cirnogodot/Scripts/Weapons/Weapon3D.cs

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using Cirno.Scripts.Controllers;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Resources;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Weapons;
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public partial class Weapon3D : Node3D
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{
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[Export] public WeaponResource WeaponData { get; set; }
[Export] public PackedScene BulletScene { get; set; }
[Export] public Marker3D Muzzle { get; set; }
[Export] public Marker3D Pivot { get; set; }
[Export] public Sprite3D Sprite { get; private set; }
[Export] public StringName PowerKey { get; set; } = "POWER";
[Signal]
public delegate void ShootingEventHandler();
[Signal]
public delegate void ReloadingEventHandler();
[Signal]
public delegate void EmptyEventHandler();
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[Signal]
public delegate void InitializedEventHandler();
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[Signal]
public delegate void EvolvedEventHandler(WeaponResource newWeaponResource);
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public int Ammo { get; set; } = 0;
private int _loadedAmmo;
public int LoadedAmmo
{
get => _loadedAmmo;
private set
{
_loadedAmmo = value;
InventoryManager.Instance?.NotifyLoadedAmmoChange(WeaponData?.ItemKey, _loadedAmmo);
}
}
public Vector2 ShootDirection { get; set; } = Vector2.Zero;
private Timer _cooldownTimer;
private Timer _rechargeTimer;
private GameManager _gameManager;
private readonly StringName _shieldAmmoType = "SHIELD";
private readonly StringName _batteryAmmoType = "BATTERY";
//private bool UsesBattery => WeaponData.AmmoKey == _shieldAmmoType;
private WeaponAmmoType _ammoType = WeaponAmmoType.Infinite;
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// Runtime experience for this weapon instance (NOT stored in resources)
private int _currentExperience = 0;
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// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_cooldownTimer = GetNode<Timer>("./ShootTimer");
//Init();
}
public void Init()
{
SetAmmoType();
if (_ammoType is WeaponAmmoType.Battery && _rechargeTimer is null)
{
_rechargeTimer = new Timer();
this.AddChild(_rechargeTimer);
_rechargeTimer.Timeout += RechargeTimerOnTimeout;
_rechargeTimer.Start(WeaponData.RechargeTime);
}
// Start full
if (WeaponData != null)
{
LoadedAmmo = WeaponData.BulletCapacity;
}
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EmitSignalInitialized();
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}
private void RechargeTimerOnTimeout()
{
if (LoadedAmmo < WeaponData.BulletCapacity)
{
LoadedAmmo += WeaponData.RechargeAmount;
}
_rechargeTimer.Start(WeaponData.RechargeTime);
}
private void SetAmmoType()
{
if (WeaponData.InfiniteAmmo || string.IsNullOrWhiteSpace(WeaponData.AmmoKey))
{
_ammoType = WeaponAmmoType.Infinite;
return;
}
if (WeaponData.AmmoKey == _shieldAmmoType)
{
_ammoType = WeaponAmmoType.Shield;
return;
}
if (WeaponData.AmmoKey == _batteryAmmoType)
{
_ammoType = WeaponAmmoType.Battery;
return;
}
_ammoType = WeaponAmmoType.Ammo;
}
public void Reload()
{
EmitSignalReloading();
_cooldownTimer.Start(WeaponData.ReloadTime);
if (_ammoType is WeaponAmmoType.Infinite)
{
LoadedAmmo = WeaponData.BulletCapacity;
}
else
{
var ammoToLoad =
InventoryManager.Instance.RemoveItem(WeaponData.AmmoKey, WeaponData.BulletCapacity - LoadedAmmo);
if (ammoToLoad > 0)
{
LoadedAmmo = ammoToLoad;
}
else
{
EmitSignalEmpty();
//GD.Print("Out of ammo");
}
}
}
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/// <summary>
/// Add experience to this weapon instance. When reaching the threshold defined on the WeaponResource,
/// evolve into the configured NextLevelWeapon. Resources are not mutated; the instance swaps its reference
/// to the next-tier Resource to reflect the new behavior.
