using Godot; using System; using System.Diagnostics; using System.Linq; using Cirno.Scripts; using Cirno.Scripts.Resources; using Godot.Collections; public partial class Barrel : Area2D, IDestructible { [Export] public bool Indestructible { get; private set; } [Export] public float Health = 1f; [Export] public float ExplosionRadius = 1; [Export] public float ExplosionDamage = 1; [Export] public PackedScene DebrisScene { get; set; } [Export] public PackedScene ExplosionParticles { get; set; } [Export] public BulletResource ExplosionData { get; set; } [Export] public BulletOwner BulletGroup { get; set; } = BulletOwner.None; [Export] public Array DamageResistances { get; set; } = []; [ExportCategory("On Death Activation")] [Export] public ActivationType ActivationType { get; private set; } = ActivationType.Toggle; [Export] public Node2D Target { get; private set;} [Signal] public delegate void ExplodedEventHandler(); private GameManager _gameManager; private float _currentHealth = 0f; private bool _isDestroyed = false; // Called when the node enters the scene tree for the first time. public override void _Ready() { _gameManager = this.GetGameManager(); _currentHealth = Health; } // Called every frame. 'delta' is the elapsed time since the previous frame. public override void _Process(double delta) { } private void Explode() { //ApplyExplosionDamage(); EmitSignal(SignalName.Exploded, this, _currentHealth); ActivateOnDeath(); CreateExplosion(); CreateParticles(); CreateDebris(); QueueFree(); } private void ActivateOnDeath() { if (Target is IActivable node) { node.Activate(ActivationType); } } private void CreateExplosion() { if (ExplosionData == null) return; var explosion = this.CreateSibling(ExplosionData.BulletScene); explosion.Speed = 0; explosion.Initialize(ExplosionData.MakeBullet(this.GlobalPosition), _gameManager); } private void ApplyExplosionDamage() { var spaceState = GetWorld2D().DirectSpaceState; var query = new PhysicsShapeQueryParameters2D(); var shape = new CircleShape2D { Radius = ExplosionRadius }; query.SetShape(shape); query.Transform = new Transform2D(0, GlobalPosition); query.CollideWithBodies = false; query.CollideWithAreas = true; //query.CollisionMask = ; var results = spaceState.IntersectShape(query); GD.Print($"Shapes in range: {results.Count}"); foreach (var result in results) { if (result.TryGetValue("collider", out var colliderObj)) { var collider = colliderObj.As(); if (collider.GetParent() is IDestructible destructible) { GD.Print($"HITTING {collider.Name}"); destructible.Hit(ExplosionDamage); } else { GD.Print($"Collider {collider.Name} was not idestructible"); } } } } private void CreateDebris() { if (DebrisScene == null) return; this.CreateSibling(DebrisScene); } private void CreateParticles() { if (ExplosionParticles == null) { return; } var particle = this.CreateSibling(ExplosionParticles); if (particle == null) return; particle.Emitting = true; } public void Hit(float damage, DamageType damageType = DamageType.Neutral) { if (_isDestroyed || Indestructible) return; var dmg = DamageResistances.Aggregate(damage, (current, resistance) => current * resistance.CalculateDamage(current, damageType)); _currentHealth -= dmg; if (_currentHealth > 0) return; _isDestroyed = true; Explode(); } public bool IsDestroyed() { return _isDestroyed; } }