2024-04-28 13:55:19 +00:00
using System ;
using System.Collections.Generic ;
using ColdMint.scripts.camp ;
using ColdMint.scripts.damage ;
using ColdMint.scripts.health ;
2024-05-06 10:59:39 +00:00
using ColdMint.scripts.inventory ;
2024-04-28 13:55:19 +00:00
using ColdMint.scripts.weapon ;
using Godot ;
namespace ColdMint.scripts.character ;
/// <summary>
/// <para>CharacterTemplate</para>
/// <para>角色模板</para>
/// </summary>
/// <remarks>
///<para>Behavior shared by all characters</para>
///<para>所有角色共有的行为</para>
/// </remarks>
public partial class CharacterTemplate : CharacterBody2D
{
2024-05-04 14:59:46 +00:00
// Get the gravity from the project settings to be synced with RigidBody nodes.
// 从项目设置中获取与RigidBody节点同步的重力。
protected float Gravity = ProjectSettings . GetSetting ( "physics/2d/default_gravity" ) . AsSingle ( ) ;
protected const float Speed = 300.0f ;
2024-04-28 13:55:19 +00:00
2024-05-04 14:59:46 +00:00
protected const float JumpVelocity = - 240 ;
2024-04-28 13:55:19 +00:00
2024-05-04 14:59:46 +00:00
public string? ReadOnlyCharacterName = > CharacterName ;
protected string? CharacterName ;
2024-05-06 10:59:39 +00:00
//Item containers are used to store items.
//物品容器用于存储物品。
2024-05-07 11:36:06 +00:00
private IItemContainer ? _itemContainer ;
2024-05-06 10:59:39 +00:00
public IItemContainer ? ItemContainer
{
get = > _itemContainer ;
set = > _itemContainer = value ;
}
2024-05-04 14:59:46 +00:00
//Items currently held
//当前持有的物品
public Node2D ? CurrentItem ;
//Define a pick up range
//定义一个拾起范围
private Area2D ? _pickingArea ;
private AnimatedSprite2D ? _animatedSprite2D ;
//A marker that defines the location of the item
//一个标记,定义物品的位置
protected Marker2D ? ItemMarker2D ;
//The original X-coordinate of the item marker
//物品标记的原始X坐标
private float _itemMarkerOriginalX ;
protected float ReadOnlyItemMarkerOriginalX = > _itemMarkerOriginalX ;
//Face left?
//面向左边吗
public bool FacingLeft = false ;
//The force added by the AddForce method
//由AddForce方法追加的力
private Vector2 _additionalForce = Vector2 . Zero ;
protected int CurrentHp ;
//The initial health of the character after creation
//角色创建后的初始血量
private int _initialHp ;
protected int MaxHp ;
/// <summary>
/// <para>The camp ID of the role</para>
/// <para>角色的阵营ID</para>
/// </summary>
public string CampId = null ! ;
private DamageNumberNodeSpawn ? _damageNumber ;
private HealthBar ? _healthBar ;
private DateTime _lastDamageTime ;
/// <summary>
/// <para>Pick up all items within range</para>
/// <para>拾捡范围内的所有物品</para>
/// </summary>
private List < Node > ? _pickingRangeBodies ;
public Node [ ] PickingRangeBodies = > _pickingRangeBodies ? . ToArray ( ) ? ? Array . Empty < Node > ( ) ;
/// <summary>
/// <para>Get all weapons within range of the pick up</para>
/// <para>获取所有在拾捡范围内的武器</para>
/// </summary>
/// <returns></returns>
public WeaponTemplate [ ] GetCanPickedWeapon ( )
{
var weaponTemplates = new List < WeaponTemplate > ( ) ;
foreach ( var pickingRangeBody in PickingRangeBodies )
{
if ( pickingRangeBody is not WeaponTemplate weaponTemplate ) continue ;
