Add FSM components for player and enemy state management, including initialization and module resolution

This commit is contained in:
MaddoScientisto 2026-02-26 23:13:57 +01:00
commit b6cc5a00e8
57 changed files with 526 additions and 506 deletions

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@ -1,5 +1,4 @@
using System.Threading.Tasks;
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Components.Actors._3D;
using Cirno.Scripts.Utils;
using Godot;
@ -14,39 +13,34 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
[Export] private InputProvider _inputProvider;
[Export] public PlayerAnimationProvider3D AnimationProvider { get; private set; }
[Export] public IsoPlayerStorageModule Storage { get; private set; }
private IsoPlayerStorageModule Storage { get; set; }
[Export] public PlayerDamageReceiver3D DamageReceiver { get; private set; }
//[Export] public PlayerHitboxSpriteProvider3D HitboxSpriteProvider { get; private set; }
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
//_hud = Hud.Instance;
if (machine is IsoPlayerStateMachine sm)
Storage = sm.Storage;
DamageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
DamageReceiver.HealthDecreased += (value, newValue, maxValue) =>
{
AnimationProvider.Blink();
};
DamageReceiver.HealthDecreased += (_, _, _) =>
{
AnimationProvider.Blink();
};
DamageReceiver.ShieldDecreased += (value, newValue, maxValue) =>
{
AnimationProvider.PlayShieldAnimation();
};
DamageReceiver.ShieldDecreased += (_, _, _) =>
{
AnimationProvider.PlayShieldAnimation();
};
DamageReceiver.Init(StateMachine);
DamageReceiver.RefillHealth();
DamageReceiver.RefillShield();
//_activationProvider.Init(MainObject);
//_weaponProvider.Init(MainObject);
}
public override void EnterState()
@ -78,19 +72,10 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
DamageReceiver.Enabled = false;
_canOpenInventory = true;
// _activationProvider.Enabled = false;
// _activation_provider.Enabled = false;
// _interactionController.Enabled = false;
}
public override void PhysicsProcessState(double delta)
{
// Reset at start of frame
//MainObject.Velocity = Vector2.Zero;
// Process modules
base.PhysicsProcessState(delta);
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
@ -102,14 +87,13 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
}
private bool _canOpenInventory = true;
private double _inventoryCooldown = 0;
private double _inventoryCooldown;
private void HandleInputHotkeys(double delta)
{
if (_canOpenInventory && _inputProvider.GetInventoryJustPressed())
{
_canOpenInventory = false;
GameStateManager.SetState(GameState.Inventory);
return;
}
@ -127,7 +111,6 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
if (_inputProvider.GetPauseJustPressed())
{
GameStateManager.Instance.Pause();
return;
}
}

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@ -1,5 +1,4 @@
using Cirno.Scripts.Components.Actors._3D;
using Cirno.Scripts.Components.FSM.Player;
using Cirno.Scripts.Utils;
using Godot;
@ -11,11 +10,13 @@ public partial class Cutscene : BaseState<PlayerState, CharacterBody3D>
[Export] public PlayerAnimationProvider3D AnimationProvider { get; set; }
[Export] public IsoPlayerStorageModule PlayerStorage { get; private set; }
private IsoPlayerStorageModule PlayerStorage { get; set; }
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
if (machine is IsoPlayerStateMachine sm)
PlayerStorage = sm.Storage;
}
public override void EnterState()
@ -40,15 +41,4 @@ public partial class Cutscene : BaseState<PlayerState, CharacterBody3D>
AnimationProvider.SetAnimation(MainObject.Velocity.ToVector2());
}
public override void PhysicsProcessState(double delta)
{
// Reset at start of frame
//MainObject.Velocity = Vector2.Zero;
// Process modules
base.PhysicsProcessState(delta);
}
}

