Traveller/scripts/item/weapon/WeaponTemplate.cs
霧雨烨 76daa88bac Merge branch 'refs/heads/master' into item_refactory_combined
# Conflicts:
#	locals/Slogan.ja.translation
#	scripts/character/CharacterTemplate.cs
#	scripts/character/Player.cs
#	scripts/inventory/HotBar.cs
#	scripts/inventory/IItemContainer.cs
#	scripts/item/weapon/ProjectileWeapon.cs
#	scripts/item/weapon/WeaponTemplate.cs
2024-06-12 22:13:55 +08:00

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using System;
using ColdMint.scripts.camp;
using ColdMint.scripts.character;
using ColdMint.scripts.damage;
using ColdMint.scripts.inventory;
using Godot;
namespace ColdMint.scripts.item.weapon;
/// <summary>
/// <para>WeaponTemplate</para>
/// <para>武器模板</para>
/// </summary>
public abstract partial class WeaponTemplate : RigidBody2D, IItem_New
{
private float _gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
//Implements IItem
[Export] public virtual string Id { get; private set; } = "ID";
protected virtual Texture2D? UniqueIcon { get; set; }
public Texture2D Icon => UniqueIcon ?? ItemTypeManager.DefaultIconOf(Id);
protected string? UniqueName { get; set; }
public new string Name => UniqueName ?? ItemTypeManager.DefaultNameOf(Id);
protected string? UniqueDescription { get; set; }
public string? Description => UniqueDescription ?? ItemTypeManager.DefaultDescriptionOf(Id);
public void Use(Node2D? owner, Vector2 targetGlobalPosition)
{
Fire(owner, targetGlobalPosition);
}
/// <summary>
/// <para>Whether the weapon is currently picked up</para>
/// <para>当前武器是否被捡起了</para>
/// </summary>
public bool Picked { get; set; }
/// <summary>
/// <para>Owner</para>
/// <para>主人</para>
/// </summary>
public new Node2D? Owner { get; set; }
/// <summary>
/// <para>Enabled contact injury</para>
/// <para>启用接触伤害</para>
/// </summary>
public bool EnableContactInjury;
[Export] private int _minContactInjury = 1;
[Export] private int _maxContactInjury = 2;
private DateTime? _lastFiringTime;
/// <summary>
/// <para>Firing interval</para>
/// <para>开火间隔</para>
/// </summary>
private TimeSpan _firingInterval;
[Export] private long _firingIntervalAsMillisecond = 100;
/// <summary>
/// <para>The recoil of the weapon</para>
/// <para>武器的后坐力</para>
/// </summary>
/// <remarks>
///<para>When the weapon is fired, how much recoil is applied to the user, in units: the number of cells, and the X direction of the force is automatically inferred.</para>
///<para>武器开火要对使用者施加多大的后坐力单位格数力的X方向是自动推断的。</para>
/// </remarks>
[Export] private Vector2 _recoil;
/// <summary>
/// <para>This area represents the collision range of the weapon, and when other nodes enter this area, they will deal damage.</para>
/// <para>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。</para>
/// </summary>
private Area2D? _damageArea2D;
/// <summary>
/// <para>The number of tile maps in contact with this weapon</para>
/// <para>与此武器接触的瓦片地图数量</para>
/// </summary>
private int _tileMapNumber;
public override void _Ready()
{
_damageArea2D = GetNode<Area2D>("DamageArea2D");
_damageArea2D.BodyEntered += OnBodyEnter;
_damageArea2D.BodyExited += OnBodyExited;
// Id = GetMeta("ID", "1").AsString();
// Quantity = GetMeta("Quantity", "1").AsInt32();
// MaxStackQuantity = GetMeta("MaxStackQuantity", Config.MaxStackQuantity).AsInt32();
// Icon = GetMeta("Icon", "").As<Texture2D>();
// Name = GetMeta("Name", "").AsString();
// Description = GetMeta("Description", "").AsString();
// _firingInterval = TimeSpan.FromMilliseconds(GetMeta("FiringInterval", "100").AsInt64());
// _minContactInjury = GetMeta("MinContactInjury", "1").AsInt32();
// _maxContactInjury = GetMeta("MaxContactInjury", "2").AsInt32();
// _recoil = GetMeta("Recoil", Vector2.Zero).AsVector2();
_firingInterval = TimeSpan.FromMilliseconds(_firingIntervalAsMillisecond);
}
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 TileMap tileMap)
{
_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);
}
}
}
/// <summary>
/// <para>Use weapons against the enemy</para>
/// <para>使用武器砸敌人</para>
/// </summary>
/// <param name="node"></param>
private void OnBodyEnter(Node node)
{
if (Picked)
{
return;
}
if (node is TileMap tileMap)
{
_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)
{
return;
}
if (Owner is not CharacterTemplate ownerCharacterTemplate)
{
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)
{
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;
}
}
/// <summary>
/// <para>翻转武器</para>
/// </summary>
/// <param name="facingLeft"></param>
public void Flip(bool facingLeft) { }
/// <summary>
/// <para>Discharge of the weapon</para>
/// <para>武器开火</para>
/// </summary>
/// <remarks>
///<param name="owner">
///<para>owner</para>
///<para>武器所有者</para>
/// </param>
/// <param name="enemyGlobalPosition">
///<para>enemyGlobalPosition</para>
///<para>敌人所在位置</para>
/// </param>
/// </remarks>
public void Fire(Node2D? owner, Vector2 enemyGlobalPosition)
{
var nowTime = DateTime.Now;
//If the present time minus the time of the last fire is less than the interval between fires, it means that the fire cannot be fired yet.
//如果现在时间减去上次开火时间小于开火间隔,说明还不能开火。
if (_lastFiringTime != null && nowTime - _lastFiringTime < _firingInterval)
{
return;
}
if (owner is CharacterTemplate characterTemplate)
{
//We check the recoil of the weapon before each firing.
//我们在每次开火之前,检查武器的后坐力。
if (_recoil != Vector2.Zero)
{
var force = new Vector2();
var forceX = Math.Abs(_recoil.X);
if (Math.Abs(RotationDegrees) < 90)
{
//The weapon goes to the right and we apply a recoil to the left
//武器朝向右边我们向左施加后坐力
forceX = -forceX;
}
force.X = forceX * Config.CellSize;
force.Y = _recoil.Y * Config.CellSize;
characterTemplate.AddForce(force);
}
}
DoFire(owner, enemyGlobalPosition);
_lastFiringTime = nowTime;
}
/// <summary>
/// <para>Execute fire</para>
/// <para>执行开火</para>
/// </summary>
protected abstract void DoFire(Node2D? owner, Vector2 enemyGlobalPosition);
}