311 lines
8.6 KiB
C#
311 lines
8.6 KiB
C#
using System;
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using ColdMint.scripts.camp;
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using ColdMint.scripts.character;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.utils;
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using Godot;
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namespace ColdMint.scripts.pickable;
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/// <summary>
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/// <para>Templates for all fallen objects</para>
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/// <para>所有掉落物的模板</para>
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/// </summary>
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public partial class PickAbleTemplate : RigidBody2D, IItem
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{
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public int Index { get; set; }
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//Do not export this field because the ID is specified within yaml.
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//不要导出此字段,因为ID是在yaml内指定的。
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public virtual string Id { get; set; } = "ID";
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[Export] protected Texture2D? UniqueIcon { get; set; }
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public Texture2D Icon => UniqueIcon ?? ItemTypeManager.DefaultIconOf(Id);
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public new string Name
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{
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get
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{
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var key = $"item_{Id}";
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return TranslationServerUtils.Translate(key) ?? key;
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}
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}
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/// <summary>
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/// <para>Owner</para>
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/// <para>主人</para>
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/// </summary>
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public new Node2D? Owner { get; set; }
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/// <summary>
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/// <para>Enabled contact injury</para>
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/// <para>启用接触伤害</para>
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/// </summary>
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public bool EnableContactInjury;
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[Export] private int _minContactInjury = 1;
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[Export] private int _maxContactInjury = 2;
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public string Description
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{
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get
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{
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var key = $"item_{Id}_desc";
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return TranslationServerUtils.Translate(key) ?? key;
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}
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}
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public int Quantity { get; set; } = 1;
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/// <summary>
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/// <para>The number of tile maps that come into contact with this item</para>
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/// <para>与此物品接触的瓦片地图数量</para>
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/// </summary>
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private int _tileMapNumber;
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/// <summary>
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/// <para>This area represents the collision range of the weapon, and when other nodes enter this area, they will deal damage.</para>
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/// <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>
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/// </summary>
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private Area2D? _damageArea2D;
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/// <summary>
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/// <para>Whether the item is currently picked up</para>
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/// <para>当前物品是否被捡起了</para>
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/// </summary>
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public bool Picked { get; set; }
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public int MaxQuantity { get; set; } = 1;
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public bool IsSelect { get; set; }
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public virtual bool CanContainItems { get; set; }
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public IItemContainer? ItemContainer { get; set; }
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private Label? _tipLabel;
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public IItem? CreateItem(int number)
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{
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if (number == 0)
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{
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return null;
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}
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var duplicate = Duplicate();
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if (duplicate is PickAbleTemplate pickAbleTemplate)
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{
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pickAbleTemplate.CopyAttributes(this);
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}
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if (duplicate is not Node2D newNode2D)
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{
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return null;
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}
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newNode2D.GlobalPosition = GlobalPosition;
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if (duplicate is not IItem newItem)
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{
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duplicate.QueueFree();
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return null;
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}
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if (number < 0)
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{
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newItem.Quantity = Quantity;
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}
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else
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{
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newItem.Quantity = Math.Min(Quantity, number);
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}
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return newItem;
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}
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public int MergeableItemCount(IItem other, int unallocatedQuantity)
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{
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var freeQuantity = MaxQuantity - Quantity;
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if (freeQuantity == 0)
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{
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return 0;
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}
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if (other.Id != Id)
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{
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return 0;
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}
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return Math.Min(freeQuantity, unallocatedQuantity);
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}
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public virtual void Use(Node2D? owner, Vector2 targetGlobalPosition)
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{
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}
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public override void _Ready()
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{
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_damageArea2D = GetNode<Area2D>("DamageArea2D");
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_damageArea2D.BodyEntered += OnBodyEnter;
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_damageArea2D.BodyExited += OnBodyExited;
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_tipLabel = GetNodeOrNull<Label>("TipLabel");
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InputPickable = true;
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SetCollisionMaskValue(Config.LayerNumber.Wall, true);
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SetCollisionMaskValue(Config.LayerNumber.Platform, true);
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SetCollisionMaskValue(Config.LayerNumber.Floor, true);
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}
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private void OnBodyExited(Node node)
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{
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if (Picked)
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{
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return;
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}
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//If it leaves the ground or walls.