if ( weaponTemplate . Owner ! = null )
{
continue ;
}
weaponTemplates . Add ( weaponTemplate ) ;
}
return weaponTemplates . ToArray ( ) ;
}
public override void _Ready ( )
{
base . _Ready ( ) ;
_pickingRangeBodies = new List < Node > ( ) ;
CharacterName = GetMeta ( "Name" , Name ) . AsString ( ) ;
CampId = GetMeta ( "CampId" , Config . CampId . Default ) . AsString ( ) ;
MaxHp = GetMeta ( "MaxHp" , Config . DefaultMaxHp ) . AsInt32 ( ) ;
if ( MaxHp < = 0 )
{
//If Max blood volume is 0 or less, set Max blood volume to 10
//若最大血量为0或小于0, 则将最大血量设置为10
MaxHp = Config . DefaultMaxHp ;
}
_initialHp = GetMeta ( "InitialHp" , "0" ) . AsInt32 ( ) ;
2024-05-07 09:38:50 +00:00
if ( _initialHp < = 0 | | _initialHp > MaxHp )
2024-05-04 14:59:46 +00:00
{
2024-05-07 09:38:50 +00:00
//If the initial health is less than or equal to 0 or greater than the maximum health, then set it to the maximum health
//如果初始血量小于等于0或者大于最大血量, 那么将其设置为最大血量
2024-05-04 14:59:46 +00:00
_initialHp = MaxHp ;
}
CurrentHp = _initialHp ;
//The health bar of a creature may be null.
//生物的健康条, 可能为null。
_healthBar = GetNodeOrNull < HealthBar > ( "HealthBar" ) ;
if ( _healthBar ! = null )
{
_healthBar . MaxValue = MaxHp ;
}
ItemMarker2D = GetNode < Marker2D > ( "ItemMarker2D" ) ;
_itemMarkerOriginalX = ItemMarker2D . Position . X ;
_animatedSprite2D = GetNode < AnimatedSprite2D > ( "AnimatedSprite2D" ) ;
_pickingArea = GetNode < Area2D > ( "Area2DPickingArea" ) ;
_damageNumber = GetNode < Marker2D > ( "DamageNumber" ) as DamageNumberNodeSpawn ;
if ( _pickingArea ! = null )
{
//If true, the zone will detect objects or areas entering and leaving the zone.
//如果为true, 该区域将检测进出该区域的物体或区域。
_pickingArea . Monitoring = true ;
//Other regions cannot detect our pick region
//其他区域不能检测到我们的拾取区域
_pickingArea . Monitorable = false ;
_pickingArea . BodyEntered + = EnterThePickingRangeBody ;
_pickingArea . BodyExited + = ExitThePickingRangeBody ;
}
}
/// <summary>
/// <para>Pick up the specified items</para>
/// <para>将指定物品拾起来</para>
/// </summary>
/// <param name="pickAbleItem"></param>
/// <returns>
///<para>Whether successfully picked up</para>
///<para>是否成功拾起</para>
/// </returns>
2024-05-06 10:59:39 +00:00
public bool PickItem ( Node2D ? pickAbleItem )
2024-05-04 14:59:46 +00:00
{
2024-05-06 10:59:39 +00:00
if ( pickAbleItem = = null )
2024-05-04 14:59:46 +00:00
{
2024-05-06 10:59:39 +00:00
return false ;
}
if ( _itemContainer = = null )
{
return false ;
}
//Get the currently selected node
//拿到当前选择的节点
var itemSlotNode = _itemContainer . GetSelectItemSlotNode ( ) ;
if ( itemSlotNode = = null )
{
return false ;
}
if ( pickAbleItem is not IItem item )
{
return false ;
}
//First check if we can pick up the item.
//先检查我们能否拾起此物品。
var canPick = _itemContainer . CanAddItem ( item ) ;
if ( ! canPick )
{
return false ;
}
//Is it successfully added to the container?
//再检查是否成功的添加到容器内了?
var addSuccess = _itemContainer . AddItem ( item ) ;
if ( ! addSuccess )
{
return false ;
}
//Set up routine handling of picked up items.
//设置捡起物品的常规处理。
//You can supplement picking up state handling for more types of objects here.
