317 lines
10 KiB
C#
317 lines
10 KiB
C#
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;
|
||
|
||
/// <summary>
|
||
/// <para>Projectile</para>
|
||
/// <para>抛射体</para>
|
||
/// </summary>
|
||
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;
|
||
|
||
/// <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>
|
||
private Vector2 _knockbackForce;
|
||
|
||
public float Speed => GetMeta("Speed", "15").AsSingle();
|
||
|
||
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;
|
||
_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);
|
||
}
|
||
|
||
/// <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;
|
||
}
|
||
|
||
//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;
|
||
}
|
||
|
||
/// <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,
|
||
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);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <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
|
||
_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();
|
||
}
|
||
}
|
||
|
||
/// <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();
|
||
}
|
||
} |