.Assert(position < _fighters.Count, "position does not exist");
return _fighters[position];
}
public void SetFighterAtPosition(int position, FightWorld.Fighter value)
{
Debug.Assert(position >= 0, "position>=0");
Debug.Assert(position < _fighters.Count, "position does not exist");
_fighters[position] = value;
}
public bool ContainsFighter(FightWorld.Fighter fighter)
{
return _fighters.Contains(fighter);
}
public int GetFirstEmptySlot()
{
for (var i = 0; i < _fighters.Count; i++)
{
if (_fighters[i] == null)
return i;
}
return -1;
}
public int GetEmptySlotCount()
{
return _fighters.Count(fighter => fighter == null);
}
}
@@ -3,7 +3,7 @@ using System.Diagnostics;
namespace Babushka.scripts.CSharp.Common.Fight;
public class FighterStack
public class FighterTurn
{
private class Node
{
+1 -1
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@@ -38,7 +38,7 @@ public partial class FighterVisual : Node2D
/// </summary>
private void UpdateMirrorState()
{
_visualParent.Scale = new Vector2(_boundFighter.isEnemy ? -1 : 1, 1);
_visualParent.Scale = new Vector2(_boundFighter.IsInFormation(HappeningData.enemyFighterFormation) ? -1 : 1, 1);
}
public void UpdateHealthBar()
@@ -8,7 +8,7 @@ public partial class ActionSelectUiSetup : CanvasLayer
// shortcuts
private FightWorld.FightHappeningData HappeningData =>
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
private FightWorld.Fighter CurrentFighter => HappeningData.fighterStack.Current;
private FightWorld.Fighter CurrentFighter => HappeningData.fighterTurn.Current;
// references
[Export] private Button _attackActionButton = null!;