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using System ;
using System.Collections.Generic ;
using ColdMint.scripts.camp ;
using ColdMint.scripts.character ;
using ColdMint.scripts.damage ;
using ColdMint.scripts.pickable ;
using ColdMint.scripts.projectile.decorator ;
using Godot ;
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namespace ColdMint.scripts.projectile ;
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/// <summary>
/// <para>Projectile</para>
/// <para>抛射体</para>
/// </summary>
public partial class Projectile : CharacterBody2D
{
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/// <summary>
/// <para>life(ms)</para>
/// <para>子弹的存在时间(毫秒)</para>
/// </summary>
[Export]
public long Life ;
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//The durability of the projectile
//抛射体的耐久度
//When the projectile hits the object, the durability will be reduced, and when the durability is less than or equal to 0, the projectile will be destroyed
//当抛射体撞击到物体时, 会减少耐久度, 当耐久度小于等于0时, 销毁抛射体
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[Export] public double Durability ;
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[Export] public int MaxDamage ;
[Export] public int MinDamage ;
[Export] public int DamageType ;
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/// <summary>
/// <para>After this time destroy the projectile</para>
/// <para>超过此时刻销毁抛射体</para>
/// </summary>
private DateTime ? _destructionTime ;
/// <summary>
/// <para>The impact area of the bullet</para>
/// <para>子弹的碰撞区域</para>
/// </summary>
private Area2D ? _area2D ;
/// <summary>
/// <para>knockback</para>
/// <para>击退</para>
/// </summary>
/// <remarks>
///<para>How much force does it have when hitting the character? Unit: Number of cells, The X direction of the force is inferred automatically.</para>
///<para>当击中角色时带有多大的力? 单位: 格数, 力的X方向是自动推断的。</para>
/// </remarks>
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[Export]
public Vector2 KnockbackForce ;
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[Export] public float Speed ;
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private List < IProjectileDecorator > ? _projectileDecorators ;
/// <summary>
/// <para>The master of the weapon</para>
/// <para>武器的主人</para>
/// </summary>
public new Node2D ? Owner { get ; set ; }
public override void _Ready ( )
{
//The bullet's impact detection area
//子弹的碰撞检测区域
_area2D = GetNode < Area2D > ( "CollisionDetectionArea" ) ;
_area2D . Monitoring = true ;
_area2D . BodyEntered + = OnBodyEnter ;
_area2D . BodyExited + = OnBodyExited ;
//If the existence time is less than or equal to 0, then it is set to exist for 10 seconds, and projectiles that exist indefinitely are prohibited
//如果存在时间小于等于0, 那么设置为存在10秒, 禁止无限期存在的抛射体
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if ( Life < = 0 )
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{
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Life = 10000 ;
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}
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_destructionTime = DateTime . Now . AddMilliseconds ( Life ) ;
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}
/// <summary>
/// <para>Add decorator</para>
/// <para>添加装饰器</para>
/// </summary>
/// <param name="decorator">
///<para>decorator</para>
///<para>装饰器</para>
/// </param>
public void AddProjectileDecorator ( IProjectileDecorator decorator )
{
_projectileDecorators ? ? = [ ] ;
_projectileDecorators . Add ( decorator ) ;
}
/// <summary>
/// <para>Remove decorator</para>
/// <para>移除装饰器</para>
/// </summary>
/// <param name="decorator">
///<para>decorator</para>
///<para>装饰器</para>
/// </param>
/// <returns></returns>
public bool RemoveProjectileDecorator ( IProjectileDecorator decorator )
{
return _projectileDecorators ? . Remove ( decorator ) ? ? false ;
}
/// <summary>
/// <para>Detect whether harm is allowed</para>
/// <para>检测是否允许造成伤害</para>
/// </summary>
/// <param name="owner"></param>
/// <param name="target"></param>
/// <returns></returns>
private bool CanCauseHarm ( Node2D ? owner , Node2D target )
{
//We must know who the owner of the bullet is in order to determine whether it should cause damage or not
//我们必须知道子弹的主人是谁,才能判断是否应该造成伤害
if ( owner = = null )
{
return false ;
}
if ( owner is not CharacterTemplate ownerCharacterTemplate )
{
return false ;
}
if ( target is TileMapLayer )
{
//When we hit the tile, we return true to prevent the bullet from penetrating the tile.
//撞击到瓦片时, 我们返回true, 是为了防止子弹穿透瓦片。
return true ;
}
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if ( target is PickAbleTemplate pickAbleTemplate )
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{
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//The picked-up item cannot resist the bullet.
