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Add FSM components for player and enemy state management, including initialization and module resolution
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57 changed files with 526 additions and 506 deletions
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@ -21,19 +21,20 @@ public partial class Active : PlayerStateBase
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[Export] public float Acceleration = 8f;
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[Export] public float Deceleration = 8f;
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[ExportCategory("Providers")] [Export] private PlayerWeaponProvider _weaponProvider;
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[Export] private PlayerAnimationProvider _animationProvider;
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[Export] private PlayerCrosshairProvider _crosshairProvider;
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[Export] private PlayerHitboxSpriteProvider _hitboxSpriteProvider;
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// Providers previously exported on the state — resolve them from the actor via the state machine
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private PlayerWeaponProvider _weaponProvider;
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private PlayerAnimationProvider _animationProvider;
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private PlayerCrosshairProvider _crosshairProvider;
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private PlayerHitboxSpriteProvider _hitboxSprite_provider;
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[Export] private InputProvider _inputProvider;
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private InputProvider _inputProvider;
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[Export] private PlayerDamageReceiver _damageReceiver;
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[Export] private ActivationProvider _activationProvider;
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private PlayerDamageReceiver _damageReceiver;
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private ActivationProvider _activationProvider;
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[Export] private InteractionController _interactionController;
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private InteractionController _interaction_controller;
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[Export] private PlayerStorageModule _storageModule;
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private PlayerStorageModule _storageModule;
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private bool _isStrafing;
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@ -49,31 +50,46 @@ public partial class Active : PlayerStateBase
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_hud = Hud.Instance;
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_damageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
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// Resolve modules from the actor attached to this state machine
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_weaponProvider ??= StateMachine.GetModule<PlayerWeaponProvider>();
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_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider>();
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_crosshairProvider ??= StateMachine.GetModule<PlayerCrosshairProvider>();
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_hitboxSprite_provider ??= StateMachine.GetModule<PlayerHitboxSpriteProvider>();
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_damageReceiver.HealthDecreased += (value, newValue, maxValue) =>
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_inputProvider ??= StateMachine.GetModule<InputProvider>();
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_damageReceiver ??= StateMachine.GetModule<PlayerDamageReceiver>();
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_activationProvider ??= StateMachine.GetModule<ActivationProvider>();
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_interaction_controller ??= StateMachine.GetModule<InteractionController>();
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_storageModule ??= StateMachine.GetModule<PlayerStorageModule>();
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if (_damageReceiver != null)
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{
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_animationProvider.Blink();
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//_hud.UpdateHealth(value, maxValue);
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};
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_damageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
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_damageReceiver.ShieldDecreased += (value, newValue, maxValue) =>
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{
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_animationProvider.PlayShieldAnimation();
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//_hud.UpdateShield(value, maxValue);
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};
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_damageReceiver.HealthDecreased += (_, _, _) =>
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{
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_animationProvider?.Blink();
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//_hud.UpdateHealth(value, maxValue);
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};
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_damageReceiver.Init(StateMachine);
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_damageReceiver.ShieldDecreased += (_, _, _) =>
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{
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_animationProvider?.PlayShieldAnimation();
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//_hud.UpdateShield(value, maxValue);
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};
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_damageReceiver.RefillHealth();
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_damageReceiver.RefillShield();
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_damageReceiver.Init(StateMachine);
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_activationProvider.Init(MainObject);
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_damageReceiver.RefillHealth();
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_damageReceiver.RefillShield();
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}
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//_weaponProvider = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
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//_animationProvider = stateMachine.GetNode<PlayerAnimationProvider>("AnimationProvider");
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_activationProvider?.Init(MainObject);
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_weaponProvider.Init(MainObject);
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_weaponProvider?.Init(MainObject);
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}
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public override void EnterState()
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@ -81,11 +97,11 @@ public partial class Active : PlayerStateBase
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base.EnterState();
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// enable sprite
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// enable crosshair
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_crosshairProvider.Show();
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_animationProvider.ShowSprite();
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_damageReceiver.Enabled = true;
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_activationProvider.Enabled = true;
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_interactionController.Enabled = true;
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_crosshairProvider?.Show();
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_animationProvider?.ShowSprite();
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if (_damageReceiver != null) _damageReceiver.Enabled = true;
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if (_activationProvider != null) _activationProvider.Enabled = true;
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if (_interaction_controller != null) _interaction_controller.Enabled = true;
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_accelerationPerSecond = Speed / Acceleration;
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_decelerationPerSecond = Speed / Deceleration;
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@ -94,14 +110,14 @@ public partial class Active : PlayerStateBase
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public override void ExitState()
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{
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base.ExitState();
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_animationProvider.SetAnimationSpeed(Vector2.Zero);
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//_animationProvider.SetAnimation(Vector2.Zero);
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_crosshairProvider.Hide();
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_hitboxSpriteProvider.Hide();
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_animationProvider?.SetAnimationSpeed(Vector2.Zero);
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//_animation_provider.SetAnimation(Vector2.Zero);
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_crosshairProvider?.Hide();
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_hitboxSprite_provider?.Hide();
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_damageReceiver.Enabled = false;
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_activationProvider.Enabled = false;
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_interactionController.Enabled = false;
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if (_damageReceiver != null) _damageReceiver.Enabled = false;
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if (_activationProvider != null) _activationProvider.Enabled = false;
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if (_interaction_controller != null) _interaction_controller.Enabled = false;
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}
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private float _accelerationPerSecond;
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@ -147,7 +163,7 @@ public partial class Active : PlayerStateBase
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_isStrafing = _inputProvider.GetStrafePressed();
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// Toggle visibility of the hitbox sprite based on strafing
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_hitboxSpriteProvider.SetVisibility(_isStrafing);
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_hitboxSprite_provider?.SetVisibility(_isStrafing);
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var rightStickInput = _inputProvider.GetAimInput().Normalized();
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@ -164,13 +180,13 @@ public partial class Active : PlayerStateBase
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}
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// }
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_animationProvider.SetAnimationSpeed(MainObject.Velocity);
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_animationProvider.SetAnimation(FacingDirection);
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_animationProvider?.SetAnimationSpeed(MainObject.Velocity);
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_animationProvider?.SetAnimation(FacingDirection);
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HandleWeaponSwitch();
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_weaponProvider.Update(delta);
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_weaponProvider?.Update(delta);
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//_crosshairProvider.UpdatePosition(FacingDirection);
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//_crosshair_provider.UpdatePosition(FacingDirection);
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HandleShoot();
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@ -200,28 +216,28 @@ public partial class Active : PlayerStateBase
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{
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if (_inputProvider.GetReloadJustPressed())
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{
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_weaponProvider.Reload();
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_weaponProvider?.Reload();
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return;
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}
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if (!_inputProvider.GetShootPressed()) return;
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_weaponProvider.Shoot(this.FacingDirection);
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_weaponProvider?.Shoot(this.FacingDirection);
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}
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private void HandleInteraction()
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{
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_activationProvider.HandleInteraction();
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_activationProvider?.HandleInteraction();
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}
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private void HandleWeaponSwitch()
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{
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if (_inputProvider.GetWeaponNextJustPressed())
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{
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_weaponProvider.NextWeapon();
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_weaponProvider?.NextWeapon();
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}
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else if (_inputProvider.GetWeaponPreviousJustPressed())
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{
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_weaponProvider.PreviousWeapon();
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_weaponProvider?.PreviousWeapon();
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}
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}
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}
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