/// </summary>
/// <param name="amount">Amount of experience to add (positive integer)</param>
public void GainExperience(int amount)
{
if (amount <= 0) return;
if (WeaponData == null) return;
// If weapon has no progression, ignore
if (WeaponData.ExperienceToNextLevel <= 0 || WeaponData.NextLevelWeapon == null) return;
_currentExperience += amount;
while (WeaponData.ExperienceToNextLevel > 0 && _currentExperience >= WeaponData.ExperienceToNextLevel)
{
// Evolve
_currentExperience -= WeaponData.ExperienceToNextLevel;
var next = WeaponData.NextLevelWeapon;
if (next == null) break;
WeaponData = next;
// Re-init to apply new capacities / rates
Init();
EmitSignalEvolved(next);
// Continue loop in case the new tier also has immediate threshold
if (WeaponData.ExperienceToNextLevel <= 0 || WeaponData.NextLevelWeapon == null) break;
}
}
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private bool HandlePreShoot()
{
// Waiting on reload or Rate of Fire cooldown?
if (!_cooldownTimer.IsStopped())
{
return false;
}
// Handle Shield powered weapons
if (_ammoType is WeaponAmmoType.Shield)
{
if (GameController.Instance.Player.Storage.Shield.CurrentResource >= WeaponData.AmmoPerShot)
{
GameController.Instance.Player.Storage.Shield.CurrentResource -= WeaponData.AmmoPerShot;
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return true;
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}
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EmitSignalEmpty();
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_cooldownTimer.Start(WeaponData?.RateOfFire ?? 0);
return false;
}
// Out of ammo?
if (LoadedAmmo < WeaponData.AmmoPerShot)
{
if (_ammoType is WeaponAmmoType.Ammo && WeaponData.AutoReload)
{
Reload();
}
EmitSignalEmpty();
return false;
}
if (_ammoType is WeaponAmmoType.Ammo or WeaponAmmoType.Battery)
{
LoadedAmmo -= WeaponData.AmmoPerShot;
}
return true;
}
public void Shoot(BulletOwner? ownerOverride = null)
{
if (!HandlePreShoot()) return;
EmitSignalShooting();
// TODO: Shoot at muzzle position, need to provide a way to turn it, on a radius?
float halfSpread = WeaponData.SpreadAngle / 2f;
float spreadStep = WeaponData.BulletsPerShot > 1 ? WeaponData.SpreadAngle / (WeaponData.BulletsPerShot - 1) : 0;
for (int i = 0; i < WeaponData.BulletsPerShot; i++)
{
// Calculate angle offset for this bullet
float spreadOffset = -halfSpread + (spreadStep * i);
// Add random spread
if (WeaponData.RandomSpread > 0)
{
// Gaussian with mean = 0, stddev = WeaponData.RandomSpread
spreadOffset += RandomStuff.GaussianClamped(
mean: 0f,
stdDev: WeaponData.RandomSpread, // tuning knob
min: -halfSpread,
max: halfSpread
);
}
// Rotate the ShootDirection by the spread angle
Vector2 spreadDirection = ShootDirection.Rotated(Mathf.DegToRad(spreadOffset));
// Restore pooling
var bullet = PoolingManager.Instance.SpawnBullet<Bullet3D>(WeaponData.BulletData);
//var bullet = WeaponData.BulletData.BulletScene.Instantiate<Bullet3D>()
bullet.GlobalPosition = Muzzle.GlobalPosition;
var bulletData = WeaponData.MakeBullet(Muzzle.GlobalPosition.ToVector2()); // TODO: Fix for 3D
if (ownerOverride.HasValue)
{
bulletData.Owner = ownerOverride.Value;
}
if (bulletData.Owner is BulletOwner.Player || ownerOverride is BulletOwner.Player)
{
// Apply the P multiplier
bulletData.Damage *=
GetBulletStrengthMultiplier(bulletData.Damage, bulletData.OriginalBulletResource.MaxDamage, 20);
}
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// Associate the bullet with this weapon instance so kills can be attributed
bulletData.SourceWeapon = this;
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bullet.Initialize(bulletData);
//bullet.SetDirection(ShootDirection);
bullet.SetDirection(spreadDirection);
bullet.Speed = WeaponData.BulletData.BulletSpeed;
}
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if (_ammoType is WeaponAmmoType.Ammo && WeaponData.AutoReload && LoadedAmmo < WeaponData.AmmoPerShot)
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{
Reload();
}
else
{
_cooldownTimer.Start(WeaponData?.RateOfFire ?? 0);
}
}
private float GetBulletStrengthMultiplier(float baseDamage, float maxDamage, float maxPower)
{
var p = InventoryManager.Instance.GetItemCount(PowerKey);
float minMultiplier = 1.0f;
float maxMultiplier = maxDamage / baseDamage;
float normalizedPower = Mathf.Clamp((float)p / maxPower, 0f, 1f);
return Mathf.Lerp(minMultiplier, maxMultiplier, normalizedPower);
}
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public new void Hide()
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{
}
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public new void Show()
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{
}
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}