//被拾起的物品无法抵挡子弹。
return ! pickAbleTemplate . Picked ;
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}
if ( target is not CharacterTemplate characterTemplate )
{
return false ;
}
//First get the owner's camp and compare it with the target camp
//先获取主人的阵营与目标阵营进行比较
var canCauseHarm = CampManager . CanCauseHarm ( CampManager . GetCamp ( ownerCharacterTemplate . CampId ) ,
CampManager . GetCamp ( characterTemplate . CampId ) ) ;
return canCauseHarm ;
}
/// <summary>
/// <para>Executive injury treatment</para>
/// <para>执行伤害处理</para>
/// </summary>
/// <param name="owner"></param>
/// <param name="target"></param>
private void DoDamage ( Node2D ? owner , Node2D target )
{
if ( target is CharacterTemplate characterTemplate )
{
//Allow damage to be caused
//允许造成伤害
var damage = new Damage
{
Attacker = owner ,
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MaxDamage = MaxDamage ,
MinDamage = MinDamage
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} ;
damage . CreateDamage ( ) ;
damage . MoveLeft = Velocity . X < 0 ;
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damage . Type = DamageType ;
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var dead = characterTemplate . Damage ( damage ) ;
if ( dead )
{
//If the character is dead, then call OnKillCharacter
//如果角色死亡了, 那么调用OnKillCharacter
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InvokeDecorators ( decorator = > { decorator . OnKillCharacter ( owner , characterTemplate ) ; } ) ;
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}
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if ( KnockbackForce ! = Vector2 . Zero )
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{
//If we set the attack force, then apply the force to the object
//如果我们设置了攻退力,那么将力应用到对象上
var force = new Vector2 ( ) ;
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var forceX = Math . Abs ( KnockbackForce . X ) ;
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if ( Velocity . X < 0 )
{
//Beat back to port
//向左击退
forceX = - forceX ;
}
force . X = forceX * Config . CellSize ;
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force . Y = KnockbackForce . Y * Config . CellSize ;
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characterTemplate . AddForce ( force ) ;
}
}
else if ( target is PickAbleTemplate pickAbleTemplate )
{
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if ( KnockbackForce ! = Vector2 . Zero )
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{
//If we set the attack force, then apply the force to the object
//如果我们设置了攻退力,那么将力应用到对象上
var force = new Vector2 ( ) ;
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var forceX = Math . Abs ( KnockbackForce . X ) ;
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if ( Velocity . X < 0 )
{
//Beat back to port
//向左击退
forceX = - forceX ;
}
force . X = forceX * Config . CellSize ;
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force . Y = KnockbackForce . Y * Config . CellSize ;
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pickAbleTemplate . ApplyImpulse ( force ) ;
}
}
}
/// <summary>
/// <para>Call the method of the decorator</para>
/// <para>调用装饰器的方法</para>
/// </summary>
/// <param name="projectileDecoratorAction"></param>
private void InvokeDecorators ( Action < IProjectileDecorator > projectileDecoratorAction )
{
if ( _projectileDecorators = = null )
{
return ;
}
foreach ( var decorator in _projectileDecorators )
{
projectileDecoratorAction ( decorator ) ;
}
}
/// <summary>
/// <para>When the bullet is in contact with the node</para>
/// <para>当子弹与节点接触时</para>
/// </summary>
/// <param name="node"></param>
protected virtual void OnBodyEnter ( Node2D node )
{
//Here we test whether harm is allowed, notice that for TileMap, we directly allow harm.
//这里我们检测是否允许造成伤害, 注意对于TileMap, 我们直接允许造成伤害。
var canCauseHarm = CanCauseHarm ( Owner , node ) ;
if ( ! canCauseHarm )
{
return ;
}
DoDamage ( Owner , node ) ;
//Please specify in the Mask who the bullet will collide with
//请在Mask内配置子弹会和谁碰撞
//When a bullet hits an object, its durability decreases
//子弹撞击到物体时,耐久度减少
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Durability - - ;
if ( Durability < = 0 )
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{
//When the durability is less than or equal to 0, destroy the bullet
//当耐久度小于等于0时, 销毁子弹
QueueFree ( ) ;
}
}
/// <summary>
/// <para>When the bullet leaves the node</para>
/// <para>当子弹离开节点时</para>
/// </summary>
/// <param name="node"></param>
protected virtual void OnBodyExited ( Node2D node )
{
}
/// <summary>
/// <para>When beyond the time of existence</para>
/// <para>当超过存在时间</para>
/// </summary>
private void OnTimeOut ( )
{
QueueFree ( ) ;
}
public override void _Process ( double delta )
{
//If the existence time is exceeded, the projectile is destroyed
//如果超过了存在时间,那么销毁抛射体
if ( DateTime . Now > = _destructionTime )
{
OnTimeOut ( ) ;
}
}
public override void _PhysicsProcess ( double delta )
{
MoveAndSlide ( ) ;
}
}