using System; using System.Collections.Generic; using ColdMint.scripts.camp; using ColdMint.scripts.character; using ColdMint.scripts.damage; using ColdMint.scripts.inventory; using ColdMint.scripts.pickable; using ColdMint.scripts.projectile.decorator; using Godot; namespace ColdMint.scripts.projectile; /// /// Projectile /// 抛射体 /// public partial class Projectile : CharacterBody2D { private long _life; //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 private double _durability; private int _maxDamage; private int _minDamage; private int _damageType; /// /// After this time destroy the projectile /// 超过此时刻销毁抛射体 /// private DateTime? _destructionTime; /// /// The impact area of the bullet /// 子弹的碰撞区域 /// private Area2D? _area2D; /// /// knockback /// 击退 /// /// ///How much force does it have when hitting the character? Unit: Number of cells,The X direction of the force is inferred automatically. ///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。 /// private Vector2 _knockbackForce; public float Speed => GetMeta("Speed", "15").AsSingle(); private List? _projectileDecorators; /// /// The master of the weapon /// 武器的主人 /// 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("CollisionDetectionArea"); _area2D.Monitoring = true; _area2D.BodyEntered += OnBodyEnter; _area2D.BodyExited += OnBodyExited; _durability = GetMeta("Durability", "1").AsDouble(); _maxDamage = GetMeta("MaxDamage", "7").AsInt32(); _minDamage = GetMeta("MinDamage", "5").AsInt32(); _damageType = GetMeta("DamageType", Config.DamageType.Physical).AsInt32(); _knockbackForce = GetMeta("Knockback", Vector2.Zero).AsVector2(); //life(ms) //子弹的存在时间(毫秒) _life = GetMeta("Life", "10000").AsInt64(); //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 if (_life <= 0) { _life = 10000; } _destructionTime = DateTime.Now.AddMilliseconds(_life); } /// /// Add decorator /// 添加装饰器 /// /// ///decorator ///装饰器 /// public void AddProjectileDecorator(IProjectileDecorator decorator) { _projectileDecorators ??= []; _projectileDecorators.Add(decorator); } /// /// Remove decorator /// 移除装饰器 /// /// ///decorator ///装饰器 /// /// public bool RemoveProjectileDecorator(IProjectileDecorator decorator) { return _projectileDecorators?.Remove(decorator) ?? false; } /// /// Detect whether harm is allowed /// 检测是否允许造成伤害 /// /// /// /// 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; } //Match any item now //现在使它识别任何物品 if (target is IItem) { //Bullets are allowed to strike objects. //允许子弹撞击物品。 return true; } 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; } /// /// Executive injury treatment /// 执行伤害处理 /// /// /// 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, MaxDamage = _maxDamage, MinDamage = _minDamage }; damage.CreateDamage(); damage.MoveLeft = Velocity.X < 0; damage.Type = _damageType; 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 InvokeDecorators(decorator => { decorator.OnKillCharacter(owner, characterTemplate); }); } if (_knockbackForce != Vector2.Zero) { //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(); var forceX = Math.Abs(_knockbackForce.X); if (Velocity.X < 0) { //Beat back to port //向左击退 forceX = -forceX; } force.X = forceX * Config.CellSize; force.Y = _knockbackForce.Y * Config.CellSize; characterTemplate.AddForce(force); } } else if (target is PickAbleTemplate pickAbleTemplate) { if (_knockbackForce != Vector2.Zero) { //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(); var forceX = Math.Abs(_knockbackForce.X); if (Velocity.X < 0) { //Beat back to port //向左击退 forceX = -forceX; } force.X = forceX * Config.CellSize; force.Y = _knockbackForce.Y * Config.CellSize; pickAbleTemplate.ApplyImpulse(force); } } } /// /// Call the method of the decorator /// 调用装饰器的方法 /// /// private void InvokeDecorators(Action projectileDecoratorAction) { if (_projectileDecorators == null) { return; } foreach (var decorator in _projectileDecorators) { projectileDecoratorAction(decorator); } } /// /// When the bullet is in contact with the node /// 当子弹与节点接触时 /// /// 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 _durability--; if (_durability <= 0) { //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(); } } /// /// When the bullet leaves the node /// 当子弹离开节点时 /// /// protected virtual void OnBodyExited(Node2D node) { } /// /// When beyond the time of existence /// 当超过存在时间 /// 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(); } }