New boss system

This commit is contained in:
Marco 2025-04-28 18:06:07 +02:00
commit c2a72e4e77
14 changed files with 480 additions and 11 deletions

View file

@ -0,0 +1,30 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Components.FSM.Enemy;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Boss;
public partial class Idle : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Idle;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
public override void EnterState()
{
base.EnterState();
DamageReceiver.ChangeState(false);
}
public override void ExitState()
{
base.ExitState();
}
}

View file

@ -0,0 +1 @@
uid://cprumccndvblc

View file

@ -0,0 +1,121 @@
using System.Threading.Tasks;
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Components.FSM.Enemy;
using Cirno.Scripts.Enums;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Resources.ScriptableBullets;
using Godot;
namespace Cirno.Scripts.Components.FSM.Boss;
public partial class Shooting : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Shooting;
[Export] public GenericDamageReceiver DamageReceiver { get; private set; }
[Export] public Weapon EquippedWeapon;
[Export] public EnemyStorageModule StorageModule { get; private set; }
[Export] public BossScript BossScript { get; set; }
// private Marker2D _cameraMarker;
//
// [Export]
// public Vector2 CameraOffset = Vector2.Zero;
private int _currentPhaseIndex = 0;
public Vector2 HomePosition => StorageModule.HomePosition;
private BossPhase CurrentPhase => BossScript.Phases[_currentPhaseIndex];
private bool _waiting = false;
public float CurrentHealth => DamageReceiver.HealthProvider.CurrentResource;
public override void EnterState()
{
base.EnterState();
DamageReceiver.ChangeState(true);
DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
StartPhase(CurrentPhase);
//CallDeferred(MethodName.InitDeferred);
}
private void InitDeferred()
{
}
private void GrabCamera()
{
}
private void HealthProviderOnResourceDepleted()
{
ChangeState(EnemyState.Dead);
}
public override void ExitState()
{
base.ExitState();
DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
DamageReceiver.ChangeState(false);
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
if (_waiting) return;
CurrentPhase.UpdatePhase(delta);
if (CurrentHealth <= CurrentPhase.Threshold && _currentPhaseIndex + 1 < BossScript.Phases.Count)
{
_currentPhaseIndex++;
//_bossHud.SpellCardName = CurrentPhase.PhaseName;
StartPhase(CurrentPhase);
}
}
private void StartPhase(BossPhase phase)
{
GameManager.Instance.ClearBullets();
if (phase.PlayAnimation)
{
_waiting = true;
DamageReceiver.ChangeState(false);
_ = Switchphase(phase);
}
else
{
phase.Start(this);
}
}
private async Task Switchphase(BossPhase phase)
{
await PlayAnimation();
_waiting = false;
DamageReceiver.ChangeState(true);
phase.Start(this);
}
private async Task PlayAnimation()
{
await Task.Delay(1000);
}
}

View file

@ -0,0 +1 @@
uid://difn6d5np1pui

View file

@ -46,8 +46,10 @@ public partial class EnemyFSMProxy : CharacterBody2D, IActivable
break;
case ActivationType.Enable:
// Enable or disable AI
EnemyFSM.SetState(EnemyState.Shooting);
break;
case ActivationType.Disable:
EnemyFSM.SetState(EnemyState.Idle);
// Enable or disable AI
break;
case ActivationType.Use:

View file

@ -16,6 +16,8 @@ public partial class EnemyStorageModule : Node2D, IFSMStorage
public EnemyResource EnemyData => Root.EnemyResource;
public Vector2 HomePosition { get; set; }
public Vector2 MovementDirection { get; set; }
public Vector2 FacingDirection { get; set; }

View file

@ -29,7 +29,6 @@ public partial class Idle : EnemyStateBase
public override void EnterState()
{
base.EnterState();
GD.Print("Entered Idle");
PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
_isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange);
@ -59,13 +58,12 @@ public partial class Idle : EnemyStateBase
private void PlayerDetectionOnPlayerOutOfRange()
{
_isPlayerInRange = false;
GD.Print("Player out of range");
}
public override void ExitState()
{
base.ExitState();
GD.Print("Exited Idle");
PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;

View file

@ -16,11 +16,11 @@ public partial class Init : EnemyStateBase
public override void EnterState()
{
GD.Print("Enemy init");
DamageReceiver.HealthProvider.MaxResource = StorageModule.Root.EnemyResource.MaxHealth;
StorageModule.AiState = StorageModule.Root.StartingAiState;
StorageModule.HomePosition = MainObject.GlobalPosition;
// TODO: Hide wings
// TODO: Hide aiming reticule

View file

@ -36,9 +36,6 @@ public partial class Shooting : EnemyStateBase
public override void EnterState()
{
base.EnterState();
GD.Print($"Entered {Name}");
//_isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange);
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
@ -66,7 +63,6 @@ public partial class Shooting : EnemyStateBase
public override void ExitState()
{
base.ExitState();
GD.Print($"Exited {Name}");
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;

View file

@ -18,7 +18,7 @@ public partial class BossPhase : Resource
private IPatternMachine _patternMachine;
public void Start(Boss boss)
public void Start(Node2D boss)
{
currentPatternIndex = 0;
_patternMachine = Patterns[currentPatternIndex].MakeMachine(boss);

View file

@ -19,6 +19,7 @@ public partial class RogueliteMapTheme : Resource
[Export] public PackedScene HorizontalSouthWallPrefab { get; set; }
[Export] public PackedScene VerticalDoorPrefab { get; set; }
[Export] public PackedScene VerticalWallPrefab { get; set; }
[Export] public PackedScene VerticalSecretDoorPrefab { get; set; }
[Export] public PackedScene DoorLockPrefab { get; set; }
[Export] public PackedScene KeyCardPrefab { get; set; }
[Export] public PackedScene ChestPrefab { get; set; }