cirnogodot/Scripts/Components/Actors/PlayerWeaponProvider.cs
2025-05-02 15:51:40 +02:00

201 lines
5.4 KiB
C#

using System;
using System.Linq;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Utils;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Components.Actors;
public partial class PlayerWeaponProvider : Node2D
{
[Export] public PackedScene WeaponTemplate { get; private set; }
public Array<Weapon> EquippedWeapons { get; set; } = [];
private int _currentWeaponIndex = 0;
private int CurrentWeaponIndex
{
get => Math.Clamp(_currentWeaponIndex, 0, EquippedWeapons.Count -1);
set
{
if (value > EquippedWeapons.Count)
{
_currentWeaponIndex = 0;
}
if (value < 0)
{
_currentWeaponIndex = EquippedWeapons.Count - 1;
}
_currentWeaponIndex = value;
}
}
private InventoryManager _inventoryManager;
public Weapon EquippedWeapon { get; set; }
private CharacterBody2D _parent;
public void Init(CharacterBody2D parent)
{
_parent = parent;
_inventoryManager = this.GetInventoryManager();
_inventoryManager.WeaponEquip += this.OnInventoryWeaponEquipped;
_inventoryManager.ItemAdded += OnInventoryWeaponAdded;
EquipStartupWeapon();
}
private void OnInventoryWeaponEquipped(string itemKey)
{
Equip(itemKey, true);
}
private void OnInventoryWeaponAdded(LootItem item, int amount)
{
if (item.Item is not ItemTypes.Weapon) return;
Equip(item, false);
}
private void EquipStartupWeapon()
{
if (EquippedWeapon is not null) return;
if (!string.IsNullOrWhiteSpace(GlobalState.Session.EquippedWeaponId))
{
// equip it
Equip(GlobalState.Session.EquippedWeaponId, false);
}
else
{
// Try to equip whatever is first
var weaponData = InventoryManager.Instance.Items.FirstOrDefault(x => x.Item.Item is ItemTypes.Weapon);
if (weaponData is null) return;
Equip(weaponData.Item.ItemKey, false);
}
}
// This is a soft equip
public void AddWeapon(Weapon weapon)
{
EquippedWeapons.Add(weapon);
}
// Triggered by event in inventorymanager
private void EquipWeapon(Weapon weapon)
{
EquippedWeapon = weapon;
CurrentWeaponIndex = EquippedWeapons.IndexOf(weapon);
GlobalState.Session.EquippedWeaponId = weapon.WeaponData.ItemKey;
}
public void NextWeapon()
{
CurrentWeaponIndex += 1;
Equip(EquippedWeapons[CurrentWeaponIndex], true);
}
public void PreviousWeapon()
{
CurrentWeaponIndex -= 1;
Equip(EquippedWeapons[CurrentWeaponIndex], true);
}
public void Shoot(Vector2 direction)
{
if (EquippedWeapon == null) return;
EquippedWeapon.ShootDirection = direction;
EquippedWeapon.Shoot();
}
// Remastered method
private LootItem GetItemFromInventory(string itemKey)
{
return InventoryManager.Instance.Items.FirstOrDefault(x => x.Item.ItemKey == itemKey)?.Item;
}
private Weapon GetWeaponFromLocal(string itemKey)
{
return EquippedWeapons.FirstOrDefault(x => x.WeaponData.ItemKey == itemKey);
}
// Remastered method
private Weapon SpawnWeapon(string itemKey)
{
return SpawnWeapon(GetItemFromInventory(itemKey));
}
// Remastered method
private Weapon SpawnWeapon(LootItem startingItem)
{
if (WeaponTemplate == null)
{
GD.Print("Could not spawn weapon because template is null");
return null;
}
// Check if it's not spawned already
var maybeExistingWeapon = GetWeaponFromLocal(startingItem.ItemKey);
if (maybeExistingWeapon is not null) return maybeExistingWeapon;
var weapon = this.CreateSibling<Weapon>(WeaponTemplate);
weapon.WeaponData = startingItem.WeaponData;
this.AddWeapon(weapon);
return weapon;
}
public Weapon Equip(LootItem item, bool force)
{
var maybeExistingWeapon = GetWeaponFromLocal(item.ItemKey);
if (maybeExistingWeapon is not null) return Equip(maybeExistingWeapon, force);
// Spawn if not present
var spawnedWeapon = SpawnWeapon(item);
return Equip(spawnedWeapon, force);
}
public Weapon Equip(string itemKey, bool force)
{
// Check in local inventory first
var maybeExistingWeapon = GetWeaponFromLocal(itemKey);
if (maybeExistingWeapon is not null) return Equip(maybeExistingWeapon, force);
// Spawn if not present
var spawnedWeapon = SpawnWeapon(itemKey);
return Equip(spawnedWeapon, force);
}
public Weapon Equip(Weapon weapon, bool force)
{
// When we get here we already have a spawned weapon and it's in the list
// Always equip it if there's nothing equipped
if (this.EquippedWeapon is null)
{
this.EquipWeapon(weapon);
return weapon;
}
// If it's a soft equip check for priority
if (!force && this.EquippedWeapon.WeaponData.Priority < weapon.WeaponData.Priority)
{
this.EquipWeapon(weapon);
return weapon;
}
EquipWeapon(weapon);
return weapon;
}
}