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Enemy Damage
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parent
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commit
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12 changed files with 207 additions and 12 deletions
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@ -62,7 +62,7 @@ public partial class BulletSpawner3D : Node3D
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// Optional: Debug offset to visualize all bullets
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// bullet.GlobalPosition += new Vector3(i * 0.1f, 0, 0);
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GD.Print($"Bullet {i}: Angle={Mathf.RadToDeg(angle)}, Direction={bulletDirection}");
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//GD.Print($"Bullet {i}: Angle={Mathf.RadToDeg(angle)}, Direction={bulletDirection}");
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}
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}
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@ -106,7 +106,7 @@ public partial class PreviewMarker3D : Marker3D
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if (_sprite is null)
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{
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GD.Print("Remaking sprite");
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//GD.Print("Remaking sprite");
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_sprite = new EditorSprite3D();
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this.AddChild(_sprite);
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//_sprite.Owner = GetTree().EditedSceneRoot;
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@ -2,7 +2,7 @@
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namespace Cirno.Scripts.Components.Actors;
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public partial class ActorResourceProvider : Node2D
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public partial class ActorResourceProvider : Node
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{
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[Export]
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public string ResourceName { get; private set; }
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104
Scripts/Components/Actors/DamageReceiver3D.cs
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104
Scripts/Components/Actors/DamageReceiver3D.cs
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@ -0,0 +1,104 @@
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using System.Linq;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Utils;
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using Cirno.Scripts.Weapons;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Components.Actors;
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public partial class DamageReceiver3D : Area3D, IHittable
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{
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[Export] public ActorResourceProvider HealthProvider { get; private set; }
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[Export] public bool Invulnerable { get; private set; } = false;
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[Export] public BulletOwner BulletGroup { get; set; } = BulletOwner.None;
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[Export] public PackedScene Debris { get; set; }
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[Export] public Array<DamageResistance> DamageResistances { get; set; } = [];
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[Export] public bool DeleteParentOnDeath { get; private set; } = true;
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[Signal]
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public delegate void ShieldHitEventHandler();
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[Signal] public delegate void BulletHitEventHandler(Bullet3D bullet, Vector3 position, Vector3 direction);
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//[Signal] public delegate void DeathEventHandler();
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private Node3D _parent;
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public bool Enabled { get; private set; } = true;
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public override void _Ready()
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{
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_parent = GetParent<Node3D>();
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HealthProvider.FillResource();
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HealthProvider.ResourceDepleted += OnDeath;
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}
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public void ChangeState(bool enabled)
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{
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Enabled = enabled;
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}
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private void _on_damage_hitbox_area_entered(Area3D area)
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{
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if (!Enabled) return;
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if (area is not Bullet3D bullet) return;
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if (Invulnerable)
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{
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EmitSignalShieldHit();
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return;
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};
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if (BulletGroup is BulletOwner.None)
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{
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this.Hit(bullet.Damage, bullet.DamageType);
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EmitSignalBulletHit(bullet, area.GlobalPosition, (this.GlobalPosition - area.GlobalPosition).Normalized());
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bullet.RequestCollisionDestruction();
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return;
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}
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if (bullet.BulletInfo.Owner == BulletGroup) return;
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this.Hit(bullet.Damage, bullet.DamageType);
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EmitSignalBulletHit(bullet, area.GlobalPosition, (this.GlobalPosition - area.GlobalPosition).Normalized());
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bullet.RequestCollisionDestruction();
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}
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public void Hit(float damage, DamageType damageType = DamageType.Neutral)
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{
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if (!Enabled) return;
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if (Invulnerable) return;
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// Change value based on difficulty
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float difficultyReducedDmg = damage * GlobalState.Instance.SessionSettings.DifficultyDamageMultiplier;
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var dmg = DamageResistances.Aggregate(difficultyReducedDmg, (current, resistance) => current * resistance.CalculateDamage(current, damageType));
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HealthProvider.CurrentResource -= dmg;
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}
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private void OnDeath()
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{
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if (Debris is not null)
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{
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_parent.CreateSibling<Node3D>(Debris);
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}
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// Not needed because the health provider is accessible
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//EmitSignal(SignalName.Death);
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if (DeleteParentOnDeath)
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{
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_parent.QueueFree();
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}
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}
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}
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1
Scripts/Components/Actors/DamageReceiver3D.cs.uid
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1
Scripts/Components/Actors/DamageReceiver3D.cs.uid
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@ -0,0 +1 @@
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uid://dmawekjfas6k8
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@ -14,6 +14,6 @@ public partial class Dead : EnemyStateBase3D
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base.EnterState();
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// player detection
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// damage receiver will be a module
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MainObject.Hide();
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}
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}
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55
Scripts/Components/FSM/Enemy/3D/EnemyDamageModule3D.cs
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55
Scripts/Components/FSM/Enemy/3D/EnemyDamageModule3D.cs
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@ -0,0 +1,55 @@
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Enums;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Enemy._3D;
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public partial class EnemyDamageModule3D : ModuleBase<EnemyState, CharacterBody3D>
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{
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[Export] public DamageReceiver3D DamageReceiver { get; private set; }
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[Export] public EnemyStorage3D StorageModule { get; private set; }
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private IStateMachine<EnemyState, CharacterBody3D> _machine;
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public override void EnterState(EnemyState state)
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{
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DamageReceiver.ChangeState(true);
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DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
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// DamageReceiver.HealthProvider.ResourceDecreased += HealthProviderOnResourceDecreased;
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}
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public override void ExitState(EnemyState state)
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{
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DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
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// DamageReceiver.HealthProvider.ResourceDecreased -= HealthProviderOnResourceDecreased;
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DamageReceiver.ChangeState(false);
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}
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public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
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{
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_machine = machine;
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}
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public override void Process(double delta)
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{
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}
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public override void PhysicsProcess(double delta)
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{
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}
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private void HealthProviderOnResourceDecreased(float oldvalue, float newvalue, float maxvalue)
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{
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StorageModule.AiState = AiState.Enabled;
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_machine.SetState(EnemyState.Alert);
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}
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private void HealthProviderOnResourceDepleted()
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{
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_machine.SetState(EnemyState.Dead);
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}
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}
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@ -0,0 +1 @@
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uid://bvcfa6wivpgy1
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