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New damage resistance system
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5dec57e711
commit
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5 changed files with 164 additions and 3 deletions
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@ -1,6 +1,10 @@
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using System;
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using System.Linq;
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using Cirno.Scripts.Components.FSM;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Resources;
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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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@ -31,6 +35,9 @@ public partial class PlayerDamageReceiver : Area2D
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[ExportCategory("Damage Types")]
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[Export] public StringName AcidGroupName { get; private set; } = "Acid";
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[Export] public Array<DamageResistance> ShieldDamageResistances { get; set; } = [];
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[Export] public Array<DamageResistance> HealthDamageResistances { get; set; } = [];
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[Signal]
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public delegate void HealthChangedEventHandler(float newValue, float maxValue);
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[Signal]
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@ -148,11 +155,43 @@ public partial class PlayerDamageReceiver : Area2D
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_stateMachine.SetState(PlayerState.Drowning);
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//_healthProvider.CurrentResource = 0;
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}
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private void ApplyDamageToHealth(float damage, DamageType type = DamageType.Neutral)
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{
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if (HealthDamageResistances.Where(x => x.DamageType == type)
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.Any(x => x.Attribute is DamageAttribute.Skip)) return;
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var dmg = HealthDamageResistances.Aggregate(damage, (current, resistance) => current * resistance.CalculateDamage(current, type));
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CurrentHealth -= dmg;
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}
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public void Hit(float damage, DamageType type = DamageType.Neutral)
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{
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if (!Enabled) return;
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// Check if the shield is empty or damage has skip attributes
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if (CurrentShield <= 0 || ShieldDamageResistances.Where(x => x.DamageType == type).Any(x => x.Attribute is DamageAttribute.Skip))
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{
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// do not apply, go to health
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ApplyDamageToHealth(damage, type);
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}
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else
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{
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var shieldDmg = ShieldDamageResistances.Aggregate(damage, (current, resistance) => current * resistance.CalculateDamage(current, type));
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// apply and get remainder
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var remainder = CurrentShield - shieldDmg;
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CurrentShield = remainder; // Let the resource's self-balancing take care of any remainders
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if (remainder < 0)
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{
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// Apply remainder to health
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ApplyDamageToHealth(-remainder, type);
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}
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}
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return;
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if (CurrentShield > 0 && type is not DamageType.Explosive or DamageType.Acid)
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{
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// Reduce shield
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