//您可以在这里补充更多类型对象的捡起状态处理。
if ( pickAbleItem is WeaponTemplate weaponTemplate )
{
weaponTemplate . Owner = this ;
weaponTemplate . SetCollisionMaskValue ( Config . LayerNumber . Platform , false ) ;
weaponTemplate . SetCollisionMaskValue ( Config . LayerNumber . Ground , false ) ;
weaponTemplate . EnableContactInjury = false ;
weaponTemplate . Sleeping = true ;
}
2024-05-04 14:59:46 +00:00
2024-05-06 10:59:39 +00:00
if ( itemSlotNode . GetItem ( ) ! = null & & itemSlotNode . GetItem ( ) = = item & & CurrentItem = = null )
{
//If the selected item slot in the item container is a newly picked item, and there is no item in the hand, then we put the selected item into the hand.
//如果物品容器内选中的物品槽是刚刚捡到的物品,且手里没有物品持有,那么我们将选中的物品放到手上。
2024-05-04 14:59:46 +00:00
CurrentItem = pickAbleItem ;
2024-05-06 10:59:39 +00:00
}
else
{
pickAbleItem . Visible = false ;
pickAbleItem . ProcessMode = ProcessModeEnum . Disabled ;
2024-05-04 14:59:46 +00:00
}
2024-05-06 10:59:39 +00:00
pickAbleItem . Reparent ( ItemMarker2D ) ;
pickAbleItem . Position = Vector2 . Zero ;
return true ;
2024-05-04 14:59:46 +00:00
}
/// <summary>
/// <para>Use what you have in your hand</para>
/// <para>使用手中的物品</para>
/// </summary>
public bool UseItem ( Vector2 position )
{
if ( CurrentItem = = null )
{
return false ;
}
if ( CurrentItem is WeaponTemplate weaponTemplate )
{
weaponTemplate . Fire ( this , position ) ;
}
return true ;
}
public override void _Process ( double delta )
{
base . _Process ( delta ) ;
//If the time difference between the last injury and the current time is greater than the time displayed in the health bar, the health bar is hidden
//如果上次受到伤害的时间与当前时间的时间差大于健康条显示时间,则隐藏健康条
var timeSpan = DateTime . Now - _lastDamageTime ;
if ( timeSpan > Config . HealthBarDisplaysTime )
{
if ( _healthBar ! = null )
{
_healthBar . Visible = false ;
}
}
}
/// <summary>
/// <para>Update the role's health bar</para>
/// <para>更新角色的健康条</para>
/// </summary>
private void UpDataHealthBar ( DamageTemplate damageTemplate )
{
if ( _healthBar = = null )
{
return ;
}
if ( GameSceneNodeHolder . Player = = null )
{
//We didn't know who the player was, so we showed it as a hostile color
//我们不知道玩家是谁,所以我们将其显示为敌对颜色
_healthBar . SetEnemyTones ( ) ;
}
else
{
//If we set up a player node, then compare the injured party ID to the player's party ID
//如果我们设置了玩家节点, 那么将受伤者的阵营ID与玩家的阵营ID进行比较
var targetCamp = CampManager . GetCamp ( CampId ) ;
var playerCamp = CampManager . GetCamp ( GameSceneNodeHolder . Player . CampId ) ;
if ( CampManager . CanCauseHarm ( targetCamp , playerCamp ) )
{
2024-05-08 10:22:04 +00:00
if ( targetCamp ! = null & & playerCamp ! = null )
2024-05-04 14:59:46 +00:00
{
2024-05-08 10:22:04 +00:00
if ( targetCamp . Id = = playerCamp . Id )
{
//If an attack is allowed and you are on the same side, it is displayed as a friendly color (friend damage).