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@ -9,19 +9,34 @@ public partial class Dead : BaseState<PlayerState, CharacterBody3D>
{
public override PlayerState StateId => PlayerState.Dead;
[Export]
private ActorResourceProvider _motivationProvider;
[Export]
private InputProvider _inputProvider;
[Export]
private ActorResourceProvider _healthProvider;
[Export]
private PlayerAnimationProvider3D _animationProvider;
private bool _isGameOver = false;
private bool _isGameOver;
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
// try to obtain common providers via modules/storage
if (machine is IsoPlayerStateMachine sm)
{
var storage = sm.Storage;
// store references if present on storage
_motivationProvider = storage.Root.GetNodeOrNull<ActorResourceProvider>("MotivationProvider");
_healthProvider = storage.Root.GetNodeOrNull<ActorResourceProvider>("HealthProvider");
}
// fallback to searching on the actor
_motivationProvider ??= StateMachine.GetModule<ActorResourceProvider>();
_healthProvider ??= StateMachine.GetModule<ActorResourceProvider>();
_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider3D>();
}
public override void EnterState()
{
base.EnterState();
@ -50,10 +65,6 @@ public partial class Dead : BaseState<PlayerState, CharacterBody3D>
Hud.Instance.HideTerminated();
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
}
public override void ProcessState(double delta)
{

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@ -7,9 +7,14 @@ public partial class Drowning : BaseState<PlayerState, CharacterBody3D>
{
public override PlayerState StateId => PlayerState.Drowning;
[Export]
private PlayerAnimationProvider3D _animationProvider;
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider3D>();
}
public override void EnterState()
{
_animationProvider.PlayDrowningAnimation();

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@ -1,5 +1,4 @@
using System.Threading.Tasks;
using Godot;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
@ -9,9 +8,9 @@ public partial class Init : BaseState<PlayerState, CharacterBody3D>
public override void EnterState()
{
// _storageModule.FacingDirection = ((PlayerStateMachine)StateMachine).StartingDirection;
// _animationProvider.PlayUnteleportAnimation();
_ = AutoSwitchToStart();
// Use Godot timer instead of Task.Delay to stay on main thread
var timer = GetTree().CreateTimer(0.5f);
timer.Timeout += () => StateMachine.SetState(PlayerState.Active);
}
public override void ExitState()
@ -28,10 +27,4 @@ public partial class Init : BaseState<PlayerState, CharacterBody3D>
{
}
private async Task AutoSwitchToStart()
{
await Task.Delay(500);
StateMachine.SetState(PlayerState.Active);
}
}

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@ -8,7 +8,7 @@ namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D>
{
[Export] public IsoPlayerStorageModule PlayerStorage { get; private set; }
private IsoPlayerStorageModule PlayerStorage { get; set; }
[Export] private InputProvider _inputProvider;
[Export] public PlayerHitboxSpriteProvider3D HitboxSpriteProvider { get; private set; }
@ -29,9 +29,6 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
private IStateMachine<PlayerState, CharacterBody3D> _stateMachine;
private CharacterBody3D MainObject => _stateMachine.MainObject;
public override void EnterState(PlayerState state)
{
_accelerationPerSecond = Speed / Acceleration;
@ -44,7 +41,8 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
_stateMachine = machine;
base.Init(machine);
PlayerStorage ??= StateMachine.GetModule<IsoPlayerStorageModule>();
}
public override void Process(double delta)

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@ -1,9 +1,11 @@
using Cirno.Scripts.Components.Actors;
using Godot;
using Cirno.Scripts.Resources.Loot;
using System.Collections.Generic;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class IsoPlayerStorageModule : Node
public partial class IsoPlayerStorageModule : Node, IFSMStorage, IActorStorage
{
[Export] public IsoPlayerFSMProxy Root { get; private set; }
@ -14,4 +16,7 @@ public partial class IsoPlayerStorageModule : Node
public Vector2 FacingDirection { get; set; } = Vector2.Down;
public Vector2 AimingDirection { get; set; } = Vector2.Down;
public Vector2 MovementDirection { get; set; } = Vector2.Zero;
// Implement LootDrops for IFSMStorage (players may not drop loot but expose empty list)
public IEnumerable<LootDrop> LootDrops => new LootDrop[0];
}

