using System;
using ColdMint.scripts.camp;
using ColdMint.scripts.character;
using ColdMint.scripts.damage;
using ColdMint.scripts.debug;
using ColdMint.scripts.inventory;
using Godot;
namespace ColdMint.scripts.pickable;
///
/// Templates for all fallen objects
/// 所有掉落物的模板
///
public partial class PickAbleTemplate : RigidBody2D, IItem
{
[Export] public virtual string Id { get; set; } = "ID";
[Export] protected Texture2D? UniqueIcon { get; set; }
public Texture2D Icon => UniqueIcon ?? ItemTypeManager.DefaultIconOf(Id);
[Export] protected string? UniqueName { get; set; }
public new string Name => UniqueName ?? ItemTypeManager.DefaultNameOf(Id);
[Export] protected string? UniqueDescription { get; set; }
public virtual bool CanPutInPack => true;
///
/// Owner
/// 主人
///
public new Node2D? Owner { get; set; }
///
/// Enabled contact injury
/// 启用接触伤害
///
public bool EnableContactInjury;
[Export] private int _minContactInjury = 1;
[Export] private int _maxContactInjury = 2;
public string? Description => UniqueDescription ?? ItemTypeManager.DefaultDescriptionOf(Id);
public int Quantity { get; set; } = 1;
///
/// The number of tile maps that come into contact with this item
/// 与此物品接触的瓦片地图数量
///
private int _tileMapNumber;
///
/// This area represents the collision range of the weapon, and when other nodes enter this area, they will deal damage.
/// 这个区域表示武器的碰撞范围,当其他节点进入此区域时,会造成伤害。
///
private Area2D? _damageArea2D;
///
/// Whether the item is currently picked up
/// 当前物品是否被捡起了
///
public bool Picked { get; set; }
public int MaxQuantity { get; set; }
public virtual void Use(Node2D? owner, Vector2 targetGlobalPosition)
{
}
public override void _Ready()
{
_damageArea2D = GetNode("DamageArea2D");
_damageArea2D.BodyEntered += OnBodyEnter;
_damageArea2D.BodyExited += OnBodyExited;
}
private void OnBodyExited(Node node)
{
if (Picked)
{
return;
}
//If it leaves the ground or walls.
//如果离开了地面或墙壁。
if (node is TileMapLayer)
{
_tileMapNumber--;
if (_tileMapNumber == 0)
{
//No longer in contact with any shingles can cause injury
//不再与任何瓦片接触后,可以造成伤害
EnableContactInjury = true;
SetCollisionMaskValue(Config.LayerNumber.Player, false);
}
}
}
///
/// Use objects to smash enemies
/// 使用物品砸敌人
///
///
private void OnBodyEnter(Node node)
{
if (Picked)
{
return;
}
if (node is TileMapLayer)
{
_tileMapNumber++;
EnableContactInjury = false;
//Items can be pushed by the player when they are on the ground
//当物品在地面上时,可被玩家推动
SetCollisionMaskValue(Config.LayerNumber.Player, true);
}
else if (node is CharacterTemplate characterTemplate)
{
if (!EnableContactInjury)
{
LogCat.LogWarning("contact_damage_disabled_during_collision");
return;
}
if (Owner == null)
{
LogCat.LogWarning("item_has_no_owner");
return;
}
if (Owner is not CharacterTemplate ownerCharacterTemplate)
{
LogCat.LogWarning("owner_of_the_item_is_not_character");
return;
}
//Determine if your side can cause damage
//判断所属的阵营是否可以造成伤害
var canCauseHarm = CampManager.CanCauseHarm(CampManager.GetCamp(ownerCharacterTemplate.CampId),
CampManager.GetCamp(characterTemplate.CampId));
if (!canCauseHarm)
{
LogCat.Log("no_damage_between_camps");
return;
}
//If allowed to cause harm
//如果允许造成伤害
var damage = new Damage
{
MaxDamage = Math.Abs(_maxContactInjury),
MinDamage = Math.Abs(_minContactInjury),
Attacker = ownerCharacterTemplate
};
damage.CreateDamage();
damage.MoveLeft = LinearVelocity.X < 0;
damage.Type = Config.DamageType.Physical;
characterTemplate.Damage(damage);
//Reduce speed after hitting enemies.
//击中敌人后减少速度。
LinearVelocity *= 1 - Config.ThrownItemsHitEnemiesReduceSpeedByPercentage;
}
}
///
/// Flip item
/// 翻转物品
///
///
public void Flip(bool facingLeft)
{
}
public virtual void Destroy()
{
QueueFree();
}
public bool CanStackWith(IItem item) => false;
}