Enemy Damage

This commit is contained in:
MaddoScientisto 2025-06-21 18:54:14 +02:00
commit 7772f69cd3
12 changed files with 207 additions and 12 deletions

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@ -2,7 +2,7 @@
namespace Cirno.Scripts.Components.Actors;
public partial class ActorResourceProvider : Node2D
public partial class ActorResourceProvider : Node
{
[Export]
public string ResourceName { get; private set; }

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@ -0,0 +1,104 @@
using System.Linq;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Utils;
using Cirno.Scripts.Weapons;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Components.Actors;
public partial class DamageReceiver3D : Area3D, IHittable
{
[Export] public ActorResourceProvider HealthProvider { get; private set; }
[Export] public bool Invulnerable { get; private set; } = false;
[Export] public BulletOwner BulletGroup { get; set; } = BulletOwner.None;
[Export] public PackedScene Debris { get; set; }
[Export] public Array<DamageResistance> DamageResistances { get; set; } = [];
[Export] public bool DeleteParentOnDeath { get; private set; } = true;
[Signal]
public delegate void ShieldHitEventHandler();
[Signal] public delegate void BulletHitEventHandler(Bullet3D bullet, Vector3 position, Vector3 direction);
//[Signal] public delegate void DeathEventHandler();
private Node3D _parent;
public bool Enabled { get; private set; } = true;
public override void _Ready()
{
_parent = GetParent<Node3D>();
HealthProvider.FillResource();
HealthProvider.ResourceDepleted += OnDeath;
}
public void ChangeState(bool enabled)
{
Enabled = enabled;
}
private void _on_damage_hitbox_area_entered(Area3D area)
{
if (!Enabled) return;
if (area is not Bullet3D bullet) return;
if (Invulnerable)
{
EmitSignalShieldHit();
return;
};
if (BulletGroup is BulletOwner.None)
{
this.Hit(bullet.Damage, bullet.DamageType);
EmitSignalBulletHit(bullet, area.GlobalPosition, (this.GlobalPosition - area.GlobalPosition).Normalized());
bullet.RequestCollisionDestruction();
return;
}
if (bullet.BulletInfo.Owner == BulletGroup) return;
this.Hit(bullet.Damage, bullet.DamageType);
EmitSignalBulletHit(bullet, area.GlobalPosition, (this.GlobalPosition - area.GlobalPosition).Normalized());
bullet.RequestCollisionDestruction();
}
public void Hit(float damage, DamageType damageType = DamageType.Neutral)
{
if (!Enabled) return;
if (Invulnerable) return;
// Change value based on difficulty
float difficultyReducedDmg = damage * GlobalState.Instance.SessionSettings.DifficultyDamageMultiplier;
var dmg = DamageResistances.Aggregate(difficultyReducedDmg, (current, resistance) => current * resistance.CalculateDamage(current, damageType));
HealthProvider.CurrentResource -= dmg;
}
private void OnDeath()
{
if (Debris is not null)
{
_parent.CreateSibling<Node3D>(Debris);
}
// Not needed because the health provider is accessible
//EmitSignal(SignalName.Death);
if (DeleteParentOnDeath)
{
_parent.QueueFree();
}
}
}

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uid://dmawekjfas6k8

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@ -14,6 +14,6 @@ public partial class Dead : EnemyStateBase3D
base.EnterState();
// player detection
// damage receiver will be a module
MainObject.Hide();
}
}

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using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy._3D;
public partial class EnemyDamageModule3D : ModuleBase<EnemyState, CharacterBody3D>
{
[Export] public DamageReceiver3D DamageReceiver { get; private set; }
[Export] public EnemyStorage3D StorageModule { get; private set; }
private IStateMachine<EnemyState, CharacterBody3D> _machine;
public override void EnterState(EnemyState state)
{
DamageReceiver.ChangeState(true);
DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
// DamageReceiver.HealthProvider.ResourceDecreased += HealthProviderOnResourceDecreased;
}
public override void ExitState(EnemyState state)
{
DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
// DamageReceiver.HealthProvider.ResourceDecreased -= HealthProviderOnResourceDecreased;
DamageReceiver.ChangeState(false);
}
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
_machine = machine;
}
public override void Process(double delta)
{
}
public override void PhysicsProcess(double delta)
{
}
private void HealthProviderOnResourceDecreased(float oldvalue, float newvalue, float maxvalue)
{
StorageModule.AiState = AiState.Enabled;
_machine.SetState(EnemyState.Alert);
}
private void HealthProviderOnResourceDepleted()
{
_machine.SetState(EnemyState.Dead);
}
}

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uid://bvcfa6wivpgy1