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@ -4,9 +4,6 @@ namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class PlayerAcidDeathModule : ModuleBase<PlayerState, CharacterBody3D>
{
private IStateMachine<PlayerState, CharacterBody3D> _stateMachine;
private CharacterBody3D MainObject => _stateMachine.MainObject;
private bool _enabled = false;
public override void EnterState(PlayerState state)
@ -21,7 +18,7 @@ public partial class PlayerAcidDeathModule : ModuleBase<PlayerState, CharacterBo
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
_stateMachine = machine;
base.Init(machine);
}
public override void Process(double delta)
@ -38,6 +35,6 @@ public partial class PlayerAcidDeathModule : ModuleBase<PlayerState, CharacterBo
{
if (!_enabled) return;
GD.Print("Oh no acid");
_stateMachine.SetState(PlayerState.Dead);
StateMachine.SetState(PlayerState.Dead);
}
}

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@ -0,0 +1,13 @@
namespace Cirno.Scripts.Components.FSM;
public enum PlayerState
{
Init,
Active,
Cutscene,
Teleporting,
UnTeleporting,
Controlling,
Dead,
Drowning,
}

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@ -0,0 +1 @@
uid://7thusbxv3r2n

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@ -8,10 +8,7 @@ public partial class PlayerWeaponModule3D : ModuleBase<PlayerState, CharacterBod
[Export] public PlayerWeaponProvider3D WeaponProvider { get; private set; }
[Export] public InputProvider InputProvider { get; private set; }
[Export] public IsoPlayerStorageModule Storage { get; private set; }
private IStateMachine<PlayerState, CharacterBody3D> _stateMachine;
private CharacterBody3D MainObject => _stateMachine.MainObject;
private IsoPlayerStorageModule Storage { get; set; }
public override void EnterState(PlayerState state)
{
@ -25,8 +22,8 @@ public partial class PlayerWeaponModule3D : ModuleBase<PlayerState, CharacterBod
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
_stateMachine = machine;
base.Init(machine);
Storage ??= StateMachine.GetModule<IsoPlayerStorageModule>();
WeaponProvider.Init(MainObject);
}

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@ -1,6 +1,4 @@
using Cirno.Scripts.Components.Actors._3D;
using Cirno.Scripts.Components.FSM.Player;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
@ -9,38 +7,24 @@ public partial class Teleporting : BaseState<PlayerState, CharacterBody3D>
{
public override PlayerState StateId => PlayerState.Teleporting;
[Export] public PlayerAnimationProvider3D AnimationProvider { get; set; }
private PlayerAnimationProvider3D AnimationProvider { get; set; }
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
AnimationProvider ??= StateMachine.GetModule<PlayerAnimationProvider3D>();
}
public override void EnterState()
{
base.EnterState();
AnimationProvider.PlayTeleportAnimation();
AnimationProvider?.PlayTeleportAnimation();
MainObject.Velocity = Vector3.Zero;
}
public override void ExitState()
{
base.ExitState();
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
}
public override void PhysicsProcessState(double delta)
{
// Process modules
base.PhysicsProcessState(delta);
}
}

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@ -1,6 +1,4 @@
using Cirno.Scripts.Components.Actors._3D;
using Cirno.Scripts.Components.FSM.Player;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
@ -9,37 +7,17 @@ public partial class UnTeleporting : BaseState<PlayerState, CharacterBody3D>
{
public override PlayerState StateId => PlayerState.UnTeleporting;
[Export] public PlayerAnimationProvider3D AnimationProvider { get; set; }
private PlayerAnimationProvider3D AnimationProvider { get; set; }
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
AnimationProvider ??= StateMachine.GetModule<PlayerAnimationProvider3D>();
}
public override void EnterState()
{
base.EnterState();
AnimationProvider.PlayUnteleportAnimation();
AnimationProvider?.PlayUnteleportAnimation();
}
public override void ExitState()
{
base.ExitState();
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
}
public override void PhysicsProcessState(double delta)
{
// Process modules
base.PhysicsProcessState(delta);
}
}