//如果允许攻击,且属于同一阵营,则显示为友好颜色(友伤)
_healthBar . SetFriendlyTones ( ) ;
}
else
{
//If the injured target is an enemy of the player, it is displayed as an enemy color
//如果受伤的目标是玩家的敌人,则显示为敌对颜色
_healthBar . SetEnemyTones ( ) ;
}
2024-05-04 14:59:46 +00:00
}
}
else
{
_healthBar . SetFriendlyTones ( ) ;
}
}
_healthBar . Visible = true ;
_healthBar . Value = CurrentHp ;
}
/// <summary>
/// <para>Deal damage to the character</para>
/// <para>对角色造成伤害</para>
/// </summary>
/// <param name="damageTemplate">
///<para>Damage template</para>
///<para>伤害模板</para>
/// </param>
/// <returns>
///<para>Return whether the damage was done successfully</para>
///<para>返回是否成功造成了伤害</para>
/// </returns>
public bool Damage ( DamageTemplate damageTemplate )
{
_lastDamageTime = DateTime . Now ;
_damageNumber ? . Display ( damageTemplate ) ;
CurrentHp - = damageTemplate . Damage ;
OnHit ( damageTemplate ) ;
if ( CurrentHp < = 0 )
{
//Character death
//角色死亡
OnDie ( damageTemplate ) ;
return true ;
}
UpDataHealthBar ( damageTemplate ) ;
return true ;
}
/// <summary>
/// <para>Add power to the character</para>
/// <para>在角色身上添加力</para>
/// </summary>
/// <param name="force"></param>
public void AddForce ( Vector2 force )
{
_additionalForce = force ;
}
protected virtual void OnHit ( DamageTemplate damageTemplate )
{
}
/// <summary>
/// <para>Handle the event of character death</para>
/// <para>处理角色死亡的事件</para>
/// </summary>
/// <param name="damageTemplate"></param>
protected virtual void OnDie ( DamageTemplate damageTemplate )
{
QueueFree ( ) ;
}
/// <summary>
/// <para>When an object enters the picking range</para>
/// <para>当有物体进入拾捡范围时</para>
/// </summary>
/// <param name="node"></param>
protected virtual void EnterThePickingRangeBody ( Node node )
{
_pickingRangeBodies ? . Add ( node ) ;
}
/// <summary>
/// <para>When an object exit the picking range</para>
/// <para>当有物体离开拾捡范围时</para>
/// </summary>
/// <param name="node"></param>
protected virtual void ExitThePickingRangeBody ( Node node )
{
_pickingRangeBodies ? . Remove ( node ) ;
}
/// <summary>
/// <para>Flip sprites or animations</para>
/// <para>翻转精灵或动画</para>
/// </summary>
protected virtual void Flip ( )
{
if ( _animatedSprite2D = = null )
{
return ;
}
_animatedSprite2D . FlipH = FacingLeft ;
}
public sealed override void _PhysicsProcess ( double delta )
{
//We continuously set the position of the items to prevent them from changing as we zoom in and out of the window.
//我们持续设置物品的位置,为了防止放大缩小窗口时物品位置的变化。
if ( CurrentItem ! = null )
{
CurrentItem . Position = Vector2 . Zero ;
}
var velocity = Velocity ;
// Add the gravity.
//增加重力。
if ( ! IsOnFloor ( ) )
velocity . Y + = Gravity * ( float ) delta ;
// The ref keyword passes its pointer to the following method so that it can be modified in the method.
// ref关键字将其指针传递给下面的方法, 以便在方法中修改它。
HookPhysicsProcess ( ref velocity , delta ) ;
Velocity = velocity + _additionalForce ;
_additionalForce = Vector2 . Zero ;
MoveAndSlide ( ) ;
}
/// <summary>
/// <para>Aim the held item at a point</para>
/// <para>使持有的物品瞄准某个点</para>
/// </summary>
public void AimTheCurrentItemAtAPoint ( Vector2 position )
{
if ( CurrentItem = = null )
{
//Do not currently hold any items.
//当前没有持有任何物品。
return ;
}
// Apply the rotation Angle to the node
// 将旋转角度应用于节点
CurrentItem . LookAt ( position ) ;
}
protected virtual void HookPhysicsProcess ( ref Vector2 velocity , double delta )
{
}
}