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//如果离开了地面或墙壁。
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if (node is TileMapLayer)
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{
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_tileMapNumber--;
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if (_tileMapNumber == 0)
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{
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//No longer in contact with any shingles can cause injury
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//不再与任何瓦片接触后,可以造成伤害
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EnableContactInjury = true;
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LogCat.Log("after_no_longer_in_contact_with_any_tiles", LogCat.LogLabel.ContactInjury);
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SetCollisionMaskValue(Config.LayerNumber.Player, false);
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}
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}
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}
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/// <summary>
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/// <para>Use objects to smash enemies</para>
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/// <para>使用物品砸敌人</para>
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/// </summary>
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/// <param name="node"></param>
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private void OnBodyEnter(Node node)
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{
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if (Picked)
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{
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return;
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}
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if (node is TileMapLayer)
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{
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_tileMapNumber++;
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EnableContactInjury = false;
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LogCat.Log("contact_with_tiles_disables_damage", LogCat.LogLabel.ContactInjury);
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//Items can be pushed by the player when they are on the ground
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//当物品在地面上时,可被玩家推动
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SetCollisionMaskValue(Config.LayerNumber.Player, true);
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}
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else if (node is CharacterTemplate characterTemplate)
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{
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if (!EnableContactInjury)
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{
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LogCat.LogWarning("contact_damage_disabled_during_collision", LogCat.LogLabel.ContactInjury);
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return;
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}
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if (Owner == null)
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{
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LogCat.LogWarning("item_has_no_owner", LogCat.LogLabel.PickAbleTemplate);
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return;
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}
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if (Owner is not CharacterTemplate ownerCharacterTemplate)
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{
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LogCat.LogWarning("owner_of_the_item_is_not_character", LogCat.LogLabel.PickAbleTemplate);
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return;
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}
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//Determine if your side can cause damage
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//判断所属的阵营是否可以造成伤害
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var canCauseHarm = CampManager.CanCauseHarm(CampManager.GetCamp(ownerCharacterTemplate.CampId),
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CampManager.GetCamp(characterTemplate.CampId));
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if (!canCauseHarm)
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{
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LogCat.Log("no_damage_between_camps", LogCat.LogLabel.PickAbleTemplate);
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return;
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}
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//If allowed to cause harm
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//如果允许造成伤害
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var damage = new Damage
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{
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MaxDamage = Math.Abs(_maxContactInjury),
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MinDamage = Math.Abs(_minContactInjury),
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Attacker = ownerCharacterTemplate
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};
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damage.CreateDamage();
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damage.MoveLeft = LinearVelocity.X < 0;
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damage.Type = Config.DamageType.Physical;
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characterTemplate.Damage(damage);
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//Reduce speed after hitting enemies.
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//击中敌人后减少速度。
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LinearVelocity *= 1 - Config.ThrownItemsHitEnemiesReduceSpeedByPercentage;
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}
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}
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public override void _MouseEnter()
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{
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if (Picked)
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{
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return;
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}
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if (_tipLabel == null)
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{
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return;
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}
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_tipLabel.Visible = true;
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_tipLabel.Text = Name;
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//Vertical Centering Tip
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//垂直居中提示
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var oldPosition = _tipLabel.Position;
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oldPosition.X = -_tipLabel.Size.X / 2;
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_tipLabel.Rotation = -Rotation;
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_tipLabel.Position = oldPosition;
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}
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public override void _MouseExit()
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{
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if (_tipLabel == null)
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{
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return;
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}
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_tipLabel.Visible = false;
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}
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/// <summary>
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/// <para>Flip item</para>
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/// <para>翻转物品</para>
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/// </summary>
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/// <param name="facingLeft"></param>
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public void Flip(bool facingLeft)
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{
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}
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/// <summary>
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/// <para>Please copy node properties within this function</para>
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/// <para>请在此函数内复制节点属性</para>
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/// </summary>
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/// <param name="node"></param>
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public virtual void CopyAttributes(Node node)
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{
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if (node is not PickAbleTemplate pickAbleTemplate)
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{
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return;
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}
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pickAbleTemplate.Id = Id;
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}
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public virtual void Destroy()
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{
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QueueFree();
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}
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public bool CanStackWith(IItem item) => false;
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} |